God damn ruin got gutted

I'm not going to go too hard yet because we havent seen it in action but i feel lile the new ruin is trash.

They stated it will be powerful in endgame but thats the real issue. HEX PERKS DON'T LAST TILL ENDGAME. They really don't. You'd be lucky if devour hope lasted past the second stack and that totem is "hidden" until it activates.

Hex ruin went from a crutch all the way to a gimmick perk. It would be better as a none hex at this point.

They mention one of ruins flaws being inconsistent but that's not ruins fault. It is only because it's a hex. Ruin will have the same flaws as before only now it's more risk and less reward. Especially when survivors can just tap a gen mid chase or whenever they want.

Ruin is bad now. Its new goal is a gimmick and being a hex perk its even more of a gimmick.


But hey at least gatekeeper got changed.

Tagged: Mod

Comments

  • Got to please the survivor mains who need an easier game. Next update complete one gen and the hatch spawns and opens and the killer's movement speed reduced by 900%

  • woah woah woah

    whats going on???

  • I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.

  • @toxic_clown said:

    woah woah woah

    whats going on???

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png

    Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin. 

    DOCTOR UPDATE 

    In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass. 

    We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability. 

    The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual. 

    While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use. 

    As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability. 

    One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt. 

    HEX: RUIN AND GATEKEEPER UPDATE  

    The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. 

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem. 

    Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match. 

    The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper. 

    The new Hex: Ruin is simple: 

    All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. 

    The Hex effect persists as long as the related Hex Totem is standing. 

    This version of the perk has many benefits: 

    • Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. 
    • Killers must be active in pushing Survivors off generators to get value from it. 
    • It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem. 

     

    The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out! 

    They went more into what will change next chapter

  • @Mandy said:

    I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.

    i hope so, I'm gonna see what happens with an open mind but so far ruin sounds like a gimmick not worth the trouble. Doesn't help I'm on console so yeah lol.

  • What is the change exactly? Just heard regression is faster. The problem in the game is the gen rush in the beginning, until you get the game running with your first down. How shall take ruin effect when the first gen is done before you get the chance to kick a gen?

  • @Deadeye said:

    What is the change exactly? Just heard regression is faster. The problem in the game is the gen rush in the beginning, until you get the game running with your first down. How shall take ruin effect when the first gen is done before you get the chance to kick a gen?

    They aimed for a late game idea. Ruin is gonna be weak early on but once you got the pressure up it'll be better. Gens regress twice as fast and effects all gens

  • You're right OP. It's gutted. The point of the perk is to prevent three gens from popping after one chase. You can only chase one survivor at a time leaving three to hold M1. Since new Ruin only works if a survivor doesn't hold M1, well damn.

    Bright side, Ruin will no longer mask the real issue if the game. Killer's power will be seen for what it always was and survivor escape rates will invert.

    It does seem the live balancing team only understands the survivor side of the game at a low skill perspective. I based that on the rationel of their recent changes to killers.

  • @Mr_K said:

    You're right OP. It's gutted. The point of the perk is to prevent three gens from popping after one chase. You can only chase one survivor at a time leaving three to hold M1. Since new Ruin only works if a survivor doesn't hold M1, well damn.

    Bright side, Ruin will no longer mask the real issue if the game. Killer's power will be seen for what it always was and survivor escape rates will invert.

    It does seem the live balancing team only understands the survivor side of the game at a low skill perspective. I based that on the rationel of their recent changes to killers.

    Hopefully this means killers will get real 100% buffs. Not no fixes but buffs.

  • @Mandy said:

    I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.

    This may just sound like entitlement but i feel that the whole community would love to see updated stats 2 weeks after ruin goes live. It just may be a way to see how much ruin affected high and low ranks

  • @Mandy said:

    I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.

    The logical outcome to the changes as stated in the Dev update is easy to see. Killers will drop Ruin in favor of Pop or Corrupt Intervention. Survivors that don't let go of M1 everytime they hear heartbeat will continue without Ruin even being a bother. There was a reason why it was used 80% of the time. Because the survivor objective is too simple and easily accomplish before a killer can begin to do theirs.

    I'm somewhat happy about this change. Ruin has masked the real underline issues of this game since it's bug fix a few years ago.

  • @Mr_K said:

    You're right OP. It's gutted. The point of the perk is to prevent three gens from popping after one chase. You can only chase one survivor at a time leaving three to hold M1. Since new Ruin only works if a survivor doesn't hold M1, well damn.

    Bright side, Ruin will no longer mask the real issue if the game. Killer's power will be seen for what it always was and survivor escape rates will invert.

    It does seem the live balancing team only understands the survivor side of the game at a low skill perspective. I based that on the rationel of their recent changes to killers.

    recent and upcoming killer changes. I was looking forward to doctor change. No stance switching? Pretty strong. Static Blast maybe weaker than field but an insta survivor sonar is not weak at all. Then this line ruined it for me:

    "Added a 3 second cooldown to shock Therapy ... can't hit with primary weapon, Shock Therapy or Static Blast"

    Another M1 killer cut off his ability to outplay loops...

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  • @Mandy said:

    I'd suggest trying it out on the PTB before writing off the changes, you might be pleasantly surprised by the changes.

    The parent tactic of "just try it once" isn't going to work. Anyone with more than 10 hours in this game knows that it's trash. Everyone on here also knows the devs don't give a damn what we think and are going to do it anyway.