RUIN is not worth to be HEX anymore

Ruin, third seal, devour hope... These Perks are strong. Very strong. Therefore BHVR introduced the hex mechanic, destroying the totems disables them.

The NEW RUIN isn't that strong anymore and not worth to be a hex perk. It should be a normal perk like any other aswell.

Btw, even with that I wouldn't use it anymore. Its to weak.

Besides the fact that this perk makes 3 gen hostage situation even more painful to deal with then it already is.

Nope, BHVR u are making to many wrong decisions lately. U killed Nurse, then oni, now ruin. Not much and I will drop dbd. U aren't addressing the issues but make the game more and more frustating.

Tagged: Dev

Comments

  • @Almo said:

    We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

    "Not often" isnt good enough they need to be viable perks not "hey when it rarely works its great!" Thats why people dont use devour often, if at all because it was pretty much a wasted perk slot when it gets cleansed early.

  • I get that then why not replace ruin with something that actually would be reliable haha since ruin wont have esrly game stall anymore. Just run corrupt lol

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/972231#Comment_972231

    It's easier for them to make things easier for survivors then balance the core issues the game has.

    That's exactly the type of comment that doesn't help our communication with the dev team and by consequence doesn't add anything to make the game better.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Imagine stating that gens regressing at 2x speed (so like, what, 2 seconds of regression for every second a survivor worked on it?) when they aren't being worked on is extremely powerful late game.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/969386#Comment_969386

    Imagine stating that gens regressing at 2x speed (so like, what, 2 seconds of regression for every second a survivor worked on it?) when they aren't being worked on is extremely powerful late game.

    I mean, it makes a 3 gen setup virtually impossible to escape.

    That's way beside the point though. It's bad when tied to a hex perk. But doesn't mean the effect isn't powerful.

  • @Almo said:

    We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

    Nice post, but it still doesn't address the issues. Rarely, and I mean RARELY, do I ever have any type of hex totem on any killer last more than a quarter of the game. People look for hex totems, people know where they spawn, or the survivor itself spawns right next to the thing. Large maps are especially problematic as we ourselves sometimes spawn a country mile away from the totem, meaning it's cleansed without us even getting a chance to defend it.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/972281#Comment_972281

    I mean, it makes a 3 gen setup virtually impossible to escape.

    That's way beside the point though. It's bad when tied to a hex perk. But doesn't mean the effect isn't powerful.

    It does make the 3 gen strat strong - but again, it's a Hex totem.

    And even then, apparently you can literally be banned for 3 genning for more than 10 minutes.

  • @Umbrae_pk said:

    The devs making changes doesn’t mean they’re making wrong decisions.

    ”U killed Nurse” no they didn’t. She’s still S tier.

    And Legion needed nerfed from the get go. So, yeah.

    And the perk isn’t even live yet, so you can’t say wether or not it’s worthy to be a Hex.

    Just WAIT.

    Wait for what? U trolling?

    There is no need to try it. We all have a brain, we can make logical conclusions and compare it with our experience. Simple. Don't act as if this is something super complex. New Ruin is garbage and won't be useful for late game since it will be destroyed till then already. End of story.

  • @Zenro said:

    https://forum.deadbydaylight.com/en/discussion/comment/972264#Comment_972264

    I get that then why not replace ruin with something that actually would be reliable haha since ruin wont have esrly game stall anymore. Just run corrupt lol

    Because Ruin + Surveillance = Super Discordance

  • @Seanzu said:

    Good! I look forward to playing good killers that don't run a Noed/Ruin/Pop combo 👌🏻

    I also look forward to slugging builds. I've stuck with gen slowing for awhile, but not that that isn't an option, just gonna 4k slug to slow things down.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/972262#Comment_972262

    That's exactly the type of comment that doesn't help our communication with the dev team and by consequence doesn't add anything to make the game better.

    What? Truthful comments aren't helpful? I'm intrigued. Which sort of comments are helpful?

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/972274#Comment_972274

    What? Truthful comments aren't helpful? I'm intrigued. Which sort of comments are helpful?

    Those who make the devs feel good and comfy lol

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Dude... Seriously.... Just stop.

  • I mean you think so but surveillance wont do anything unless they get off the gen. If they dont get off it then itll never regress therefore never turn white...the game shouldnt start with all gens white because they arent regressing. If the game starts and they are all white then itll definitely be strong as hell but i guess we will see tomorrow!

