Ruin got buffed

Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:


Let's not forget we can,

Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

Corrupt intervention has always been a decent enough alternative to Ruin anyway.


This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

Comments

  • it's not necessarily the perk getting nerfed that shows their survivor sided. it's the words they used in the update. just reread it and you'll see. especially the part where they said they changed doctor because he was annoying to play against .

  • Let me know when they fix the bugged sound that has been active for over a month or so and then we will see.

  • "With Thanatophobia you have plenty of slow down as is"

    ctLYN3Pwvg_nPW1UXTfznhqzgy4p4SoFGEQir1nAQTY.jpg


  • Nothing about the Ruin changes were a buff, ######### are you smoking?

  • @underlord99 said:

    it's not necessarily the perk getting nerfed that shows their survivor sided. it's the words they used in the update. just reread it and you'll see. especially the part where they said they changed doctor because he was annoying to play against .

    So basically they're survivor sided, NOT because they're "nerfing killers more" but rather how they word their updates correct?

  • @underlord99 said:

    it's not necessarily the perk getting nerfed that shows their survivor sided. it's the words they used in the update. just reread it and you'll see. especially the part where they said they changed doctor because he was annoying to play against .

    I strongly agree with this. However, it's also important to say that ruin was nerfed because it used to have the extremely important job of slowing the game down long enough that killers could have a few chases and show their skill, making it possible for the killer to win if they're good enough. With how big some maps are and how difficult some loops are, gens can fly before killers get their first kill pretty consistently without ruin. Ruin used to be a band-aid fix for a bigger problem, and now that ruin is no longer available, that bigger problem is even worse. New ruin will do nothing to stop 3 gens in 2 minutes and fight the bigger problem here.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972491#Comment_972491

    So basically they're survivor sided, NOT because they're "nerfing killers more" but rather how they word their updates correct?

    they're survivor sided because of their motives.

  • @ElementDoom said:

    "With Thanatophobia you have plenty of slow down as is"

    https://us.v-cdn.net/6030815/uploads/051/G35RFHX6U9ES.jpg

    Dying light and Thanatophobia...****

  • @Aura_babyy said:

    Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:

    Let's not forget we can,

    Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

    Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

    Corrupt intervention has always been a decent enough alternative to Ruin anyway.

    This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

    Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

    The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

    You are saying we need to use TWO perks to COUNT as a BUFF!? FU

  • @Mc_Harty said:

    Nothing about the Ruin changes were a buff, ######### are you smoking?

    Did you not read the thread?

    The ptb is not live yet.

    But a regressing generator is easy pickings for surveillance.

  • @Aura_babyy said:

    Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:

    Let's not forget we can,

    Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

    Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

    Corrupt intervention has always been a decent enough alternative to Ruin anyway.

    This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

    Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

    The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

    So now instead of one perk I need to run 2. Great.

    Also, Thrilling Tremors is active for 16 seconds. Gens regress at 1% every 5 seconds I believe. Failing a skill check is something like 7% or 8% I believe (not sure at all). So no, even with the max amount it's nowhere near the same as 2-3 failed skill checks.

    And that's even if Thrilling Tremors works. Now survivors are going to hold M1 like their life depends on it. As it is now they can let up to avoid Thrilling, BBQ, to heal, etc. Now they're encouraged to do nothing but finish the gen as fast as possible. And for that reason games will.go faster at the beginning when they need to be slower. Ruin will still be cleansed early, and there still will be no late game effect.

  • @Herman_CMH said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    You are saying we need to use TWO perks to COUNT as a BUFF!? FU

    You mean an additional perk? Yeah?

    Do you not run Nurse's Calling with Sloppy?

    Do you not run Enduring with Spirit Fury?

    Perks are all about their application and combination.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972502#Comment_972502

    Did you not read the thread?

    The ptb is not live yet.

    But a regressing generator is easy pickings for surveillance.

