Isn't New Ruin more inline with Totem perks now

This isn't a is the perk good or bad thread, but me just curious as to peoples opinion. So for the longest time, I always thought Ruin was a weird perk, it was the only hex perk that negatively impacted survivors that started off at full strength.

For example

  • Devour Hope Starts off as nothing and only gets strong as you hook people.
  • Huntress Lullaby once again starts off as nothing but gets better as you hook people.
  • NOED basically does nothing all game but at end game gives you a speed boost and insta downs (this might be the closest to current ruin) But it still requires that your totems don't get cleansed all game.
  • 3rd Seal (personally my favorite totem perk) requires that you chase and hit survivors.

Really the only two exceptions here are Thrill, which doesn't negatively impact survivors and Haunted Grounds (Which is a perk you want cleansed).

Comments

  • It is inline with other hex perks now as not worth running.

    And devour hope is my favorite perk in the game.

  • I actually think Ruin is cool now from a lore perspective. It functions as an actual curse. You walk away from a generator and come back to find it mysteriously broken again.

  • @[Deleted User] said:

    It's also the most obvious hex perk and least stealthy hex perk. It's going to be less stealthy after the patch considering you can check Ruin's existence immediately by just tapping the generator and letting go for a second. Imo, that kind of balanced it. Higher risk versus higher reward (despite how "low risk" BHVR foolishly tries to tout a hex perk apparently is).

    Devourer of Hope may not have pay off until it gets 3 tokens at least, but it also doesn't announce itself at the very start of the game that it exists and therefore has a much higher chance of not getting cleansed because everyone at the start of the match won't be looking a hex totem they don't even know exists unless they stumble upon it.

    And let me tell you, Devourer of Hope if it survives is infinitely better at late game than this newer Ruin will ever be so if I wanted to run a late game hex perk, I'd just run the one that literally gives me a win condition and doesn't announce itself that it exists within the first 5 seconds of the match.

    To be fair, I never actually thought about the Stealth element of the totem perks before. Because each of those perks do kind of have a low risk because you don't realize the exist at first unless you are affected by them.

    I wonder if the devs could look into some way of making the new ruin slightly more stealthy to be more inline with Devour, NOED, 3rd Seal and Lullaby

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/995345#Comment_995345

    To be fair, I never actually thought about the Stealth element of the totem perks before. Because each of those perks do kind of have a low risk because you don't realize the exist at first unless you are affected by them.

    I wonder if the devs could look into some way of making the new ruin slightly more stealthy to be more inline with Devour, NOED, 3rd Seal and Lullaby

    What if it made gens lose progress rather than regress? Meaning the gen doesn't spark. This would be nice for killers because the Hex wouldn't be so obvious and they could use perks like Surge and Pop. This would also help survivors by removing the Ruin-Surveillance synergy.