Solution to both gen rush and Ruin being a hex
So instead of using Ruin to slow down the gen rush and also toi eliminate the totem complaints here a new idea instead. Why not get the entity involved since it loves to toy with the survivors and enjoys hatch grabs etc. So instead of a Ruin perk the entity puts Ruin on gens under one of the following options.
- The gens all start with Ruin already on them but as the game goes on the Ruin lessens in power as if it's hex totem were destroyed like normal Ruin. This could be scaled based upon the rank level of the players involved, although this could be gamed.
To counter the intentional depip people the ruin could even be based upon prior rankings so if say you got to rank one and your skill level is high then your hidden ranking would affect your ruin level. This might be a pain not worth the effort but would allow it to be individually tweaked.
So for instance you could have a brand new level 20 as in new account player no affected by the Ruin at all or only tier I and for a short duration. While say a rank 8 player was in the match they'd be affected by tier III for the decayed time. Now the experienced player could just go camp/evade the killer while waiting on the Ruin timer to decay far enough.
The 2nd option would be similar to the 1st but would be on random gens with random degrees of power say Tier I or II or III. This is kinda wacky and probably wouldn't work very well but would introduce some randomness and uncertainty into the game.
The 3rd option and one with some interesting possibilities since it'd combine parts of option 1 into it's options. For this one you'd keep the same things Ruin ahs now but add some tweaks to make it really interesting but also risky. Now currently on normal skill checks you get no explosion but lose all progress since the last skill check. With great skill checks you get no explosion but also get progress.
Now here's where it gets interesting, you add an exceptional skill check but it isn't enar the great skill check but past it. The skill box window is super small and isn't affected by any items or addons that increase skill check size. The bonus to making the exceptional skill check is you automatically gain 15-25% gen progression.
Now I can already hear the cries of that's op and really experienced players will get it too often, well wrong because the skill check window will be exceptionally small.Now the risk for going for it and missing is going to be equally as painful as the reward.
If you miss the exceptional skillcheck then not only does it blow up thus notifying the killer but you lose any and all progress you personally made on that gen down to 0. So if you solo a gen and at 75% miss that exceptional **skillcheck well it instantly drops the gen back to ZERO**. It'll only affect your personal progress not anyone else's progress unless they to miss in which case both your % progress gets removed.
Now again I can hear the cries that that's too harsh but that's the risk that comes from such a great reward. I'd say 25% is a good number for gen progress reward and perhaps only allowing 1 per person. But to make it fair so that 3 ppl don't do 1 gen it should work like BNP. So if 1 is on it 25% total, 2 20%, 3 15%. That might be counterproductive though.
If you keep it at 15-25% per person then to make it fair for the killer each person that blows it up during the **exceptional **skillcheck gets a aura debuff for x seconds. Say 5 seconds as if they got smoke in their eyes and they just cried out and started coughing.
The 1st and last seem to work well together but perhaps at lower rank say 15-20 it might need some tweaking but after that let it go full speed. This would remove the need for a Ruin totem while also slowing down gen rush.
Comments
I like it but wonder if it is too strong and would make the game really long. What happens when the killer can't find anyone and they start popping generators and they dc. Some people take sabbaticals from the game and come back. They may have been a high rank and now are just a potato on generators. I also see this as a continued reason for people to never rank up. If at certain levels it gets harder i think many would dc to stop from getting to that level. I see people dc when the killer has ruin now. This may hurt the player base. I do like the idea though. I'm all for changing this up and prolonging the game but i don't want to play 15-25 minute matches potentially each time the grind on this game is crazy enough already. 4-5 matches to go up a shard level would suck.
While I can see the never ranking up/dcing that happens anyways and you could make it so that there's more bp/shards rewards.
I do like it, i don't want really crazy long matches though. I'm not sure how the community would react either. Look at what happened with a slight nerf that really was nothing. The pitchforks and torches will be seen on a path towards canada.
True but I think if it's a gradual implementation from lvl 20 on down it won't be so bad and with through PTB testing and perhaps an even similar to the bbq one but with the option 3 it'd be a good way to try it out. There'd be bonus BP and Shards and perhaps exp towards devotion.
I do think they should ptb try it out. I really wonder what the community reaction will be though. People lost their minds over nothing with the survivor nerf.I wonder how much that negative reaction will affect future changes.
Make Ruin a baseline mechanic in some way, so killers can have four perks.
If you are getting gen rushed try putting pressure on the survivors.
Ruin is a terrible design to begin with. It's nearly useless vs good survivors who can do skill checks but very strong vs new players.
Whole perk should be entirely reworked.
Oh I agree, this would be a middle ground between removing it completely or making it a base ability. You'd also give the skilled survivors a goal of going for the extra difficult skill check. They get a super tough challenge but with good rewards but the risk is losing everything.
Since the devs have already stated they're not simply adding more time or part finding to gens getting the Entity involved is a neat way to add more fun.
They said last stream they wont do anything about gens or add another objective.
Kinda sucks since the game could be balanced right now if the games are 10 mins but with 5 mins match not much you can do.