    I read the thread just don't understand how anyone could consider this a buff.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    So now instead of one perk I need to run 2. Great.

    Also, Thrilling Tremors is active for 16 seconds. Gens regress at 1% every 5 seconds I believe. Failing a skill check is something like 7% or 8% I believe (not sure at all). So no, even with the max amount it's nowhere near the same as 2-3 failed skill checks.

    And that's even if Thrilling Tremors works. Now survivors are going to hold M1 like their life depends on it. As it is now they can let up to avoid Thrilling, BBQ, to heal, etc. Now they're encouraged to do nothing but finish the gen as fast as possible. And for that reason games will.go faster at the beginning when they need to be slower. Ruin will still be cleansed early, and there still will be no late game effect.

    Like I said to the other guy.

    2 perk combinations are not out of this world.

    Spirit Fury/Endur

    Sloppy/Nurse's


    And ruin skill check misses are 4% not 7%


  • @Aura_babyy said:

    Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:

    Let's not forget we can,

    Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

    Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

    Corrupt intervention has always been a decent enough alternative to Ruin anyway.

    This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

    Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

    The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

    It is NOT a buff. Gens regress at 1/4 the speed that Survivor's repair them at. This new Ruin will be useless at Level 1, at Level 3, it will cause the gen to regress at 1/2 the normal speed.

    Also, it is a Hex perk, it is still going to get destroyed 30 seconds into a match

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/972527#Comment_972527

    I read the thread just don't understand how anyone could consider this a buff.

    I showed the changes to my GF who plays this and she thought it was a change that made it stronger.

    I showed it to my best mate who mains killer and he was stoked. He's happy because in his matches survivors just hit the skill checks anyway and power through ruin. Since he's good at exerting pressure, he is quite content with the changes.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    It is NOT a buff. Gens regress at 1/4 the speed that Survivor's repair them at. This new Ruin will be useless at Level 1, at Level 3, it will cause the gen to regress at 1/2 the normal speed.

    Also, it is a Hex perk, it is still going to get destroyed 30 seconds into a match

    This is a passive regression, meaning you can still kick the gen. Now you have a regressing generator that will go down nearly as fast as a survivor can do said generator

    Also yes. Hex perks will sometimes go down in 30 seconds, sometimes they last the whole game. That's their point.

  • @UwUMyersUwU said:

    Killers get viable things that are balanced nerfed. Survivors get wayyyy overpowered items nerfed.

    You're dismissing the Ruin change as the perk becoming unviable.

    A lot of people will argue that the perk was already unviable to begin with. It's just an overused crutch that killers think they will not win without it.


    And before you make the same comment about DS.. those perks cannot compare. Survivors dont need DS to steam roll a killer.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972554#Comment_972554

    I showed the changes to my GF who plays this and she thought it was a change that made it stronger.

    I showed it to my best mate who mains killer and he was stoked. He's happy because in his matches survivors just hit the skill checks anyway and power through ruin. Since he's good at exerting pressure, he is quite content with the changes.

    Oh well I guess since 2 people you know for some reason had an opinion that matches yours we can just ignore the pages full of threads full of killers disagreeing.

    And I was thinking of a failed skill check meaning missing it completely, but that still doesn't equal missing 2-3 skill checks. It would equal missing 1.5 skill checks. And Thrilling can only be activated every 60? seconds and is contingent on picking up a survivor, so it's far weaker.

  • Don't worry killers, survivor main here that is total against the RUIN change!!! We arent all bumholes. ❤ if they changed it from a hex perk then okay, but yeah still gonna destroyed easy. Who ever in the dev office decided this, needs a demotion lol

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/972587#Comment_972587

    Oh well I guess since 2 people you know for some reason had an opinion that matches yours we can just ignore the pages full of threads full of killers disagreeing.

    And I was thinking of a failed skill check meaning missing it completely, but that still doesn't equal missing 2-3 skill checks. It would equal missing 1.5 skill checks. And Thrilling can only be activated every 60? seconds and is contingent on picking up a survivor, so it's far weaker.

