New ruin isn't bad but needs some adjustments.

coupled with surveillance it can be a very strong perk if you pressure survivors of gens but since it is a hex perk it is normally gone within the first 20 seconds i believe we need to change the hex totem mechanic.

Comments

  • In what way is it "not bad"? It's just another crappy band aid fix for gen times through a pretty meh perk. But only now they've removed the best perk to counter gen rush to make room for this lousy one.

    Look at them try to talk about how strong the perk is end game, too. Like, do they actually play Dead by Daylight? Since when is a hex perk around for end game? If a hex perk is guaranteed to survive until end game why would anyone have been running Ruin when Devour Hope exists?

    It's maddening to enjoy playing a game but seeing the developer just so shockingly out of touch with the core game problems. But I've said it before with the other recent killer setbacks. This is about money. This is about survivor groups having a good time gen rushing and bullying killers. Four customers are more important than one.

  • @kreeper124 said:

    I'm not 100% against the new ruin, but one thing that needs to be added to make it a useful perk is that it should only activate a dull totem when 2 or 3 gens are completed. Otherwise it will be a useless perk that will be destroyed before when the devs say it will be useful

    Here's my idea to make it more useful and so it doesn't get destroyed 20 seconds into the match