I hate Hex: Ruin, but this..
Is seems not to be good perk.
It is supposed to be a perk affecting Survivors more in the late game, and also Survivors can choose find and cleanse it now or do it later.
But Survivors almost always cleanse hex totems if they know some Hex affects them. They can ignore hex totems only if there are nothing affecting them, so it might be Haunted Ground, but in other situations they always do cleanse, even Huntress Lullaby bcs its terrifying.
Even if Survivors decided to find it later, they just cab find Ruin occasionally.
The thing is, Ruin supposed to be a late game perk will not do its job bcs it will be cleansed very soon ESPECIALLY if some Survivors use maps, small game, Tapp's Hunch, etc. Also it seems to not work in huge maps with separated from each other generators.
I hate recent Ruin so much, I am kinda happy it is gonna be changed, but it could be better. Totems system itself could be changed from totally rng based to something more "stable".
Though, I can be wrong, maybe it will work nicely. The idea by itself is creative and interesting. I must try it.
Comments
Designer Notes say it perfectly.
Devs know exactly what they are doing. This update is centered around making the newbie survivor experience better at the expense of the killer. They want to give Ruin a strong game delaying effect that is kinder to newbie survivors but are worried about making it a non-Hex and arent confident enough in themselves to find the razor sharp line where everyone is happy.
What if Ruin will be based on Dull Totems? All dull totems cleansed - new Ruin is purged. Survivors will spend time for cleansing and gens will regress.
I actually like this idea. It also has the added benefit of making Ruin have negative synergy with NOED. So both the killer and survivor have to make more meaningful choices.
A perk like that sounds nice but the problem is why Ruin was used. It was one of the only perks that affected survivors at the beginning of a match when they are arguably at their strongest and can gen rush at their best. Ruin created an artificial pressure that would hold off the survivors until the killer could start generating their own pressure, its why having Ruin work for "only" 2 min was perfectly fine because by then the killer would already have started building their own momentum.
New Ruin lost its early game artificial pressure and became a dime a dozen late game perks. The fact that its a hex which survivors have been trained to remove on sight for years means the majority of games will have it gone before it can do anything that other perks (PGTW, CI, Sloppy, ect) cant do better.