It's time to change ruin to a non hex perk

I mean, consider a HEX PERK as late game perk, what are they thinking?

On certain killers, this perk would be really good with surveillance. But as hex, it is just trash, you have to always run it with thrill of the hunt or it's gone too fast to do anything.

Comments

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061545#Comment_1061545

    Hexes usually are gone within 2 minutes at red ranks, there is no "it'll get stronger the longer the game goes on"

    i think what everyone is saying is, we WANT you to lower the regression amount, and make it non-hex perk.

    I do not understand why we need to keep saying this. I also do not understand why they keep saying it is effective as a late game perk.

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    Peanits, did you take a look at @Pulsar's idea for changing the Hex perk to have a secondary weaker effect once destroyed? ๐Ÿ˜

    His idea can be found here:

    @Pulsar said:

    I disagree. Ruin is too strong to be a regular perk, but too weak for a Hex perk.

    This is where my idea comes in.

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.

    Thanks to @NMCKE for the formatting.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061545#Comment_1061545

    Peanits, did you take a look at @Pulsar's idea for changing the Hex perk to have a secondary weaker effect once destroyed? ๐Ÿ˜

    His idea can be found here:

    https://forum.deadbydaylight.com/en/discussion/comment/1061406#Comment_1061406

    That is a good idea.

  • It's not my idea โ€” it's @Pulsar's idea. We discussed it and I agreed his idea has value since it wouldn't be OP.

    His idea works because Ruin doesn't have a lot of impact early game and most late game Hex perks don't last long enough to be meaningful. Devour Hope works because it has the ability to make losing games into winning games. Therefore, since Ruin at late game isn't as good as Devour Hope, it needs a secondary effect to compensate the fact that it will get destroyed. ๐Ÿ˜

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061425#Comment_1061425

    We'll have to agree to disagree. I am set firm in my opinion that ruin was poorly designed, it gives a better advantage against worse survivors and is weak against extremely good survivors. Not to mention the frustration it gives newer survivors which was stifling BHVR's income.

    I agree with you on BL. It is still a good perk if not the worst or 2nd worst exhaustion perk. Fall stun reduction on cooldown is what I want as well. I can't imagine any other reason to release MoM like that other than grabbing cash.

    New players never had an issue with ruin, they complain about diffrent things. Check steam/metacritic to find out what they do complain about.

    BL was made similar to the other exhaustion perks, meanwhile ruin is in the dumbster.

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    The totem get found within the first 30 seconds on survivor sided maps. Gg peanits, good job

  • "Hex" and "late game" shouldn't be in the same sentence.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061861#Comment_1061861

    Stop ranting, hex is based on hag's background/stories, Hag literally translate to witch/voodoo and hex is a curse a witch used. Read her backstory and try to relate instead of being obnoxious and demanding things to go your way, work on a solution a good one would be ruin totem is masked and not glowing thus people have to break the right ones or have multiple ruins up kinda like haunted grounds where if the wrong totem is picked that particular survivor becomes exposed and killer gets to see the aura for awhile

    Cool that its based on her story, but right now Ruin is a useless per for her. Hag does not need Mid-Late game slowdown, even if it scales with pressure. Hag has enough pressure out of her traps alone during that time. What Hag lacks, is early game slowdown, so that she can prepare her traps without getting genrushed. This isvwhat old Ruin did, even if it was unbalanced. Now Ruin is completely useless for her. Not to mention that new ruin gets cleansed as soon as it starts being useful...

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    But you still dont understand that hexes will never survive 1-2 min on higher tiers. Make it non-hex and cut regress power instead to balance it.

  • @Pulsar said:

    I disagree. Ruin is too strong to be a regular perk, but too weak for a Hex perk.

    This is where my idea comes in.

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.

    Thanks to @NMCKE for the formatting.

    This is what needs to be done. Sometimes the devs stick to things stubbornly and the idea that hex perks need to be all or nothing is one of them. I think some of the hex perks would benefit greatly from having effects that aren't tied to them being active, like Thrill of the Hunt and The Third Seal.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061445#Comment_1061445

    New players never had an issue with ruin, they complain about diffrent things. Check steam/metacritic to find out what they do complain about.

