Ruin reads a lot weaker the it is

How you should read it is

Adds 50% to any time the survivor wastes

For example. A survivor healing for 16 seconds normally wastes 16 sec that could be on a gen, if that gen is regressing with ruin that becomes 24 seconds cause it will have regressed by 8 sec by then

12 seconds mending vs legion= 18 sec delay on that gen

If someone is hooked for 20 seconds and the person resquing them imidiatly leaves their gen to save is 20 ร—2 per survivor + 50%= 50 seconds that could have gone to gens

A blendette selfcaring in the corner? 48 seconds if a gen regresses at the same time

A survivor spending a minute to get their reverse bear trap off? You get the idea

Any form of stall becomes 50% better with this perk. And that's not even discussing how much more combo potentiol it has

I already know i'll enjoy this ruin a lot more then the old one

Tagged: Trusted

Comments

  • Well, one thing I can look forward to is using it with Surveillance, and immediately knowing which gens survivors are on in the beginning of the match, but if it doesn't work that way, then it won't be nearly as useful as old ruin was.

  • Well the problem with new ruin is that it buys you no time to setup, for example as Trapper or Hag

  • Do people actually neglect the fact that this perk is still a HEX?

    The change is better and opens a lot of build possibilities if again WASN'T A HEX.

  • I would say you're absolutely right if it wasn't a hex perk. The fact that it's a hex means it will never be useful, over 50% of the time, it's going to be destroyed in the first 2 minutes of the game. Old ruin was the same, but you got real value out of it in those 2 minutes, providing a survivor didn't spawn on top of it.

    I'll tell you how this is going to go. Game starts, 3 survivors jump on a gen, killer finds them when gen is 75% done. They scramble, killer follows one, the other two see the gen regressing. One jumps on the gen, the other goes looking for the ruin, if SWF, the other survivor that has a gen at 40% also knows, plus they know where it is or isn't based on where he's been looping the killer. If not SWF, the 4th random doesn't know.

    First gen pops, killer downs and hooks the first survivor. Killer heads towards a gen, ruin is found and popped, guy is rescued off hook and healed. 2nd gen pops. The two healing go to the next gen, killer finds the 4th and chases. By the time he downs the 4th, 3rd gen has popped. Then they fall like dominoes after that. Killer gets 1-2K and brutal, 2-3 survivors escape and get a pip.

    That's a normal game. 4 man SWF with brand new parts, game is over in 4 minutes, all 4 escape, killer depips.

  • Ruin only buys (or past: used to buy) you some time in the beginning of the match. After that, it has gotten cleansed. It's unrelevant mid- and late-game.

    All these things with survivors being busy with healing and removing party hats doesn't matter because Ruin will already be gone at that point.

  • @Tisfine said:

    Do people actually neglect the fact that this perk is still a HEX?

    The change is better and opens a lot of build possibilities if again WASN'T A HEX.

    New ruin + surveilance would be stupidly op if it wasen't a hex. Most good players didn't even bother cleansing the old ruin

    Not cleaning it now will bite you a lot harder in the rear

    @[Deleted User] said:

    You mean aside from the fact it will prevent the ability to use surge (currently), Pop Goes the Weasel, and most of the other gen slowing perks?

    ...Or y'know, it gets cleansed within the first 30 seconds of the match, which Ruin half of the time is. Not like it's hard to tell Ruin is in play or not. Just tap the generator at the start and see if it sparks/regresses.

    Surge PGTW and overcharge are the only perks that don't work with it

    PGTW takes 20 seconds to repair the damage

    Ruin+thrilling tremors blocks every gen not worked on for an effective 24 seconds if it's regressing all the time

    A lot more powerfull at the cost of the hex being able to be destroyed

  • Two problems.

    First, Ruin is popular because it slows down the early game. New Ruin will no longer slow down the early game; it'll do more to slow down the late game. However, it's a hex perk, so good luck keeping it around that long.

    Second, Ruin is popular because it helps low mobility killers slow down gens on large maps. New Ruin will not help them. New Ruin will benefit high mobility killers who are able to chase survivors off gens in order to take advantage of that regression. Low mobility killers trying to pressure gens will be screwed by their low mobility.

    So... yeah.