    Attempting to do the actual math is eh.

    But. The perk will shine as a combo with Surveillance in my opinion.

    The same way Surge works with it, so will Ruin. That's a lot of information!

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972630#Comment_972630

    Attempting to do the actual math is eh.

    But. The perk will shine as a combo with Surveillance in my opinion.

    The same way Surge works with it, so will Ruin. That's a lot of information!

    It will be until it gets cleansed. Then you'll have had a lesser perk but now also have a meh perk. I am curious though to compare it to discordance and see which overall is better, considering discordance may give you the same type of info as 2 perks.

  • @Aura_babyy said:

    Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:

    Let's not forget we can,

    Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

    Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

    Corrupt intervention has always been a decent enough alternative to Ruin anyway.

    This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

    Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

    The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

    Untitled Image

    dont forget, it's still a hex perk, and they designed this new version of ruin for near the endgame when there is only a few gens. because ruin ALWAYS LASTS THAT LONG RIGHT? /s

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972585#Comment_972585

    This is a passive regression, meaning you can still kick the gen. Now you have a regressing generator that will go down nearly as fast as a survivor can do said generator

    Also yes. Hex perks will sometimes go down in 30 seconds, sometimes they last the whole game. That's their point.

    No, you cannot kick the gen when it is already regressing

  • You know there is a perk to help against Doc right. . . It's called Calm Spirit. There is a perk to help destroy Ruin too it's called horrible totem spawns. I honestly want to know why Ruin suddenly needed to be changed. Most the threads I read on Ruin was that it needed buffing.

  • included in nerf notes: "killers are annoying to play against as survivor!!! killer perks are annoying to play against as survivor!!! skill checks are annoying as a survivor!!! game slowdown is annoying to play against as a survivor!!!"

    not included in nerf notes: "survivor perks are annoying to play against as killer....???? maps are annoying to play on as killer.....???,,,, gen speeds...??? ,,is there anything that is annoying to play against as a killer....??? mmmno...,,,,"

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/972603#Comment_972603

    No, you cannot kick the gen when it is already regressing

    No this was not mentioned to be like that though.

    Remember you can still use pop on a regressing generator.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    https://us.v-cdn.net/6030815/uploads/915/0ZNR7FFVI5LT.png

    dont forget, it's still a hex perk, and they designed this new version of ruin for near the endgame when there is only a few gens. because ruin ALWAYS LASTS THAT LONG RIGHT? /s

    Depends. I've seen Ruin last pretty long in my recent games

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972769#Comment_972769

    No this was not mentioned to be like that though.

    Remember you can still use pop on a regressing generator.

    No, you cannot. It has been confirmed. PGTW, Overcharge, Surge, ect. None of these work because you have to kick the gen, which you can't do while Ruin is up.

  • @Katastrophecy said:

    included in nerf notes: "killers are annoying to play against as survivor!!! killer perks are annoying to play against as survivor!!! skill checks are annoying as a survivor!!! game slowdown is annoying to play against as a survivor!!!"

    not included in nerf notes: "survivor perks are annoying to play against as killer....???? maps are annoying to play on as killer.....???,,,, gen speeds...??? ,,is there anything that is annoying to play against as a killer....??? mmmno...,,,,"

    Uh. Yeah? Balanced Landing was nerfed.

    The new maps created by the devs are good

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/972808#Comment_972808

    No, you cannot. It has been confirmed. PGTW, Overcharge, Surge, ect. None of these work because you have to kick the gen, which you can't do while Ruin is up.

    Really? Where was that confirmed at? I must have missed it

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/972804#Comment_972804

    Uh. Yeah? Balanced Landing was nerfed.

