Why did Ruin get nerfed for being "overused"?

If I'm not mistaken, a little while ago some guy did a test of like 100 matches and ended up concluding that perks like Adrenaline and DS, were used in almost every single match. Wasn't it in like the 70s or 80s as far as usage at high ranks?

I'm not even saying DS should be nerfed. But it does show that sometimes these perks aren't looked at in the same light and I wonder why.

Tagged: Dev

Comments

  • Adrenalin and DS are mediocre one use situational crutches.

    I never use them.

    Dont know what all the fuss is about.

  • Totem1.PNG Totem2.PNG

    This is why Ruin was also nerfed.

    They just did not want to bother with the totem spawns, instead they nerfed a widely used perk so they'll get killers to stop complaining about it.

  • @Tricks said:

    Adrenalin and DS are mediocre one use situational crutches.

    I never use them.

    Dont know what all the fuss is about.

    "mediocre"

    Funny. Considering DS is probably one of the most powerful perks in the game.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426923#Comment_1426923

    Funny how you misspelled survivors as newer players. Glad I could help you with that.

    Ruin being the way it was forced me to learn how to more consistently hit Great Skill Checks. Better players weren't hindered by Ruin nearly as much as newer players

  • Old Ruin gave too much free pressure with no effort. It was already overkill on high pressure killers like Spirit, Nurse etc.

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    But what it does do is teach survivors how to hit great skill checks and clear bones, you know, that secondary objective designed to slow down gen progression? I can hit great skill checks with so much ease thanks to practice with having to go against ruin. You should want your new players learning how to play the game effectively. Now the new ruin only teaches survivors to do gens together to get them progressed faster.

  • Because it allowed bad killers to be carried by a perk that takes 0 skills to use. Changing that naturally wouldn't be a bad thing, but God forbid if survivors had to put in any work or skill for their perks that can swing the game just as hard if not more because all four of them can run it, without people threatning the devs with pitchforks and torches.



    I personally don't mind the change too much as I didn't like running it anyway due to how stupidly random the perks can get broken barely 15 seconds into a match. So I stopped running it on most of my killers even 

    But it was honestly annoying the way they changed it that ticked me off. It made the perk more problematic against killers like Nurse, Billy, Freddy and Spirit who can pressure the survivors. While making it complete garbage for any of the set up killers or killers who can't snowball or pressure as well.

  • @[Deleted User] said:

    Why do players still insist on looking at the Ruin change as a nerf?!

    Its impact isn’t felt early on in the match, but against a skilled killer that is excellent at managing their gen pressure, new Ruin is a total nightmare by mid game if the totem is in a difficult to find spot. Losing so much repair progress so frequently each and every time someone is chased off a gen is leaps and bounds more useful to the killer than old Ruin ever was.

    ^ this.

    Instead of just giving a Benefit without any effort, Ruin actually rewards good Killers now. For me, Ruin is more annoying to go against, I was able to hit Great Skillchecks 9/10 times. But now everytime I need to go for an Unhook or if the Killer chases me, my Gen will go down, which is more pressure for me as the Survivor.

    I really dont know how players can still complain about the Ruin-Change. As if old Ruin was really that good to begin with, people non-stop complained about the Totem being found early, but once they announced the Change, this did not matter at all. PGTW was the better Slowdown anyway and stacking those was not really cool (in general, stacking Slowdown-Perks shows that the Killer isnt that good IMO).

    And I can totally understand the frustration of players who were not able to hit Great Skillchecks. You struggle to get a Gen done and then the Killer comes around and kicks 25% of your progress away.

    And in the end, it gives more variety this way - Instead of just slapping on BBQ + Ruin + PGTW + any other Perk, Killers have to think about either using Ruin OR PGTW (or having the risk to play with 3 Perks all the time).

  • The Ruin change was one of the better balancing decisions they’ve made, despite its unpopularity. Feeling like you had to run old Ruin every match was extremely annoying, especially since half the time it got cleansed in the first 30 seconds of the match anyway. It was too high risk and too high reward - i.e. bad design. Despite people absolutely freaking out about the change it was a very positive change for the long term health of the game.

    I remember when old Ruin was live, I used to play with a friend and when we’d start working on a gen and see no Ruin one of us would inevitably say, “Nice, easy match.” And it basically always was. Can’t say that now though.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427275#Comment_1427275

    "mediocre"

    Funny. Considering DS is probably one of the most powerful perks in the game.

    Cage of Atonement = DS owned.

    Also /dont_tunnel.exe

  • @vandromar312 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427536#Comment_1427536

    The Ruin nerf was targeted to benefit SWF teams that sucked at hitting skillchecks.