  • @NoShinyPony said:

    Ruin only buys (or past: used to buy) you some time in the beginning of the match. After that, it has gotten cleansed. It's unrelevant mid- and late-game.

    All these things with survivors being busy with healing and removing party hats doesn't matter because Ruin will already be gone at that point.

    If old ruin was gone that early it didn't do anything either. And people might not be so keen to go totem hunting anymore

  • @TragicSolitude said:

    Two problems.

    First, Ruin is popular because it slows down the early game. New Ruin will no longer slow down the early game; it'll do more to slow down the late game. However, it's a hex perk, so good luck keeping it around that long.

    Second, Ruin is popular because it helps low mobility killers slow down gens on large maps. New Ruin will not help them. New Ruin will benefit high mobility killers who are able to chase survivors off gens in order to take advantage of that regression. Low mobility killers trying to pressure gens will be screwed by their low mobility.

    So... yeah.

    I do agree that low mobility killers are better of with corrupt that's true

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973398#Comment_973398

    If old ruin was gone that early it didn't do anything either. And people might not be so keen to go totem hunting anymore

    It helps A LOT when Ruin is up for the first 60 or even 90 seconds of a match.

  • One my main concerns about the new Ruin, leaving aside the obvious potential issues with it from a killer perpsective, is that it's not that great for survivors either, even though one of the main reasons for the change was allegedly to make it less punishing for new survivors in particular.

    One of the most important things to learn about playing survivor is how and when to prioritise different actions. Sometimes it's a good idea to look for Ruin, sometimes it's best to try to power through it. Sometimes it's a good idea to heal or do gens, and sometimes you should prioritise getting your teammate off the hook instead.

    With new Ruin, you have to either ignore gens until the totem is cleansed, or rush them to completion, to the exclusion of all else, because anything else is pretty much a waste of time. You can't get off a gen to heal or rescue a teammate without running the risk of losing all your progress.

    In short, new Ruin discourages altruism, and it punishes new players in particular - since they're the ones that tend to hug generators like their life depends on it by default - for doing the right thing and prioritising rescues over repairs. Which in my opinion is not healthy gameplay to be encouraging, and will only incentivise "genrushing" further.

    Of course, this is still speculation, since the changes haven't come out yet and I still want to leave room for the possibility that it will be different in practice. But I am worried.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/973407#Comment_973407

    It helps A LOT when Ruin is up for the first 60 or even 90 seconds of a match.

    Did it? Vs good survivors it saved you 5% per skillcheck. Which could very well be 0

    Vs bad survivors it saved you 5% + 3ish seconds per skillcheck which again could very well be 0

    Vs bad survivors who gentapped it saved you about 15 seconds

    The only time Ruin did big work if all survivors stopped with gens to go looking for it and that's still the case

    Losing 2-3 generators early also isn't the end of the world if protecting the last couple of generators is easier

    This is all just theory crafting ofcourse but i think Ruin is going to be practicly the same

    If it's cleansed early it's useless, if it's not cleansed it wins you the game

  • I do want to point out again that all of this is pure theorycraft

    Everyone who disagrees with me could very well be right, they could also be wrong

    I just want to bring to notice that the new ruin is in theory not so bad as it first reads

  • The advantage of the new ruin is that it is not as obvious as the old one. But I still prefer Corrupt intervention even though it is useless after 2 mins. But for my hag thats just enough time to setup.

  • Your theory works only 8f the ruin effect is hidden... If its not then they will just clense...

    It would have to be like Devour to be of any use.

    But still, no effect early game and no time to setup

  • @DonZwiebel said:

    The advantage of the new ruin is that it is not as obvious as the old one. But I still prefer Corrupt intervention even though it is useless after 2 mins. But for my hag thats just enough time to setup.

    Yeah for setup killers like trapper and hag corrupt will simply be better, the new ruin will not be an auto include with every killer anymore

    For killers like Legion or other killers who can stall well it's probably going to be pretty powerfull

  • This content has been removed.
  • @Archimedes5000 said:

    Your theory works only 8f the ruin effect is hidden... If its not then they will just clense...

    It would have to be like Devour to be of any use.

