The Reason for Ruin
This is gonna be a long one lol XD
As noted in pretty much a large majority of the forums, reddit, YouTube, etc., the ruin change is quite divisive (Or if you're like me and many others, really really scary lol) Though a lot of what I've seen is outright dismay and fear at the developers'/community manager's response to said outrage. A large chunk of the notes describe how annoying it feels to play survivor while giving little consideration to how a killer would feel, especially with how they would feel needing to use ruin over and over again.
Now I'm hoping and expecting folks to be civil in their feedback, as flinging insults, anger, and vitriol will only cause disdain and dismay and COMPLETELY bury the point we're all trying to make, which is this:
Ruin for many people is seen as a tool to ensure that the early game is safe from survivor pressure and ensures that the game will not be over before it starts. As of right now, a rather good handful of killers have quite little map pressure. Take for example the Plague or the Clown. In order to get started, they need to find someone (obviously :P) but once one enters a chase, there are still three survivors left to work on generators. Generators that, without the slowdown of ruin, would be finished in approximately 1.5 minutes time, with even less time if survivors choose to bring in a toolbox or perks encouraging working together quickly. Now some may say just run Discordance. While yes, that may work for a little, it doesn't resolve the fact that survivors will still run back to said generator to repair it quickly. Another point, if one's argument is "Just don't play Clown or Plague, they're bad." Then maybe the developers need to take a long and dedicated look into them, as that kind of dismissive response is not really constructive. Unlike with what the notes have stated, many killers don't have a problem of losing emblems if they don't have ruin, it's the speed of the game itself ending so quickly.
Now I'd be more accepting of these changes if totems weren't so unluckily placed at times, such as right next to a generator or out in the middle of a field. Hell, I've even seen them in quite obvious survivor loops such as in T-L walls just sitting in the crook of the L wall.
For a TL;DR: Ruin feels like a necessity due to generators being repaired so quickly and the Dev Notes don't seem to address that concern, more so the concern about emblems or survivor's feelings of fun. It is not fun for a killer to begin a match and hear their totem being dismantled within 14 seconds of the game starting, so will there be heavy consideration taken into effect for hiding totems? Generators are repaired so quickly already for killers with low map pressure such as the Clown, Plague, and Doctor, will there be consideration taken in for how difficult it is for them to get pressure applied?
REMEMBER!!! This is a civil discussion about Ruin. If you act juvenile by name calling or trying to pull rank in a way that denotes that you're opinion matters more because you're high rank, then you aren't really adding to the conversation.
EDIT: Added this point up here because I forgot I could edit the opener lol. Allow me to clarify on something. The new ruin changes SEEM fun on their own, they feel like a fun Hex perk. Just that it doesn't feel like it should be ruin per se. It's like how Banjo Kazooie: Nuts and Bolts is a fun kart building and racing game, but it's a bad Banjo Kazooie game. If this makes sense, that is.
Comments
Don't mind me just waiting for the elite gamer bois who can somehow pressure 4 survivor across the map with toolboxes and down all of them in 10 seconds.
It's swf dude they got their way.
I'd actually like to see the evidence of 1.5 minutes.
Gens are fine.
Ruin only helped in getting Iri Gatekeeper.
It actually takes 80 seconds to finish a generator...
Here's an in dept look.
https://forum.deadbydaylight.com/en/discussion/62733/how-fast-can-you-repair-a-generator-by-yourself
Now while I know many despise Tru and this IS from last year, generator speeds haven't exactly been touched since that time. https://www.youtube.com/watch?v=UfRH5VzNOhI
Dont forget about killers like Trapper or Hag that need time to prepare traps at the beginning of the game and ruin was great for that. The problem with ruin was that it was good not only for killers with low early game pressure/needing time for setup, but for all killers. Ruin should nerfed for those killers that can be good without it, not those that the ruin was created for
80s to repair a generator.
1 min = 60s
0.5 min = 30s
60s + 30s = 90s
Yeah, turns out OP is wrong.
This actually brings up a point that I feel would be better in another discussion, but I fully love this point. There should be perks that are specific to each killer. Not the teachables being exclusive to their native killer no, but rather ruin to not exist on killers with exquisite map pressure like Nurse, Billy, and Spirit.
Lol yes, technically so. Although the point still remains true, wouldn't you agree?
Yes, but how many tpolboxes were used and which perks did the survivors use? Its lretty important.
Also allow me to clarify on something. The new ruin changes SEEM fun on their own, they feel like a fun Hex perk. Just that it doesn't feel like it should be ruin per se. It's like how Banjo Kazooie: Nuts and Bolts is a fun kart building and racing game, but it's a bad Banjo Kazooie game. If this makes sense.
Very true very true. Though I do feel this also amplifies the point that tool boxes with this change would be devastating.