Ruin as an idea isn't bad just buff the numbers.

I'd even go as far as arguing the point that with proper numbers it'd be stronger than original Ruin. And by proper numbers I mean regression speed that's 2-3x faster than the repair speed. A generator has 80 charges. A solo survivor without tools or perks repairs 1 charge per second, and 2 survivors almost double that. Base regression speed regresses it at 0.25 charges per second with ruin bumping that to 0.5. This is how it currently works.


If it regressed Gens at. like 2.5 or 3 charges per second we'd be look at something that's actually good. Sure, repair speeds are still ludicrously fast atm but if you can melt progress faster than they can pull it off then pressuring gens becomes something that actually works. Atm "pressuring" gens is worthless. Not only can most killers not move around the map that fast, but the time a Gen will realistically be left alone is far too short for even 2x regression speed to work, which btw is 320 seconds from full with normal rates and 160 with Ruin.

There also shouldn't be any problem balance wise nor with the original reasoning for gutting Ruin in the first place. According to the original complaints, it was problematic because it punished new players who couldn't learn how to hit skillchecks and required no active work on the killers part. This version has no spooky skillchecks to counter nooblets and this does require killers to pressure gens to get survivors off of them.


If being good is too much then atleast bump up the regression rate to a 1:1 ratio with repair speeds and turn it into a normal perk. If it's not going to be statistically decent then it shouldn't have the unbalanced weaknesses that come with being a Hex

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