    BL was made similar to the other exhaustion perks, meanwhile ruin is in the dumbster.

    Ruin is now similar to other hex perks

  • @ClickyClicky said:

    I can honestly say at this point I fear new Ruin as survivor more than old Ruin.

    Having gen progress deleted is far worse than having it stalled.

    If you commit to a 3 min chase right from the start of the game though then obviously you wont get much out of if.

    ideally, yes, but in reality this will not happens, it's highly unlikely that you get pushed off to gens long enough to lose all progress you made, if you re pushed off shortly after another player will take your place finishin the gen without issues.

    Not to.mention the fact that if two survs are on a gen,the killer can only chase one leaving the other to the gen, hence this perk has simply no effects, at least it is what always happened when i met this perk

  • Okay the only thing it has in common is that it is a hex, where is the strong effect of a hex perk? Compare ruin to devour hope, which one would you prefer in the endgame?

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063742#Comment_1063742

    Okay the only thing it has in common is that it is a hex, where is the strong effect of a hex perk? Compare ruin to devour hope, which one would you prefer in the endgame?

    Ruin because getting 3 Devour tokens in end game is unreasonable.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064398#Comment_1064398

    Ruin because getting 3 Devour tokens in end game is unreasonable.

    In endgame and only 3 tokens? K.

  • They won't because this causes 2 issues


    This breaks hags unique perk play style revolving around hex totems


    It breaks their philosophy around perks with strong abilities take devour hope letting you instantly get all 4 survivors out the match at 5 tokens. It simply would just be too strong especially with the 200% regression speed.

  • I did try and give it the benefit of the doubt, but it's useless.

    It can be somewhat half decent if you can pressure a lot as like Demo, or Freddy or someone....but only if it stays up for a short while. It never does though, it's gone in 60 seconds or less, making it a wasted perk slot.

  • What if it wasn't a hex? Instead it slowed the game down just a bit exactly how it used to be? Only it's effected around the killers terror radius so they're forced to map pressure. Just an idea

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    Instead of repetitively stating that it would be too much for non-hex perk, maybe an explanation to why this is the case? To me, Hex:ruin feels more like catalyst for making Surveillance a decent information perk mid-game perk. With it's synergy, it's like 6/10 perk combination, but when totem is broken, your just left with surveillance which isn't that useful. Ruin does nothing in early game because too many generator are up and all the pallets are up so if your going lose 3 gens from an early chase, ruin isn't going change that outcome. Late game is either 2 survivors fighting for a hatch or a bully simulator at exit gates and you don't need regression perks when people aren't pushing generators or when all of them are done. Without any perk to safeguard and ensure totem perks make it to mid-game, there just isn't much reason to use a perk that disappears randomly over using any other consistent info perk..

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    It's definitely not a late game perk

    FTFY

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064398#Comment_1064398

    Ruin because getting 3 Devour tokens in end game is unreasonable.

    Hopefully, you're going to have more than three hooks by the time the game enters the end game. ๐Ÿ˜Š

  • The devs had already said at one point when ruin was first released that they weren't changing it because it was a high risk/ high reward perk. Powerful, but can be countered by destroying. THAT IS how the perk was balanced. Now they HAVE changed it despite their original stance (to cater to survivors who dont want to build the skill to do skill checks) and now it's a high risk/ eh reward. Totems aren't hidden well enough for any hex to be a late game perk (it's a joke to say that a hex is supposed be a late game perk in the first place). Ruin needs to be changed to a non-hex perk. Perhaps they need to change the rate of regression or have a time limit till the perk activates from the start of the match (4/3/2 minutes)

  • @[Deleted User] said:

    I did try and give it the benefit of the doubt, but it's useless.

    It can be somewhat half decent if you can pressure a lot as like Demo, or Freddy or someone....but only if it stays up for a short while. It never does though, it's gone in 60 seconds or less, making it a wasted perk slot.

    Because it's a hex.

    If it doesn't have an immediate effect (haunted grounds, old ruin) or a good one (devour hope), then it's useless.

    Don't worry though, I'm pretty certain BHVR knew what their were doing by making it good on killers that didn't even need the perk in the first place.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064514#Comment_1064514

    Because it's a hex.

