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

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/975925#Comment_975925

    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.

    The point of addons and perks is for you to find a build.

    Almost all Perks are viable. It heavily depends on how you use them and what you use them with.

    Spirit Fury and Enduring are really good perks by themselves.

    But would you not run them together to be more efficient? Everything has limitations, but it doesn't mean they're not viable

  • @FriendlyGuerl said:

    https://forum.deadbydaylight.com/en/discussion/comment/975845#Comment_975845

    It's 3% per non-obsession hook right?

    So even with, let's say, five stacks you got only 15% slowdown. And the obsession is not affected at all. And the obsession gets a healing buff to work against thana.

    It seems not that good does it?

    Pretty sure the obsession only gets a buff to altruistic action, not gen repair.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/975739#Comment_975739

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

    How is the 200% on it?

    How fast is the totem gone?

    I've played 5 games. Ruin was gone as quickly as it usually is. Usually no later that 2gens in and it's cleansed. But it provides nothing for early game. So it's essentially useless. It needs to not be a hex

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/975935#Comment_975935

    The point of addons and perks is for you to find a build.

    Almost all Perks are viable. It heavily depends on how you use them and what you use them with.

    Spirit Fury and Enduring are really good perks by themselves.

    But would you not run them together to be more efficient? Everything has limitations, but it doesn't mean they're not viable

    But you're talking about the ultra rare add ons that have severe limitations/require a lot of work to get going. For a HEX totem to work well. Its absurd.

  • @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.)

    Don't waste your time with these complainers they don't want to accept change they never did and they never will which is sad:( I for one am happy about this change gets the killers to give pressure :)

  • @FriendlyGuerl said:

    https://forum.deadbydaylight.com/en/discussion/comment/975845#Comment_975845

    It's 3% per non-obsession hook right?

    So even with, let's say, five stacks you got only 15% slowdown. And the obsession is not affected at all. And the obsession gets a healing buff to work against thana.

    It seems not that good does it?

    Wait I just read your post again.

    I see what you mean. I still think 3 people doing gens 15% slower is hugely detrimental to a game. It might not affect a strong swf much. But it will definitely affect mid ranks and tax heavily.

    Red ranked games to me are a whole different ball game but I'm still sure you can make use of the perk depending on how well you can start.

  • You forget something. For those "positives" you mentioned (surveillance etc.) you need 2 perks, maybe even 3 to make real use of it! Means instead of 1 perk lot (just ruin) to slow down gen progression we now need 2-3 perk slots.

    And then ruin is STILL a HEX! If it gets cleansed at the start of the match, this combo is rendered USELESS. And I guarantee you that it will, because obviously hexes are known to be high-risk-perks!

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/975962#Comment_975962

    But you're talking about the ultra rare add ons that have severe limitations/require a lot of work to get going. For a HEX totem to work well. Its absurd.

    No.

    I gave SOME examples.

    You dont need to have the best addons to have a viable use of perks.

    Huntress Iri head is still one of the strongest builds in the game and it's incredibly irrelevant that you have less hatchets if you can hit your throws.

    Myers infinite is good for when you get that sweet spot where you're not revealing yourself yet stalking survivors.

  • @eeevelyne said:

    You forget something. For those "positives" you mentioned (surveillance etc.) you need 2 perks, maybe even 3 to make real use of it! Means instead of 1 perk lot (just ruin) to slow down gen progression we now need 2-3 perk slots.

    And then ruin is STILL a HEX! If it gets cleansed at the start of the match, this combo is rendered USELESS. And I guarantee you that it will, because obviously hexes are known to be high-risk-perks!

    There are perks that synergize together though.

    Self Care and Botany Knowledge

    Spirit Fury and Enduring

    Hex: Haunted Grounds and any other Hex perk.


    Perks often may not seem the best alone. But synergize them well and you have a pretty useful build.

  • @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.

    Except it's still useless early game, and will be cleansed by late.

    To counter: I told my friend who's killer, and hes vehemently against the change.

    Guess it's a wash out of anecdotal evidence then eh?

  • @Carpemortum said:

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

    Except it's still useless early game, and will be cleansed by late.

    To counter: I told my friend who's killer, and hes vehemently against the change.

    Guess it's a wash out of anecdotal evidence then eh?

    Most totems become cleansed by late game anyway. It's a redundant argument to bring up that it gets cleansed. Sometimes a totem gets cleansed early, sometimes not at all.

    The only time the perk is useless is when it's not active, or when the game starts you have to spend a few seconds to find someone to start a chase with.

    The perk change is really good but it was introduced really early. It should have been introduced with a fix to maps and map rng

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/976077#Comment_976077

    Most totems become cleansed by late game anyway. It's a redundant argument to bring up that it gets cleansed. Sometimes a totem gets cleansed early, sometimes not at all.

    The only time the perk is useless is when it's not active, or when the game starts you have to spend a few seconds to find someone to start a chase with.

    The perk change is really good but it was introduced really early. It should have been introduced with a fix to maps and map rng

    Or changed from hex totem. Having something need to snowball into late game, while being easily destroyed before then, is a terrible idea.

    How often is huntress lullaby used/usefull throughout? Not nearly as much as ruin. Because ruin is consistent while it's up.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/976028#Comment_976028

    There are perks that synergize together though.

    Self Care and Botany Knowledge

    Spirit Fury and Enduring

    Hex: Haunted Grounds and any other Hex perk.

    Perks often may not seem the best alone. But synergize them well and you have a pretty useful build.

    Yes, but of all those perks you mentioned you can't disable one of them. You can disable hex-perks though. Imagine botany knowledge getting disabled for the rest of the match by getting hit by the killer (for example). The combination would be entirely useless. Would you still equip the perk with this risk?

  • @eeevelyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/976070#Comment_976070

    Yes, but of all those perks you mentioned you can't disable one of them. You can disable hex-perks though. Imagine botany knowledge getting disabled for the rest of the match by getting hit by the killer (for example). The combination would be entirely useless. Would you still equip the perk with this risk?

    Yes because surveillance is still a strong information perk by itself.

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