OMG New Ruin

Just watching killers play the PTB.  I don't understand how anyone on the killer side can complain about it.  If you are running Surveillance you'll know where Survivors are at all times. It's like Kindred, but on till totem is cleansed.  The moment they hop off the gen you get the regression indicator, the moment they hop on you get the indicator that the gen has stopped regressing.  Just watching Tru and some others play killer on the PTB, this is not a nerf to Ruin, it's a buff.

Tagged: Trusted

Comments


  • @Johnny_XMan said:

    You get more value out of new Ruin if you're applying pressure.... why?

    Because you can force multiple people to get off the gen they were working on and they automatically regress without you needing to go there and kick it. That in itself is a big deal.

    People that are dead set on it being a "nerf" are going to go with that argument rather than argue what value the new perk brings.

    Wow. It's almost like if you're applying pressure to all the gens, you're not actually committing to chases, and the moment you do, all that pressure just turns into wasted time! Did you know that 1 decent survivor at the start of a match will have more than enough time to loop you for 3 gens right off the bat anyway? Even if you're going to "pressure" all these gens, not only are you wasting TWO perk slots, you're also assuming a 115% MS killer with no mobility can traverse these massive maps fast enough for it to be relevant lmao

  • @KuromiStarwind said:

    https://forum.deadbydaylight.com/en/discussion/comment/981385#Comment_981385

    Wow. It's almost like if you're applying pressure to all the gens, you're not actually committing to chases, and the moment you do, all that pressure just turns into wasted time! Did you know that 1 decent survivor at the start of a match will have more than enough time to loop you for 3 gens right off the bat anyway? Even if you're going to "pressure" all these gens, not only are you wasting TWO perk slots, you're also assuming a 115% MS killer with no mobility can traverse these massive maps fast enough for it to be relevant lmao

    @KuromiStarwind

    Nice little story. Does it always turn out the same way for you?

  • K... So now killers are required to use two perk slots just to make one perk viable?


    Sounds good and balanced to me. Awesome!

  • @Monika said:

    https://forum.deadbydaylight.com/en/discussion/118927/omg-new-ruin

    So when your totem breaks, both perks become useless. Cool.

    Surveillance is still useful after Ruin is eliminated.

  • @Outland said:

    https://forum.deadbydaylight.com/en/discussion/118927/omg-new-ruin

    Shouldn't have to run 2 perks (half) in order to get the same effect as a single perk. Nice try though.

    So, what single perk let's you know what gens are regressing, what gens survivors are working on, effectively giving you their location, and causes gens to regress without kicking them? Nice try though.

  • Personally, Ruin could have remained as is and I wouldn't have cared. I hit the Hex skill checks more easily than I did great skill checks anyway.(I think the game was more forgiving on those hex skill checks) I liked the challenge of barreling through Ruin and completing gens despite it. We would often play the No Cleanse Ruin Challenge and do pretty well because even if a gen was kicked we could just run by and tap it to stop regression. Now that can't be done and once forced off a gen we are going to have to get back on it quickly or waste our progress. I think it's a stronger perk. The update notes call it a nerf only because the hex skill check is removed. Ultimately, it's going to be a stronger perk.

  • That's Discordance's always done, and no one's complained about that.

  • I can't wait till people start encountering the survivors that know how to stay spread out and do gens fast. It's gonna be funny.

  • Ruin gets cleansed in 30 secs and you find yourself with 2 perks + 1 bad one.

    Nice combo.

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/981151#Comment_981151

    Surveillance is still useful after Ruin is eliminated.

    On a handful of stealth killers, killers with an actual terror radius is heard a mile away to really pressure them, and by then then you're focusing so much on a single gen you've already applied no pressure across the map allowing other gens to be safely worked on

  • @ZtarShot said:

    https://forum.deadbydaylight.com/en/discussion/comment/980364#Comment_980364

    You're right. Take for instance self care no mither. Best build in the game, and they are inseparable. By themselves, they aren't very strong. I hope they fix those among other things.

    What???? Self care and no mither?

  • @w_sohl said:

    Just watching killers play the PTB.  I don't understand how anyone on the killer side can complain about it.  If you are running Surveillance you'll know where Survivors are at all times. It's like Kindred, but on till totem is cleansed.  The moment they hop off the gen you get the regression indicator, the moment they hop on you get the indicator that the gen has stopped regressing.  Just watching Tru and some others play killer on the PTB, this is not a nerf to Ruin, it's a buff.

    It is obviously a nerf. Ruin now only works when survivors leave the gen, which mean 20 second gens at the start of the match are back. Also, it only works when people leave the gen, what mean that uninterrupted gen progress is just normal now. Also, all the rng that balanced old ruin is now a big downside to this new perk, a not so powerful effect that still might go in 14 seconds of a match

  • @w_sohl said:

    Just watching killers play the PTB.  I don't understand how anyone on the killer side can complain about it.  If you are running Surveillance you'll know where Survivors are at all times. It's like Kindred, but on till totem is cleansed.  The moment they hop off the gen you get the regression indicator, the moment they hop on you get the indicator that the gen has stopped regressing.  Just watching Tru and some others play killer on the PTB, this is not a nerf to Ruin, it's a buff.

    it's still a hex perk. Scott jund described it best

    to strong to NOT be a hex perk

    to weak TO BE a hex perk

    you are needing another perk to make ruin actually useable, and when ruin is gone WHICH LET ME REMIND YOU IS STILL A HEX PERK, you are down 1 perk and 1 of your other perks is surveillance. so essentially you are down 2 perks when ruin is popped, which it is a hex perk

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/118927/omg-new-ruin

    it's still a hex perk. Scott jund described it best

    to strong to NOT be a hex perk

    to weak TO BE a hex perk

    you are needing another perk to make ruin actually useable, and when ruin is gone WHICH LET ME REMIND YOU IS STILL A HEX PERK, you are down 1 perk and 1 of your other perks is surveillance. so essentially you are down 2 perks when ruin is popped, which it is a hex perk

    Surveillance is pretty good with pop, but pop is bad with ruin :(

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010155#Comment_1010155

    Surveillance is pretty good with pop, but pop is bad with ruin :(

    you mean un-usuable. until ruin is gone

  • @w_sohl said:

    Just watching killers play the PTB.  I don't understand how anyone on the killer side can complain about it.  If you are running Surveillance you'll know where Survivors are at all times. It's like Kindred, but on till totem is cleansed.  The moment they hop off the gen you get the regression indicator, the moment they hop on you get the indicator that the gen has stopped regressing.  Just watching Tru and some others play killer on the PTB, this is not a nerf to Ruin, it's a buff.

    What good does knowing where a survivor is do, if you still need to chase them in circles?

    Knowing where survivors are does not remove pallets and second chance perks fro the game.

    Every time you chase a survivor, 3 others are ticking away at the gens.

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