How is new the Ruin going? Am I just wondering that new ruin is still getting play in-game?

 won't get the ruin in my blood web right? Which the perks working same like old Ruin was in blood web ?

Tagged: Trusted

Comments

  • Hex: Ruin is still a perk - it just functions a bit differently than it used to. I still use it on my Hag and find it to still be a wholly viable option as long as you a strategic with the traps that you place and you are doing your due diligence by running survivors off of gens.

    I wouldn't say that there are other perks that are "working the same like old Ruin was in the Bloodweb" as Ruin is still a perk and is unique to itself in its functionality.

  • @Rachelhunter

    If you want similar perks like Old Ruin than you can try getting Corrupt Intervention or Huntresses Lullaby, both are unique from Old Ruin and boast a lot better results than Old Ruin in some cases. It's debated if they're better than Old Ruin, but it really just depends on how you use them.

    Also, New Ruin can stack with perks like Surveillance and Surge to add a lot more to it, for example, New Ruin gives a 100/150/200% Regression penalty when someone stops working on a generator, since Surveillance gives a white aura to any damaged generators... it synergizes insanely well with New Ruin, since it adds a lot of New Ruins power.

    And another perk that works great with New Ruin is Discordance, since it can cover the blind-spots that comes from New Ruin (which it doesn't work on Survivors that're repairing the generator, only when they stop repairing them). Why? Because Discordance can alert you when 2 or more Survivors are on one Generator at a time!

    [Here's a video of New Ruin and Surveillance being combined]:

    https://www.youtube.com/watch?v=7wzdIJLj-oE

    It's from the PTB but it still functions the same in LIVE.

    As for those perks I mentioned above, i'll list them below

    Here's a list of those 6 perks with descriptions of how they work and what they're good for. I'll also be adding what they combo with and why they combo with those perks.

    • Hex: Ruin [A Hag perk] (Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/150/200% of the normal Regression speed. In a sense, you can chase someone now and not worry about kicking the generator before or after, it's especially good when combined with Surveillance to know if a generator is still regressing or being worked on behind your back, if it is, than the aura will turn from white to yellow to indicate that someone is repairing it again.)
    • Surveillance [A Pig perk] (All regressing Generators will be highlighted by a white Aura. Once regression ends, Generators will be highlighted by a yellow aura for 8/12/16 seconds. Noises created by Generator repairs are audible at an additional 8 meters. So, knowing this the generators will automatically be applied with this effect when combined with New Ruin, since New Ruin automatically damages any Generators that a Survivor gets off of, so you'll always know what's regressing and what's being worked on again with the white and yellow aura! This combo is pretty insane, so that's why it's considered the best tracking perk combo now.)
    • Surge [A Demogorgon perk] (Putting a Survivor into the Dying State with a Basic Attack causes all Generators within a radius of 32 meters to instantly explode and regress. Surge applies an immediate Regression penalty of 8%. Surge can only be triggered once every 60/50/40 seconds. This is one of the few perks that also work with New Ruin, since it will add an immediate Regression penalty to any Generators that're within 32 meters of that Survivor you downed, so it does give a bonus to New Ruin as well!)
    • Discordance [A Legion perk] (Any time two or more Survivors are working on the same Generator, that Generator's Aura is highlighted in yellow for 8/10/12 seconds. So, since New Ruin doesn't work on Generators that're being repaired on and only ones that stop being repaired with progress... this is supposed to be that fix to that issue. It won't work on Survivors that're working on Generators by themselves, but it'll work on Generators that're being "Gen Rushed" by 2 or more Survivors, since it'll alert you with the yellow Aura for a set amount of time depending on the perks Tier AND it'll give you an auditory and visual notification so you're aware that it's happening. It actually makes it easier to know where a Survivor team spawned since they'll probably all jump on that Generator that they spawned with together.)

    These perks are debated to be better than old ruin

    These are the alternatives you can use to Ruins rework, if you don't want to use New Ruins combos than you can use these as a substitute. I won't really add Thanatophobia since it's more of a Killer dependent perk, and by that I mean it depends on certain Killers to be good in most scenarios and not just niche ones.

    • Corrupt Intervention [A Plague perk] (3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds at the start of the Trial. Survivors cannot repair the Generators for the duration of Corrupt Intervention is active. So, the perk itself entirely depends on how you use it at the start, but it's a lot better than Old Ruin for various reasons. For one, it isn't a Hex perk so it can't be stopped until the time is up, and two it stops immediate gen-rushing in-game and requires Survivors to go repair more "bunched up" Generators that're fairly close to each other. So, it allows you to monitor less generators at the start and get downs a lot quicker to use perks like Pop Goes the Weasel or Thanatophobia for example. In my opinion, it's a lot better than Old Ruin because Red Ranks just power through Old Ruin, while Corrupt Intervention can't be stopped until it's time is up.)
    • Hex: Huntress Lullaby [A Huntress perk] (Survivors receive a 2/4/6% Regression penalty when missing any Skill Check. Each time a Survivor is hooked, Huntress Lullaby grows in power: 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter. 5 Tokens: No Skill Check warning. So, the strength this Hex has relies on it lasting awhile, which Hex perks can and can't depending on how hidden they're in-game. But, if this perk reaches about 4-5 Tokens, than it's actually a lot stronger than Ruin, since the audio warning at 4 tokens will become so out of sync that it'll make you focus on staring at the spot it shows up, just so you don't fail it. If you get 5 Tokens, than the audio warning is removed and it just becomes a guessing game for when it shows up, this becomes a big issue when you have to stare at the spot it shows up WHILE the Killer is nearby, so they might change who they're going to chase and come to you while you're busy staring at the spot the Skill-Check shows up. It's a pretty dangerous perk if left alive, so that's why it can be considered better than Old Ruin if it Survives that long.)
    • Pop Goes the Weasel [A Clown perk] (After hooking a Survivor, the next Generator you break is instantly regressed by 25% of its total progression. Normal Generator Regression applies after the damage is done. Pop Goes the Weasel is active for 40/50/60 seconds after the Survivor is hooked. So, alone it's a fairly good meta perk in the high rank, low rank, and mid rank metas. It's was mostly used with Old Ruin since that combo was pretty strong, but now it can be used with Corrupt Intervention for the most part or Huntresses Lullaby, so you have options to use it with a combo or alone in a build. Anyways, the perk is pretty strong and can diminish a lot of progress done on a Generator that was being Gen-Rushed for example, so it really is something you'll want to add into you build if you want to halt Generator Progress somewhat.)

    conclusion

    Hope this might help or clear up some questions you have for New Ruin combos and or alternatives to Ruin, now that it's changed.

    Stay safe out there,

    see you in the fog.