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    It will never get to the late game.

    How many Hex perks last until the End Game?

  • This doesn't work because with the new Ruin you can't kick the generator, which is what triggers Surveillance.

  • @Almo said:

    We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

    Surely you play a lot but in private games with the other developers because you are well disconnected from what happens in the game and in the community.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    yes because hex perks ALWAYS survive to the late game and NEVER get cleansed in under 30 seconds of a game

    /s

    your survivor bias is showing and how you devs don't understand your own game

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

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  • This version of Ruin is too weak to be a hex, but too strong to be a normal perk. Best way to fix it is to make it so the regression is exactly the same as the progression a single survivor (with no speed up bonuses) makes when working on a gen, or 1:1. If they don't make this change, ruin will be doomed to obscurity, as it will only synergize with a handful of perks like Thrilling Tremors.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Come on, dude. If you play the game as much as you say you do, you would be able to see how this logic doesn't hold up.

    It's not a sin to ask high-skill players (Fungoose, Otzdarva, ZubatLEL, ScottJund and Umbra would be my top 5) to test your game for you if testing it yourself leads to pissing the entire community off. We wouldn't be mad at you for not playing your game, what we're mad about is that you guys make these really weird changes with equally weird justification that doesn't hold up - doesn't matter how the game is fixed, it just needs to be fixed.

    I'm personally not even mad about the Ruin change, I just think it should either combo with Surveillance or not be a hex perk. I don't understand how this makes sense to you, because it doesn't to me, and a brief glance at this thread tells me that it doesn't make sense to anyone else either.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/969841#Comment_969841

    I also look forward to slugging builds. I've stuck with gen slowing for awhile, but not that that isn't an option, just gonna 4k slug to slow things down.

    That's fine by me, most players are awful at killer and can barely get a slug build actually working so I'm fine with that.


  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    How is it extremely powerful in the late game? If anything, it would be worse as there are less gens to be regressed. Plus, most totems don't last til late game. Ruin was an early game benefit. What late game benefit could it possibly have when the totem often gets destroyed very early in the game. I don't get how you can nerf Ruin without even addressing the extremely poor placement of totems. Half the time they are either right near the spot where the survivors spawn or next to one of the generators.

    Plus it prevents other perks from working, which also makes no sense.

    In the notes it pointed out that it was used in 80% of games (as if that was a reason to nerf it). Maybe instead of assuming it was used often because it was overpowered, you could have looked at WHY it gets used so much. Gen rushing is the biggest tactic these days, especially with swf coordinated and well geared groups.

    I get that it's no fun for new players, but then they should be matched up with new killers, who would not even have ruin.

    I will wait to see it in action, but it sure looks like a terrible change on paper.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Late game and Hex don't go together. I don't know what game you play but my hex totems never last more than 2-3min, and that is a very VERY long duration for hex perks.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    You're joking right? I can't even look at you as a dev anymore of what you just said...and you are proving more that none of you play your own damn game, and if you do, not at high ranks.

    Are you sure you are a dev?

  • On it's own it adds 50% to all time survivors waste

    With surveilance you know at any time when a gen is being worked on

    Sorry but anyone who thinks this effect shouldn't be a hex totem needs to give up any dreams to become a game developer

  • @Almo said:

    We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

    And there you go, you will never see devour get 5 tokens because it will have been cleansed by then. What makes you think Ruin will be any different?

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Name one hex that gets late game red ranks.

    Because short of doing Double springs on trapper and zelliously guarding your totem, your totem isn't going to get to late game.

    I once did an average of near 200 games of how long each hex lasted per game.

    Do you know what the average lasting time for 1 hex was?

    30 seconds.

    And that's not a hex like DH or Ruin

    A good portion of those were stuff like Lullaby which

    "Is GoOd LaTe GaMe."

    Go watch one of the most well known killer mans Scottjunds video's or streams.

    He literally has a timer for how long his hex lasts at high rank play, fun fact the longest I've seen it in a video was 2minutes.

    Hex perks don't last to end game period. If they do it's because the survivors don't know totem spawns or haven't been actively looking and that's NOT counting the times that they spawn within a hop skip and a jump from the totem.

    Tbh, I play survivor a lot to and I've kobe'd off hooks less times than I've spawned in visual range of active totems.

