New Ruin is an indirect buff for Adrenaline

I just thought of this in another thread. New Ruin, forces you to push people off the gens so that they regress. The problem is that most killers lack the mobility to reach 3 of the 4 survivors before 2 or 3 gens pop.

This means that the odds of all the gens being completed is going to rise significantly compared to the past. Which means that more adrenaline activations are guaranteed for survivors.

Then once they notice it's practically guaranteed to activate. Every survivor will run it in their build. Please explain how it's fair for 80% + of killers using a perk that slows down the game is unfair if your just going to turn around and let survivors get an indirect buff to what's already a meta perk in red ranks.

And for those who argue ruin only lasted 30 seconds to a minute or so at most anyways. For some of us that was all the time we needed. And at least not all survivors could blatantly ignore it like they can now.

Discuss/Debate

I'm probably headed to bed, but I'll check back in tomorrow.

Comments

  • Don't just put in the new ruin in the same builds as old ruin. New ruin is a situational perk that you would use with synergy with other perks or the killers built in abilities.

  • @konchok said:

    Don't just put in the new ruin in the same builds as old ruin. New ruin is a situational perk that you would use with synergy with other perks or the killers built in abilities.

    That's not the point. Old ruin slowed gen progression. The new one arguably does not because it can be ignored and it's still a hex perk. Name a killer other than nurse, spirit, and Billy that is able to apply pressure quickly from the start of the match.

  • Any low mobility killer will be needing corrupt + pop now. That gives you a solid 2 minutes of a smaller map while also securing a 3 gen for the late game in a lot of cases.

    The games do fly without ruin though, especially if people are rocking socket swivel commodious toolboxes, which they commonly do at red ranks.

    I think the new ruin will be a massive, massive buff for toolboxes since you can just park yourself on a gen and bang it out in like 60 seconds without having to worry about skillchecks anymore.

    Each commodious probably takes a solid minute off the game if there is no ruin. BNP+Socket Swivel commodious toolboxes will have you completing your first gen in maybe 45~ seconds? And that's before prove thyself or resilience is stacked onto it.

    Defending hooks is going to be way more important now, unless you are playing someone like spirit who can probably just mow everyone down anyways.

  • @Apple2o said:

    Any low mobility killer will be needing corrupt + pop now. That gives you a solid 2 minutes of a smaller map while also securing a 3 gen for the late game in a lot of cases.

    The games do fly without ruin though, especially if people are rocking socket swivel commodious toolboxes, which they commonly do at red ranks.

    I think the new ruin will be a massive, massive buff for toolboxes since you can just park yourself on a gen and bang it out in like 60 seconds without having to worry about skillchecks anymore.

    Each commodious probably takes a solid minute off the game if there is no ruin. BNP+Socket Swivel commodious toolboxes will have you completing your first gen in maybe 45~ seconds? And that's before prove thyself or resilience is stacked onto it.

    Defending hooks is going to be way more important now, unless you are playing someone like spirit who can probably just mow everyone down anyways.

    That's gonna make the game a lot less fun

  • @Calabrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002923#Comment_1002923

    That's not the point. Old ruin slowed gen progression. The new one arguably does not because it can be ignored and it's still a hex perk. Name a killer other than nurse, spirit, and Billy that is able to apply pressure quickly from the start of the match.

    What's wrong with mentioning those killers? You just listed 3 killers that have good synergy with the perk.

    In addition to the ones listed,

    1. doctor : you can use madness to pressure off of generators.
    2. bubba: you can slug survivors to force survivors through altruism off of generators
    3. freddy: you can use his ability of teleporting/faking teleportation to get survivors off of generators. Thrilling tremors, ruin, surveillance, pop goes the weasel is a god tier build where you can force survivors off of generator by faking a teleport then blocking it with thrilling tremor and while it's blocked it will be regressing and if ruin is broken then you can use pop to get that pressure you need.
    4. Legion: can apply deep wound to survivors forcing them off of generators. Let's not forget Iridescent Button which will push survivors off generators every time feral frenzy is applied to any killer.
    5. Pig: any survivor with a head trap on cannot work gens. And it counters a common swf tactic to hold off on popping a generator to allow a survivor to get the headtrap off and working another nearby generator.
    6. Wraith: when using the boneclapper add-on will make survivors paranoid everytime it's activated. Wraiths often spam bell to pressure survivors already. That tactic works even better now.