    If it doesn't have an immediate effect (haunted grounds, old ruin) or a good one (devour hope), then it's useless.

    Don't worry though, I'm pretty certain BHVR knew what their were doing making it good on killers that didn't even need the perk in the first place.

    BHVR's logic to this was "Even if it stays up for only 30 or 60 seconds you still got extreme value out of the perk" pretty much what one of the devs said, which is blind blowingly wrong.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066986#Comment_1066986

    BHVR's logic to this was "Even if it stays up for only 30 or 60 seconds you still got extreme value out of the perk" pretty much what one of the devs said, which is blind blowingly wrong.

    It certainly highlights their inability to listen or ignorance to how their games actually work.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067051#Comment_1067051

    It certainly highlights their inability to listen or ignorance to how their games actually work.

    The other argument was "That it's meant to be a high risk high reward trade off" which is BS, because lets say there is an early middle and late game, it was moderately useful in middle and very powerful in late game, which is debateable on it's own but they claim that is the case so lets say it is-

    In like 7/10 matches it is gone in the first 60 seconds or less, more or less games depending roughly on rank but still, and then like the other 2 it's gone in the middle and maybe one game it might make it to the late game at all. Most people just plow through the first 2 gens now unlike old ruin and then destroy it because it doesn't even phase them early on.

    Then soon as 1 or 2 gens are done they pop it, so it doesn't make it to the middle game where it might have actually done something- this happens almost every single time.

    That isn't a "Gamble" that isn't a high risk high reward. Imagine if I asked you to go skydiving with a chute that only opened 7/10 times and I would pay you $200,000, and 2/10 times it opened only once you hit the ground, and 1/10 times it actually works just barely. Would you still jump?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067056#Comment_1067056

    The other argument was "That it's meant to be a high risk high reward trade off" which is BS, because lets say there is an early middle and late game, it was moderately useful in middle and very powerful in late game, which is debateable on it's own but they claim that is the case so lets say it is-

    In like 7/10 matches it is gone in the first 60 seconds or less, more or less games depending roughly on rank but still, and then like the other 2 it's gone in the middle and maybe one game it might make it to the late game at all. Most people just plow through the first 2 gens now unlike old ruin and then destroy it because it doesn't even phase them early on.

    Then soon as 1 or 2 gens are done they pop it, so it doesn't make it to the middle game where it might have actually done something- this happens almost every single time.

    That isn't a "Gamble" that isn't a high risk high reward. Imagine if I asked you to go skydiving with a chute that only opened 7/10 times and I would pay you $200,000, and 2/10 times it opened only once you hit the ground, and 1/10 times it actually works just barely. Would you still jump?

    You know it's funny... some guy in a different thread had an issue with me saying that ruin + surveillance was a mediocre build.

    Like yeah, I know where the survivors are so what? I still can't chase them off gens and guard the totem at the same time.

    I rather run Weasel cause at least It's consistent.

  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    Could make it spawn on the map when 3 gens are done so?

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061545#Comment_1061545

    Could make it spawn on the map when 3 gens are done so?

    Could you re-phrase that for me?

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064514#Comment_1064514

    Because it's a hex.

    If it doesn't have an immediate effect (haunted grounds, old ruin) or a good one (devour hope), then it's useless.

    Don't worry though, I'm pretty certain BHVR knew what their were doing making it good on killers that didn't even need the perk in the first place.

    Legion, Demo, and Doc were frequenters of old ruin if I'm not mistaken.

  • Since it requires to work as a mid-late gamr perk, we could try to make it trigger and spawn on the map when 3 gens are done, as well as Noed spawn when all 5 gens are done.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066986#Comment_1066986

    Legion, Demo, and Doc were frequenters of old ruin if I'm not mistaken.

    Yes, they were.

    It's actually okay on Legion.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1067548#Comment_1067548

    Since it requires to work as a mid-late gamr perk, we could try to make it trigger and spawn on the map when 3 gens are done, as well as Noed spawn when all 5 gens are done.

    Maybe, but that seems like too much of a stipulation. Killers like value perks and Ruin, even with that, is still going to be destroyed fast, or it may not even spawn at all.

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