    The new maps created by the devs are good

    I'm talking about in the Doctor/Ruin patch notes, not previous patch notes. Balanced Landing was a welcomed nerf but didn't cripple the perk. The new maps are fine, but new maps say nothing to the imbalance and survivor-favored nature of more than half of the other older maps in the game.

  • @Aura_babyy said:

    Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:

    Let's not forget we can,

    Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).

    Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.

    Corrupt intervention has always been a decent enough alternative to Ruin anyway.

    This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.

    Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.

    The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)

    If you think Ruin got buffed, then I have a bridge in Brooklyn to sell you.

  • After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

  • @Freshwick said:

    After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

    Why do killer perk benefits need to be earned but survivor perks can provide passive effects? I don't understand why a killer perk (that could be destroyed by cleansing a totem) providing a passive benefit was listed as a problem in the dev notes.

    I don't get the devs' reasoning on this.

  • @Freshwick said:

    After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

    It's not like you NEED to pay for dlc to get the "pay to win" perks. You just need to be patient for them to come out on the shrine if you can't spend 4-5 dollars.

    Prove thyself is a general well use perk that I see SWF run a few times here and there.

    But it has been a long ass time since I've seen the perk both on console and PC.

  • @Bill_I_Am__Overbeck said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    If you think Ruin got buffed, then I have a bridge in Brooklyn to sell you.

    Love this.

  • @Freshwick said:

    After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

    Also Plague's perks are not pay to win. You can unlock plague with Iri shards.

  • Hopefully you've played it now and realize how wrong you were lol

  • @goat10em said:

    Hopefully you've played it now and realize how wrong you were lol

    I'm actually at work and I'm curious.

    How is the 200% on it?

    How fast is the totem gone?

  • Ots a hex perk. It can be cancelled out in 14 seconds.


    Thats the kicker.

  • @Dwight_Confusion said:

    Ots a hex perk. It can be cancelled out in 14 seconds.

    Thats the kicker.

    That is evident for any hex perk though. That's not really much of a supporting point. Hex totems have ALWAYS been at risk of being found 14 seconds into the game. This is map RNG, not the hex being bad.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/973052#Comment_973052

    Why do killer perk benefits need to be earned but survivor perks can provide passive effects? I don't understand why a killer perk (that could be destroyed by cleansing a totem) providing a passive benefit was listed as a problem in the dev notes.

    I don't get the devs' reasoning on this.

    I don't get their reasoning on a lot of this update.

  • I felt the same way after reading this as I do after seeing a politicians ad to smear another candidate. It's misinformation, I tell you!

  • @FriendlyGuerl said:

    Do you really think dying light is that good? Could you maybe explain how you come to this conclusion sir?

    Depends on your killer. I think the perk shines on killers that are able to down people very quickly.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/975824#Comment_975824

    Depends on your killer. I think the perk shines on killers that are able to down people very quickly.

    So about two killers its good for then.

  • @Herman_CMH said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    You are saying we need to use TWO perks to COUNT as a BUFF!? FU

    Kinda seems similar to self care and botany

  • Tried Ruin. Absolutely pointless. Regression is a joke. It's basically Hex: Gen Kick. It was high risk decent reward before. It is high risk little to no reward now. Paired with surveillance it gives nice info buy not very different from solo surveillance... If you somehow manage to block a gen with tremors you get a whopping 8 sec worth of additional survivor gen work. It is marginal in a clutch. During 3 gen defense it sometimes saves you a gen kick.

  • What? No?

    Iri head huntress?

    Mach 2 Wraith?

    Infinite Tier 3 Myers provided you can maintain for it?

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/975850#Comment_975850

    What? No?

    Iri head huntress?

    Mach 2 Wraith?

    Infinite Tier 3 Myers provided you can maintain for it?

    Ah killers who need rare add ons to be viable with it. And even then they need to work for it. Michael needs a ton of stalk, and probably by the time he gets it all 5 gens are done or his totem is long gone. Huntress has limited hatchets etc.

    Oh yeah so great for killers.

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