    New Ruin's power is comparable to most perks in the game, however, it's not comparable to old Ruin a perk used in 80 percent of red rank games. But is it a surprise that the rework isn't as powerful as old ruin. If you feel that old ruin is needed for balance then stop complaining about ruin and start talking about base kit changes to killer.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002926#Comment_1002926

    What's wrong with mentioning those killers? You just listed 3 killers that have good synergy with the perk.

    In addition to the ones listed,

    1. doctor : you can use madness to pressure off of generators.
    2. bubba: you can slug survivors to force survivors through altruism off of generators
    3. freddy: you can use his ability of teleporting/faking teleportation to get survivors off of generators. Thrilling tremors, ruin, surveillance, pop goes the weasel is a god tier build where you can force survivors off of generator by faking a teleport then blocking it with thrilling tremor and while it's blocked it will be regressing and if ruin is broken then you can use pop to get that pressure you need.
    4. Legion: can apply deep wound to survivors forcing them off of generators. Let's not forget Iridescent Button which will push survivors off generators every time feral frenzy is applied to any killer.
    5. Pig: any survivor with a head trap on cannot work gens. And it counters a common swf tactic to hold off on popping a generator to allow a survivor to get the headtrap off and working another nearby generator.
    6. Wraith: when using the boneclapper add-on will make survivors paranoid everytime it's activated. Wraiths often spam bell to pressure survivors already. That tactic works even better now.

    New Ruin's power is comparable to most perks in the game, however, it's not comparable to old Ruin a perk used in 80 percent of red rank games. But is it a surprise that the rework isn't as powerful as old ruin. If you feel that old ruin is needed for balance then stop complaining about ruin and start talking about base kit changes to killer.

    Forcing people off gens over and over doesn't really work unless you are a sloppy butcher hag or a trapper. You need to commit and down people eventually.

    A lot of really good survivors will be rocking spine chill or sprint burst as well, so unless you hard commit to them, you will almost never down them with hit-and-run tactics.

    I am going to treat the new ruin the same as huntress lullaby, something to be ignored unless it's a lategame threat. But I use keys, so by then it's probably almost an escape anyways.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002926#Comment_1002926

    What's wrong with mentioning those killers? You just listed 3 killers that have good synergy with the perk.

    In addition to the ones listed,

    1. doctor : you can use madness to pressure off of generators.
    2. bubba: you can slug survivors to force survivors through altruism off of generators
    3. freddy: you can use his ability of teleporting/faking teleportation to get survivors off of generators. Thrilling tremors, ruin, surveillance, pop goes the weasel is a god tier build where you can force survivors off of generator by faking a teleport then blocking it with thrilling tremor and while it's blocked it will be regressing and if ruin is broken then you can use pop to get that pressure you need.
    4. Legion: can apply deep wound to survivors forcing them off of generators. Let's not forget Iridescent Button which will push survivors off generators every time feral frenzy is applied to any killer.
    5. Pig: any survivor with a head trap on cannot work gens. And it counters a common swf tactic to hold off on popping a generator to allow a survivor to get the headtrap off and working another nearby generator.
    6. Wraith: when using the boneclapper add-on will make survivors paranoid everytime it's activated. Wraiths often spam bell to pressure survivors already. That tactic works even better now.

    New Ruin's power is comparable to most perks in the game, however, it's not comparable to old Ruin a perk used in 80 percent of red rank games. But is it a surprise that the rework isn't as powerful as old ruin. If you feel that old ruin is needed for balance then stop complaining about ruin and start talking about base kit changes to killer.

    In case you didn't notice. When base kit changes get discussed and occur, killers like nurse are gutted.