    Right now as a killer, Ruin will destroy non-swf teams harder than the old ruin, but it will do absolutely nothing against competent SWF teams.

    So all in all, these devs managed to make the problem worse with a very silly rework.

    Oh, come on, you cannot blame everything on SWF, lol.

  • New ruin is still fairly decent.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427536#Comment_1427536

    Honestly, as survivor if the match loads into somewhere like Lery’s and Ruin pops up, my heart just sinks, and just hope and pray it’s the type of killer that stupidly over commits to long chases.

    Yeah, I also look for the Totem after doing the first Gen, at least for some time. Before, I did not really care, if I stumble across Ruin, I will cleanse it, but I will not search for it (because this was the biggest Timewaster).

    But now, I simply cannot stand to think that my Gen will regress to 0 while I am being chased or need to do other stuff like Unhooks, lol.

    I also feel that more Killers get to like new Ruin, because I have it in quite a bunch of my games, roughly every second or third game a Killer is using Ruin.

  • @vandromar312 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427569#Comment_1427569

    Guaranteed they were the only ones complaining about it though. Now thier is just literally nothing that can stop a gen rush which is an automatic win if a team of 4 survivors wants.

    Games a farce in terms of balance right now, i just think the devs dont even care at this point.

    Killers complained about it! Seriously, every single killer player at the time complained about old Ruin because it felt necessary but was so easy to destroy, and because every killer ran it survivors would start looking for it the moment they spawned into the match.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427582#Comment_1427582

    Exactly.

    ”rUiN nErFeD” and yet it’s still a frequently used perk.

    And if survivors didn’t find it threatening they wouldn’t bother cleansing the totem.

    Survivors cleanse any totem even if they aren't being affected by anything.

    "if it glows, it goes." It's why Haunted Grounds works so well by itself.

  • @[Deleted User] said:

    Why do players still insist on looking at the Ruin change as a nerf?!

    Its impact isn’t felt early on in the match, but against a skilled killer that is excellent at managing their gen pressure, new Ruin is a total nightmare by mid game if the totem is in a difficult to find spot. Losing so much repair progress so frequently each and every time someone is chased off a gen is leaps and bounds more useful to the killer than old Ruin ever was.

    "GeN pReSSuRe"

    It's such a bad argument, and a meme at this point. You can have multiple downs, a few hooks, and excellent play, but still have 4 gens pop in like 4 minutes. Reminds me of this.

    https://youtu.be/DggcHI1boFM

  • Do we have to start again on ruin?

    My opinion is that for old ruin:

    yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin

    purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.

    This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.

  • Ruin was a crappy bandaid to fix a glaring fundamental issue with this game, an issue the devs have not addressed after they nerfed ruin. Ruin needed to go, but we were hoping that what would follow would be a legitimate fix to gen speeds. Instead we got an imperceptible change in toolbox speed, breakable walls that have not been fully implemented, a capitulation in the devs changing the way scoring works and just saying the first 2 gens are supposed to be done quickly, and an ineffective change in how skill checks work and multiple survivors on one gen works ( I think this was so ironic, considering they nerfed ruin because it was hard for players to hit skillchecks, yet they changed great skillchecks because players were hitting them too often). Now we're getting this billy nerf, and I imagine spirit doc and freddy are next. Now we can hope that the devs start actually working on balancing this game after these nerfs, but considering what happened after ruin, it's reasonable to be skeptical.

    The changes the devs make to survivors have, at the most, a moderate impact on survivor play. The changes the devs make to killers have severe game altering and game breaking impact on killers. This is especially notable in listening to how the devs explain why they fix certain things. It also shows in their inconsistent reasoning like what I pointed out above about skillchecks. I don't know if it's an issue with the devs themselves, or the person that gives them orders, but whoever is calling the shots clearly doesn't actually play this game beyond just hopping on for 20 minutes every couple of days, and the voices of those in the team that actually do spend significant time on this game are not being heard, and the voices of the players are certainly not being heard.

  • @Pok said:

    Do we have to start again on ruin?

    My opinion is that for old ruin:

    yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin

    purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.

    This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.

    DS never got nerfed, really.

    I'm fine with that, but as it should be said, it was reworked.

    It's still just as strong as before, if not stronger sometimes.

  • Am I the only one that, as a survivor hates new Ruin more?

    Old ruin stalled progress but at least you made progress. Nothing more dull than going solo queue, holding M1 on a gen until it’s 80%, then going on a lengthy chase and either losing the killer or being hooked but either way you get back to your gen and realize its either at best down to 20% or its completely dead. Then you gotta hold M1 all over again.

