One frustrating part of Ruin left out while changing it
When I read the notes, I expected to see the most obvious frustrating part of Ruin.. Spawn location. How survivors just spawn on it and ruin gets cleansed in the first 30 seconds of the game. But all the reasoning behind the change listed for beginner survivors. I agree it wasn't useful red rank killers or purple ones who faces red rank teams all the time. Because of hearing it cleansed before I got to check even 3 gen, or good survivors cleansing it out of curtsy when they are leaving, I thought it wasn't a popular choice in red ranks. Is that why killer frustration wasn't included when you made these changes?
Don't judge before try. Yes but I know I won't properly test it out in PTB, due to lack of players and long que times.
And before trying it, as a player who put some time in the game, I can tell, this new end game pressure perk will have no power when it's already cleansed in the first half of the trial. If I run NOED against red ranked survivors, it does not even activate, so what makes you think ruin will stand till 2 or 1 gen been left?
Also you identify Ruin as a high reward for little effort risk perk. How that changed with the rework exactly? Still my only main effort would be keeping Ruin from cleansing, or no benefit at all.
If this was a basekit change for killers, or a perk that doesn't involve totems, I could agree the pressure it may cause, but right now I don't think you changed this perk with killers in mind at all.
TL:DR How about killer frustration part of ruin? How we supposed to apply pressure at the end of the game when your totem cleansed before get there?
Comments
I couldn't have described all the aspects better myself.
The problem with totem locations is that they are preset and a hex's life time depends on it. New totem locations would almost require map redesigns
wasn't suggesting that they should change all of them at once. They should change them over time to get more out of hex perks in general. What I am saying is the new ruin shouldn't be tied to hex totems anymore. It could be something else but not totems.
It should honestly be base kit.
It's still garbage as a non hex since in that 3 gen strat you still have to chase someone off gens maybe even 2 if they double up a gen is going to pop regardless since you have to get those other 2 off the other gens
Yeah true, after playing with it, i realise i way overvalued it
I still need more matches with it to be sure but i think i wouldn't run it even if it wasn't a hex perk
I'm honestly wondering if it's on par or worse than surge because both are terrible
Now I want a buff to surge that it's map wide
Exactly. And this is an already solved problem. There are two specific mechanics already in the game which solve these kinds of problems and are used with other perks, if you think for just a second, you will find a solution... 🤦
Tho only advantage you get in that situation is not having to force to kick gens. The moment they are off the gen, it starts regressing on its own with a slightly higher rate.
Simple you make the perk so bad that nobody will equip it, than nobody complains about spawn locations. Because they couldn't get that ######### done in years.
It doesn't matter since 1 ruin regression isn't all that great either since its not a 1 to 1 regression rate 2 its a hex totem 3 they'll just hop straight back on the gen since it barely lost progress