    But still, no effect early game and no time to setup

    That's just the same case with the old ruin though and that was obvious the second you get a skillcheck

    Now you need to be chased of a gen before you notice unless you decide to tap it to check for ruin

    But then you're just beconning the killer if they run surveilence as well

  • @Fibijean said:

    One my main concerns about the new Ruin, leaving aside the obvious potential issues with it from a killer perpsective, is that it's not that great for survivors either, even though one of the main reasons for the change was allegedly to make it less punishing for new survivors in particular.

    One of the most important things to learn about playing survivor is how and when to prioritise different actions. Sometimes it's a good idea to look for Ruin, sometimes it's best to try to power through it. Sometimes it's a good idea to heal or do gens, and sometimes you should prioritise getting your teammate off the hook instead.

    With new Ruin, you have to either ignore gens until the totem is cleansed, or rush them to completion, to the exclusion of all else, because anything else is pretty much a waste of time. You can't get off a gen to heal or rescue a teammate without running the risk of losing all your progress.

    In short, new Ruin discourages altruism, and it punishes new players in particular - since they're the ones that tend to hug generators like their life depends on it by default - for doing the right thing and prioritising rescues over repairs. Which in my opinion is not healthy gameplay to be encouraging, and will only incentivise "genrushing" further.

    Of course, this is still speculation, since the changes haven't come out yet and I still want to leave room for the possibility that it will be different in practice. But I am worried.

    lol that's actually really funny to think about. Ruin as it is right now slows down gen times and even gets many survivors off gens and looking for the totem. It helps counter gen rushing.

    New Ruin encourages gen rushing, because getting off the gen is immediately punished with regression.

    Oh my god, that's hilarious.

  • From my monitoring in my games . I always set up a timer as soon as the match starts . And Ruin mostly cleansed or found within the first 2 or 3 minutes of each trial .


    if Survivors are looking for it . Even in those rare matches where it's never found and Survivors are powering through Gens at least 2-3 Gens would finish .


    Ruin was very effective at the start of the game . It stops 2 or 3 Gens from popping fast .


    And now with the new changes, players who are working on Gens are not affected it's like it never even exist .


    Dev notes Read new Ruin will be very useful at the end game . That's a joke . Cause it won't even last til then .


    Here's my speculation of how the scenario is gonna be .


    Game starts killer chases 1 Survivor . 2 Gens finish


    After first hook , killer chases another Survivor 3rd Gen finish and 4th start being worked on .


    On second hook , killer moves onto his 3rd chase that's when the 4th and 5th gens pop .


    Games will be way shorter . 5 minutes / 10 minutes for each trial . Teabags at the exit and killer would get 2k max or 3 if they were sweating it .

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/973524#Comment_973524

    lol that's actually really funny to think about. Ruin as it is right now slows down gen times and even gets many survivors off gens and looking for the totem. It helps counter gen rushing.

    New Ruin encourages gen rushing, because getting off the gen is immediately punished with regression.

    Oh my god, that's hilarious.

    Pretty good job...? ๐Ÿ˜‹

  • "Unless they tap it to check for ruin"

    You just said that lol. Tapping takes 0.2s. Skillcheck takes 10-15s

    Old ruin was good early game, so if they wasted time to cleanse then the effects were the same (Gens being done slower). Now ruin has value mid game, while it still can be detected early game.

  • @Maj33y said:

    From my monitoring in my games . I always set up a timer as soon as the match starts . And Ruin mostly cleansed or found within the first 2 or 3 minutes of each trial .

    if Survivors are looking for it . Even in those rare matches where it's never found and Survivors are powering through Gens at least 2-3 Gens would finish .

    Ruin was very effective at the start of the game . It stops 2 or 3 Gens from popping fast .

    And now with the new changes, players who are working on Gens are not affected it's like it never even exist .

    Dev notes Read new Ruin will be very useful at the end game . That's a joke . Cause it won't even last til then .

    Here's my speculation of how the scenario is gonna be .

    Game starts killer chases 1 Survivor . 2 Gens finish

    After first hook , killer chases another Survivor 3rd Gen finish and 4th start being worked on .

    On second hook , killer moves onto his 3rd chase that's when the 4th and 5th gens pop .

    Games will be way shorter . 5 minutes / 10 minutes for each trial . Teabags at the exit and killer would get 2k max or 3 if they were sweating it .

    That's actually perfect, because according to devs killers are only supposed to get 2 kills per game. Which, going by the emblems, means there should never be any killer existing in red or purple ranks. Which is why they're going to be hiding ranks on the end tally screen.

