I was re-reading the Q & A and something caught my eye

"What was the thought process behind the Ruin change?”

It started back in July of 2019. We realized that the old version of Ruin had very passive gameplay. If you ran the perk, you didn't have to do anything; just having the perk equipped made the effect active. The old Ruin was also very consistent from moment to moment due to the random nature of skill checks. If you did a generator and had no skill checks, Ruin would have no effect. Meanwhile if you got unlucky and had a bunch of skill checks, it could be very punishing. We also wanted to help with the on-boarding of new players, and we also noticed the expert players would just work through it as if it wasn't there.

We looked into a bunch of different possibilities, but we knew we wanted to keep the perk generator related hex. The original version that was tested was the same as new version of Ruin, but also contain a flat reduction to repair speed. After more testing, we found this to be too much.


"We looked into a bunch of different possibilities, but we knew we wanted to keep the perk generator related hex."


What were the other possibilities besides the one with a flat reduction?

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