    But hey play swf and you render the perk worthless as you just ask someone else to finish it for you 🙄 closing the gap between solo and swf, one perk at a time.

  • @Pok said:

    Do we have to start again on ruin?

    My opinion is that for old ruin:

    yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin

    purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.

    This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.

    Just throwing this out there:

    The great skill check bonus progression prevention when the numbers were crunched was the single strongest *reliable* slow down effect in the entire game.

    With the then 1.6 seconds bonus progression on a generator 2 survivors getting a total of 10 great skill checks finished a generator in ~28.5 seconds which is the same time as if ALL 4 SURVIVORS WORKED ON A SINGLE GENERATOR.

    Keep in mind 10 skill checks across 2 people isn't that uncommon in DBD.

    Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality.

  • @DwightOP said:

    Was that really the reason they justifies ruin nerf? I remembered they said "because it punishes noobs more than veteran survivors" but I might remember wrong there, to long ago for me

    They said survivor find it annoying to play against ruin

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    So by that logic DS, BT should be look at because those are the perk you see in almost every build in the red rank

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    but.

    decisive strike.

  • I used to run Ruin and Huntress Lullaby together on Pig... It was fun

    But now i don't run Ruin on most of the killers I play... That's only due to totem placements and not much else...

    I would say the change to Ruin was "needed" but not "necessary" IMO...

    Also side note... I thought Huntress Lullaby was considered a mid-late game perk.... and: Remember Me, STBFL, Spirit Fury (need I go on)

    Now the game does need a skillcheck re-work... I've suggested some of my own... but hasn't been thought of as (much as I like it to be) something that is the best of both worlds (Survivors only affected when hit "so it's not passive" and they affect the Objective "which is where the Survivors need to be overall") and can be adjusted to match the climate of the game at the time

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    Are you planning to rework DS to be less oppressive to the point when it's actual anti tunneling perk? such as de-activating DS when survivor goes to repair generator, or gets fully healed? (obviously not being tunneled)

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731

    Are you planning to rework DS to be less oppressive to the point when it's actual anti tunneling perk? such as de-activating DS when survivor goes to repair generator, or gets fully healed? (obviously not being tunneled)

    Soon TM...

    But I'd like to see what happens to killer perks along side that

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427813#Comment_1427813

    Soon TM...

    But I'd like to see what happens to killer perks along side that

    I guess we will be waiting. But in my opinion DS at current state is the STRONGEST perk of the whole game. Not any killer perk comes even close.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427679#Comment_1427679

    Just throwing this out there:

    The great skill check bonus progression prevention when the numbers were crunched was the single strongest *reliable* slow down effect in the entire game.

    With the then 1.6 seconds bonus progression on a generator 2 survivors getting a total of 10 great skill checks finished a generator in ~28.5 seconds which is the same time as if ALL 4 SURVIVORS WORKED ON A SINGLE GENERATOR.

    Keep in mind 10 skill checks across 2 people isn't that uncommon in DBD.

    Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality.

    "Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."

    Eh, disagree.

    I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427715#Comment_1427715

    "Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."

    Eh, disagree.

    I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.

    Meh still proved my point that the no great skill check progression part of old ruin did in fact slow down purples/reds by a semi noticeable amount(the other guy claimed it did next to nothing at high ranks).

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427715#Comment_1427715

    "Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."

    Eh, disagree.

    I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.

    I agree with you and Ill add to the mix that nerfing the great skillcheck bonus was something pretty much noone gave a damn, there was no drama, no hundreds of posts filled with tears and rage, no "devs refund my money", no "lol survivors you had this coming, time to git gud" threads etc.

    I believe the fact that pretty much noone was going to care about it weighted a lot.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427822#Comment_1427822

    I guess we will be waiting. But in my opinion DS at current state is the STRONGEST perk of the whole game. Not any killer perk comes even close.

    going along with how the devs go about adjusting Survivor perks... there will be "blood"

    Also... I agree that DS is (one of) the strongest survivor perks

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427715#Comment_1427715

    "Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."

    Eh, disagree.

    I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.

    ^this

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    The new ruin is only particularly good on killers that are already top tier.


    You need a lot of map pressure to get use out of new ruin by forcing people off gens. People like Spirit, Oni, Billy & Nurse can easily do this, while killers like Bubba, Clown, Pig and Trapper have no such capability, especially on larger maps. In effect, it's a buff to those already good and an added burden to those that are incredibly stressful and difficult to play at a high level.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731

    Oh god, how do you always manage to give the worse responses on the worst places?

