This is not a good idea devs

Decisive strike change- fantastic

Nurse change- unnecessary

Spirit change- was needed but was good

Balance landing change- maybe a good change, it ended up causing infinite’s on iron works and Haddonfield. But it’s situational on most maps

The madness nerf to Doc seems unnecessary, his specialty is finding and keeping map pressure on survivors. Since Snap out of it progress is saved the pressure is minimized.

But the Nerf to ruin is huge. Ruin 90% of the time never makes it to late game, hell it doesn’t even make it to mid game often. Ruin in Red or purple ranks was mostly a must have perk (Guaranteed if your playing mid or low tier killer) just to make sure you get a good start in the early game with as less gen progress as possible. Cause most of the time without it by the time you find a survivor and hook them, 1 or 2 gens would be done right in the early game. New Ruin would probably pare well with Pop and Surveillance that is if it last long enough. Totem spawns on most maps are atrociously bad I’m looking at you gen totems and open totems.

Devs you could’ve it least compensate this somehow like increasing gen times just a little bit (Monto joke included) by an extra 30 or 50 seconds.

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