    See, it's all coming together.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973385#Comment_973385

    New ruin + surveilance would be stupidly op if it wasen't a hex. Most good players didn't even bother cleansing the old ruin

    Not cleaning it now will bite you a lot harder in the rear

    https://forum.deadbydaylight.com/en/discussion/comment/973380#Comment_973380

    Surge PGTW and overcharge are the only perks that don't work with it

    PGTW takes 20 seconds to repair the damage

    Ruin+thrilling tremors blocks every gen not worked on for an effective 24 seconds if it's regressing all the time

    A lot more powerfull at the cost of the hex being able to be destroyed

    Sorry, Mate the new hex perk only bites your own rear. You're hoping for late game or a good scenario where no one sees Ruin for the entire match? haha good luck when totem spawns are screwed.

  • @Archimedes5000 said:

    "Unless they tap it to check for ruin"

    You just said that lol. Tapping takes 0.2s. Skillcheck takes 10-15s

    Old ruin was good early game, so if they wasted time to cleanse then the effects were the same (Gens being done slower). Now ruin has value mid game, while it still can be detected early game.

    Did you read the followup that you also scream to the killer where you are if they happen to have surveilance?

    @FriendlyGuerl said:

    I think the main point is, that it doesn't apply early game or late game pressure. It's bad for early game, because it only works when people are not on gens, and it's bad for late game, because it's still a hex. The only early game pressure perk that's left is intervention or am i wrong?

    Also, does the gatekeeper changes do anything? It reads like the emblem basically is the exact same.

    It does read confusing but when i asked a dev said that it should be less punishing if 2-3 gens pop early

    We'll have to wait untill the ptb to be sure though

  • My questions for new ruin are:

    • Will it be combineable with Surveillance?
    • Can the killer still kick gens when it is active (eg. to apply Pop goes the weasel)?


  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973607#Comment_973607

    Did you read the followup that you also scream to the killer where you are if they happen to have surveilance?

    https://forum.deadbydaylight.com/en/discussion/comment/973728#Comment_973728

    It does read confusing but when i asked a dev said that it should be less punishing if 2-3 gens pop early

    We'll have to wait untill the ptb to be sure though

    Well did you read my follow up?

    I need TIME to prepare, not information where they are.

    Cool it works with Surveillance, even if I dont have it, but ruin didnt need any other perks to be useful before.

    What im trying to say that new ruin is completly different perk, doesnt matter goid or bad, it has different role than old ruin, and I dont like it, because ruin is Hags perk

  • @DonZwiebel said:

    My questions for new ruin are:

    • Will it be combineable with Surveillance?
    • Can the killer still kick gens when it is active (eg. to apply Pop goes the weasel)?

    It will combo with surveilance

    And the gens automaticly regress when a survivor stops touching them and you can't kick a regressing gen so no

  • @FriendlyGuerl said:

    I think the main point is, that it doesn't apply early game or late game pressure. It's bad for early game, because it only works when people are not on gens, and it's bad for late game, because it's still a hex. The only early game pressure perk that's left is intervention or am i wrong?

    Also, does the gatekeeper changes do anything? It reads like the emblem basically is the exact same.

    Basically, Gatekeeper used to increase the reward exponentially if more generators stayed up for longer. Now, it just rewards a flat amount of points per generator every minute, meaning that a killer who defends five generators for one minute will get the same amount of points as someone who defends one generator for five minutes.

    If you want a more detailed explanation, the old Gatekeeper operated on a formula of p = 5 x g x t, where p is the number of emblem points granted every minute, g is the number of generators remaining and t is the number of minutes elapsed. So if a game lasted for five minutes and no generators were completed, the killer would receive 25 points in the first minute (5 x 5 x 1), 50 points in the second minute (5 x 5 x 2), 75 points in the third minute (5 x 5 x 3), 100 points in the fourth minute (5 x 5 x 4) and 125 points in the fifth minute (5 x 5 x 4), plus a bonus for having 5 generators remaining at the end of the trial.