    And to top it all off, this is a hex of leisure now rather than any pressing need, exactly why hex lullaby is bad.

    Because when it starts to get bad, assuming you didn't spawn ontop of or next to it, you just go hunt it down when it gets to be slightly annoying, which it won't because the effect is basically worthless to anything more than one gen because,

    Lets say there are 4 survivors, one is being chased off their gen so it regresses, three others are still on gens NOT UNDER ANY SLOWING EFFECT.

    So the hex isn't helping where it needs to most, slowing down people so killers like trapper don't get ######### on.

    Because traps thanks to dead hard, are basically at this point pallet deniers rather than tangable threats at red ranks.

    So the theoretical "Creeping insidious threat" of this perk is nonexistent because the circumstance under it working implies that you can chase more than one suvivor off a gen, and then if there were any survivors helping, they elect not to go back and continue working on the gen, which the idea of them not doing that ESPECIALLY WHEN THEY KNOW THE HEX IS IN PLAY, is so ass backwards that honest to god, Riot has a more sensible balance team than you guys.

    Riot, the balance team that is unironically referred to as one of the worst balancing teams is better.

  • @Scal3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/969580#Comment_969580

    I don't think you guys understand what the mod is saying. Hex totems do not stay into late game for a reason. If it were not a hex perk it would always go into late game and would therefore be too powerful. That is why it needs to stay a hex perk.

    So question then.

    Why do they specifically cite that this will be a late game hex?

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    This one comment alone has made me lose all faith in BHVR and the DBD Devs. That shows a complete lack of knowledge in your own product if you believe that to be true.

  • New Ruin could work... against a game that actually takes long enough for it to matter.

    As of now, it's a really bad idea for a change. I expect to see lots of Pop Goes the Weasel and Corrupt Intervention with these changes.

  • @Almo said:

    We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

    Survivors aren't notified of DH until the killer gets the one hit down, if they were notified of DH as soon as the game starts (which is the case with this new Ruin I assume, as soon as they start a gen?), DH would be a joke of a hex totem. This new Ruin is more comparable to Huntress Lullaby, which rarely makes it to endgame if the survivors act quickly enough on the notification which they will get on the first hook.

  • @Pennywise said:

    https://forum.deadbydaylight.com/en/discussion/comment/969480#Comment_969480

    Survivors aren't notified of DH until the killer gets the one hit down, if they were notified of DH as soon as the game starts (which is the case with this new Ruin I assume, as soon as they start a gen?), DH would be a joke of a hex totem. This new Ruin is more comparable to Huntress Lullaby, which rarely makes it to endgame if the survivors act quickly enough on the notification which they will get on the first hook.

    My dude, Hex: Haunted grounds doesn't make it to end game.

    And I've seen survivors cleanse it when I literally ran no other hex perks.

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Lmao, are you for real!? Who on earth still has a hex totem up at 'end game'

    Utterly clueless about your own game, it's worrying...

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    guys are you serious? HEX and late game are two words that can use only someone that don't know this game,lol....

    the goal of HEX perks are by definition to be strong in the EARLY game, because, I tell you a secret, HEXES will be found and broke within 5 mins ;)

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

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  • Yeah but devour hope gots it’s nerf a while ago that totem for devour is always lit now vs it not lighting up till active bhvr you need to look at actual issues unless you want the “dark times “ to be death time your game is going down the drain and you arnt gonna stop it

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Red ranks it wont make it to late game...ruin was always used to help early game where killers need it the most because the gens would go so fast before you got a hook

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/969386#Comment_969386

    Nonsense. Hex perks don't exist in late game. Do you even play DbD in red ranks? Totems will always be destroyed after a while. I count on one hand when a totem stayed alive the whole time and I have over 3k hours. This perk is absolutly useless if it stays a hex. And its not even strong if it's a normal perk, no clue how u can see it would be op.

    I agree

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    You do realise that late game is actually longer than the 2-3 minutes it takes to clear all the totems right?

    I don't know which of you thought up this idea, but they need to kept somewhere far away from any creative problem solving discussion.

    The only thing I like about the change, is it makes lazy killers work for their hex, but there are just better perks to use anyway.

    You've just made yet another change that benefits my survivor game a whole lot more, so thanks for that.

  • Just checked out some popular streamers, they kinda made the same statement that ruin shouldn't be HEX anymore.

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