    That was not a bad response and it actually makes sense a killer shouldn't be able to just lay back and not try and still win

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427822#Comment_1427822

    I guess we will be waiting. But in my opinion DS at current state is the STRONGEST perk of the whole game. Not any killer perk comes even close.

    DS is the best perk in the game.

    But I'd definitely say some killer perks definitely do come near that level.

  • While we are discussing Ruin, all the killers that complained about the Ruin nerf, are you still playing killer?

  • @adsads123123123123 said:

    While we are discussing Ruin, all the killers that complained about the Ruin nerf, are you still playing killer?

    I took a break for 2 months. People said it was a crutch perk. It is right, but it was the only perk that could give you a chance to win with low pressure killers, if you did not want to camp / tunnel every game. Not everybody has played killer for 2000 hours and is good, that's not the majoritiy of the playerbase.

    I play mostly freddy, because with him even the new ruin is good and he has a high chance of winning.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427832#Comment_1427832

    DS is the best perk in the game.

    But I'd definitely say some killer perks definitely do come near that level.

    Not the best perk in the game when you get slugged, or get no use out of it.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427900#Comment_1427900

    Not the best perk in the game when you get slugged, or get no use out of it.

    Unbreakable. Almost always paired together.

  • That’s still a wasted 20s from lying on the ground recovering

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    Every single thing of these can be applied to DS.

  • To be fair, Ruin was never really a factor in matches anyways. How often was Ruin broken within the first 15 seconds of a match? People were playing matches without old Ruin before old Ruin became new Ruin.

    I do understand the rationale though that was given. Veteran players always hit great skill checks with very few good ones hit. On the opposite side of the spectrum, you had newer red ranks that screwed over the veteran players and made it so Ruin needed to be tracked down and broken for progression to occur.

    So Ruin was changed to counteract the inconsistency. Is it better or worse? Dunno.

    That said, I still find it funny that Gearhead was changed after Deathslinger's PTB to reflect Old Ruin thus proving the issue in question that veteran players aren't affected by it at all and newer players are.

  • Ruin change was a buff

  • @[Deleted User] said:

    Why do players still insist on looking at the Ruin change as a nerf?!

    Its impact isn’t felt early on in the match, but against a skilled killer that is excellent at managing their gen pressure, new Ruin is a total nightmare by mid game if the totem is in a difficult to find spot. Losing so much repair progress so frequently each and every time someone is chased off a gen is leaps and bounds more useful to the killer than old Ruin ever was.

    Not even remotely true. If you are playing against swf, which you almost entirely are at red ranks, if the gen is close their teammates finish off that gen while the person being chased pulls the killer away from it. What you're saying may be true with solo groups in green ranks but only there.

  • @CrowFoxy said:

    If I'm not mistaken, a little while ago some guy did a test of like 100 matches and ended up concluding that perks like Adrenaline and DS, were used in almost every single match. Wasn't it in like the 70s or 80s as far as usage at high ranks?

    I'm not even saying DS should be nerfed. But it does show that sometimes these perks aren't looked at in the same light and I wonder why.

    Ruin was used 90% of the time at all ranks, if the killer had Ruin, it was going to be used. You should be happy Ruin got nerfed, because it opened up a perk slot and slowed down gen speeds when multiple survivors work a gen, made maps smaller and got rid of infinites. I would say giving up Ruin for all of that is way worth it.

    What type of nerfs do you want to see on Killers if you get rid of DS and Adrenaline. It's always fun to talk about nerfing perks but you have to remember there's always a balance to be made.

  • @hahadrillgobrrr said:

    Survivors good, killers bad.

    Amazing job at word saying

  • Ruin, in its original incarnation, ruined a lot of games of survivor because you couldn't rely on the people you were teamed with to actually hit the great skill checks.

    Also, it was used so much that every game became so boring, annoying, and predictable. It didn't need to be that way to have a slowdown effect. The new Ruin is pretty good. I see it wrecking a lot of games, especially in combination with other perks or certain killers (like Legion).

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    But ds adrenaline sprint burst/dh borrowed time etc. aren't frustrating to play against or overused? Sure, i only see them in 90% of my games as killer but i guess u guys have the data, anyway new ruin is ######### so either buff it or make it not a hex pls? The devs on stream said they kept it hex to keep the theme of hag's teachables and if its too weak they were gonna buff it, well that never happened did it. If a perk is used in 80% of matches in red ranks that prob means its needed and not op?

  • @Almo said:

    Full article on Ruin:

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Short version:

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    And again you're just looking at it from the survivors side and ignore the killers side.

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