The Devs don't understand their own game.
I don't mind playing against Ruin. I don't mind the killer having a little advantage to slow the game down because this game is TOO EASY as survivor if there is no ruin. It's even easy with ruin. I also like ruin, I know the spots, it gives me something "fun" to do besides the BORING OBJECTIVE OF HOLDING M1 while someone else is having fun looping. It feels rewarding to break the totem, feeling that I've helped the whole team. You don't need to nerf it, you need to understand your game and understand the fact that gens go by INSANELY fast.
Here are some thoughts:
1) the problem with ruin is its inconsistency. If ruin is not a Hex perk and lasts 2 minutes (like Corrupt Intervention) that would be balanced, since the problem is that Ruin lasts too litle or too much, make it not hex and fixed time, problem solve for everyone. Also make skillchecks appear more frequently while ruin is up, like 50% more chance. It will slow the game down, but you have to make up for the time you'd lose if you went for the totem instead of sitting on a gen.
2) If 80% of the red ranks games run Ruin it's a RED FLAG, it means your game at higher ranks is broken, and the killer needs to spend a perk slot to make it at least viable to play it sometimes. Look at your core mechanics, look at the whole picture, not only one perk.
3) Make an early game mechanic, it has been suggested many many times. Like each player has to find a toolbox/toolkit around the map, maybe highlighted (like Freddy's clock) so the survivor has to traverse the map before sitting on a gen (giving the killer more chances of finding someone). Or you can have some random special chests that provides one toolkit. There are SO MANY ideas to make this game viable, yet you focus on making it easier and more fun for survivors in detriment of killer's fun.
4) The dev notes were written by a survivor main, they can't be more survivor-biased. Please get someone that also plays killer regularly, and rewrite them.
Thanks.
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