    The new Gatekeeper operates on a simpler formula of p = g, where p is the number of emblem points granted every minute, and g is the number of generators remaining. So in the same example of a 5-minute game with no generators completed, the killer would gain 5 points every minute for a total of 25 points, plus a bonus at the end of the game for no gates being opened. If two generators had been done in the first minute but the game had lasted for 9 minutes, the killer would receive 3 points every minute for a total of 27 points, plus the same bonus for no gates being opened. In this way, the new Gatekeeper emblem punishes killers much less harshly for not slowing down repairs in the early game. It's still problematic in other ways, but that's another discussion. Also, the thresholds for earning the different emblem levels (Iridescent, Gold, etc.) will presumably be adjusted to fit with the new points system.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/973757#Comment_973757

    Well did you read my follow up?

    I need TIME to prepare, not information where they are.

    Cool it works with Surveillance, even if I dont have it, but ruin didnt need any other perks to be useful before.

    What im trying to say that new ruin is completly different perk, doesnt matter goid or bad, it has different role than old ruin, and I dont like it, because ruin is Hags perk

    Sorry i should have commented on that too

    For settup killers like hag corrupt intervention will probably be better

    It's awkward that's it's her own perk but wraith also has weird anti-synergy with his own perk bloodhound after he was reworked

    I'm just trying to make the best of the situation, i don't want to just crawl up in a ball and cry untill i have atleast tried the new ruin

  • It would be one thing if regression was 1 to 1 with speed but I'm pretty sure it's less than half normally so it still ain't that good not to mention it's still a hex perk

  • @terumisan said:

    It would be one thing if regression was 1 to 1 with speed but I'm pretty sure it's less than half normally so it still ain't that good not to mention it's still a hex perk

    Idk, ruin would regress gens at half the rate they are repaired so any stall is effectivly increased by 50% if the hexs is up and the gen regressing

    You also don't lose time kicking gens

    Yes if the hex goes the perk goes to but we'll just have to be creative

    Maybe 4 hex perks will be a thing

    Ruin, thrill, devour and haunted or something

    I feel both ruin and devour hope will swing the game massivly in the killers favour if they stay up long enough so they either waste tons of time jumping on your hexes or they genrush and risk getting devoured if they are not fast enough

    It's something i want to try in the ptb atleast

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973873#Comment_973873

    Idk, ruin would regress gens at half the rate they are repaired so any stall is effectivly increased by 50% if the hexs is up and the gen regressing

    You also don't lose time kicking gens

    Yes if the hex goes the perk goes to but we'll just have to be creative

    Maybe 4 hex perks will be a thing

    Ruin, thrill, devour and haunted or something

    I feel both ruin and devour hope will swing the game massivly in the killers favour if they stay up long enough so they either waste tons of time jumping on your hexes or they genrush and risk getting devoured if they are not fast enough

    It's something i want to try in the ptb atleast

    Good luck with that build I personally don't see a point in running ruin since it doesn't slow down the early game so good survivors probably won't bother destroying it.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/973953#Comment_973953

    Good luck with that build I personally don't see a point in running ruin since it doesn't slow down the early game so good survivors probably won't bother destroying it.

    That's the point, i think the constant regression is an insane slowdown once you get pressure going

    Haven't played with it ofcourse but i feel like not bothering to destroy a ruin is going to backfire like not bothering to destroy an devour hope

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973963#Comment_973963

    That's the point, i think the constant regression is an insane slowdown once you get pressure going

    Haven't played with it ofcourse but i feel like not bothering to destroy a ruin is going to backfire like not bothering to destroy an devour hope

    But Devour is hidden until its too late, Ruin is instantly visible

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/973986#Comment_973986

    But Devour is hidden until its too late, Ruin is instantly visible

    That argument was against people not bothering to cleanse ruin

    If survivors immediatly go totem hunting the second they see it's ruin it's the same effect the old ruin had

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/973988#Comment_973988

    That argument was against people not bothering to cleanse ruin

    If survivors immediatly go totem hunting the second they see it's ruin it's the same effect the old ruin had

    But old ruin worked well early game, not only "once you get the pressure going"

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974038#Comment_974038

    But old ruin worked well early game, not only "once you get the pressure going"

    We'll see what happens in the btp i guess

    I can't really prove the worth of a perk without playibg with it

    Tell you what after this patch goes live if ruined is found to be thrash now you get to tell me "told you so"

    If ruin ends up better then people suspect i get to tell you "told you so"