Why was Ruin nerfed?

I don't know why I randomly started thinking about this but... I mostly play survivor and while it was annoying I don't understand what was so bad about it that it had to be nerfed? And what are your thoughts on said nerf?

Tagged: Dev

Comments

  • From the way I see it, it was changed for 2 main reason.

    1. Was used so much it messed with data recolection.
    2. Was too punishing with newer players, while older better skilled players could surpass it with ease.

    I argue that the new ruin is way better than the old one at high ranks if you apply enough pressure throughout the map, that, obviously, is not possible with every killer on every map, but its still pretty solid.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567516#Comment_1567516

    The new ruin can still be destroyed in 10 seconds. No one can hit greats 100% of the time. Streamers like monto used it all the time, so it did work fine at higher levels. The dev's are worse than Congress when it comes to delivering what they promised and have it work properly, so you'll forgive me if I'm not holding my breath for the early game mechanic.

    https://forum.deadbydaylight.com/en/discussion/comment/1567653#Comment_1567653

    That's so not what everyone quotes. What everyone quotes is how those notes talked only of survivor fun, and of course the whole "it's an incredible late game perk", which insulted the intelligence of anyone that's played this game for more than 50 hours.

    yes it can.

    i didnt say it was a consistent perk, i said it was a lot MORE consistent than its previous version, which was bound to skillchecks.

    you are also right that no one can hit greats 100% of the time, but i for myself got pretty damn close to that number. and ive seen people just plow through it without any problems whatsoever, so a hit rate of ~90% is realistic.

    the old version needed to be changed, no matter whether you like it or not. it was unreliable and was way too punishing for new players.

  • @Milanceee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564137#Comment_1564137

    Idk why dont they nerf ds then.Im sure 99% of puruple and below survivors have it.Almost every game 3 or 4 ds.

    Because according to them, Lithe is more used than DS.

  • @BloodyNights said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567695#Comment_1567695

    "Gotta slow the game down...just a lil bit!" Yeah Monto did use it all the time, he also said that he thought it was a good change. Said it would seperate the potato killers and the good killers from each other, and he said that old ruin was a pretty brain dead perk. Not a knock against you, I just felt like mentioning Monto's reaction to Ruin being changed.

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567695#Comment_1567695

    yes it can.

    i didnt say it was a consistent perk, i said it was a lot MORE consistent than its previous version, which was bound to skillchecks.

    you are also right that no one can hit greats 100% of the time, but i for myself got pretty damn close to that number. and ive seen people just plow through it without any problems whatsoever, so a hit rate of ~90% is realistic.

    the old version needed to be changed, no matter whether you like it or not. it was unreliable and was way too punishing for new players.

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567732#Comment_1567732

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    https://forum.deadbydaylight.com/en/discussion/comment/1567820#Comment_1567820

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

    Ruin is still better than surge...

  • @Vanan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567653#Comment_1567653

    2 is completely wrong having it as a hex perk was a major risk sense it could be broken easily in seconds at the star yall just catering to the noobs

    This. Ruin actually managed to give killers a better chance at combating the gen rush meta. Now there's just gen rush with no compensation.


  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567732#Comment_1567732

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    https://forum.deadbydaylight.com/en/discussion/comment/1567820#Comment_1567820

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

    Monto uses a lot of different perks as survivor and killer. Like his Metal of Mither build that is clearly beyond big brain meta DS/UB. So him rarely using it doesn't matter that much. He also used it quite a bit when it came out and had no issues getting a bunch of kills with it on. It isn't terrible at all. I mean you are entitled to your opinion of it. But My opinion of it, is that it's a really strong perk as long as it sticks around. Arguably stronger than old ruin against veteren players in red ranks. Due to them hardly missing skill checks anyways. So an auto kick with double the regression speed is extremely valuable to me as I can just go immediately into chase. And it's extremely oppressive mid to late game if it hasn't been found. Which it's becoming harder and harder to do on newer maps, and reworked maps.

    As for Tru3 I basically take everything he says with a grain of salt. He is almost as killer biased as Space Coconut.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567732#Comment_1567732

    Monto liked it, tru3 hated it. The real test is use over time, which monto rarely uses it any more, because it's terrible.

    https://forum.deadbydaylight.com/en/discussion/comment/1567820#Comment_1567820

    No hex is consistent because of the rng, thus it should be stupidly powerful, see devour hope. Ruin does not meet that criteria, hell surge is a better perk, and surge is awful.

    exactly- yet old Ruin wasnt as powerful as most think it was. so they changed it. now it can be, considering you play well.

    regarding the consistency part: yes, no Hex perk is consistent. i never claimed them to be, however WHILE they are active they are. All but old Ruin, which even while it was active was still bound to RNG to ever take effect. Ive repaired whole gens without getting a single skillcheck, which means old Ruin would never have taken effect on me there -> it was inconsistent even while active.

    also, you are correct, Surge is better. thats entirely due to it not being a Hex perk though, Ruin has the by far superior effect, therefore its bound to a totem that can go boom any second.

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  • Because babies went "waaaahhhh!" while adults shrugged it off. BHVR only balances for babies most of the time.

  • Thanatophobia + Ruin is still annoying. Games are so long and boring when killers are camping gens without getting in a chase.

  • Aren’t we all forgetting that old or new ruin is a Hex Perk. It gave survivors a reason to find the totem and cleanse it. Tbh I do favor old ruin more because it slowed the start of the game by forcing survivors to look for a totem. It slowed the start of the game just like corrupt intervention. Not to mention if cleansed, it’s gone for the whole match. Now that it’s gone, killers will have to work harder to apply enough pressure to slow the game down. Tbh, without old ruin, The Clown couldn’t survive.

  • Personally, I like the new Ruin more than the old. Old Ruin was not as useful at higher ranks because the survivors hit great checks like it was nothing. It was so easy, they would meme around if they missed one. It was a joke.

    New Ruin rewards me if I pressure the area of gens I want to protect. Granted, like all totems, it depends on totem placement, but when the placement is decent, new Ruin buys me much more time in the higher ranks than old ruin ever did. I admit that it is much less affective vs rank 16's than old Ruin was, but old Ruin was also outright crippling to new players. It was a bad design in my opinion.

    If given the chance, I'd keep new Ruin over old. I don't usually agree with changes BHVR makes because they tend to overshoot or miss the mark by a lot. But this one is a rare goldilocks zone.

  • I think ruin change was the best thing the devs have ever done. Old ruin is just not the way to slow gens down. Way too passive. And they made a perk that's actually good at slowing gens down in return.

  • @delilahsupastar said:

    I don't know why I randomly started thinking about this but... I mostly play survivor and while it was annoying I don't understand what was so bad about it that it had to be nerfed? And what are your thoughts on said nerf?

    I’m repeatedly baffled (and exhausted) seeing this claim over and over again.

    Ruin was not nerfed. It’s just no longer passive. If anything if it manages stay up till mid to late game it’s 10 times stronger than old Ruin and a royal pain in the arse coming back to a gen you were previously chased off of (or had to do a hook rescue) to find the gen has pretty much regressed to zero.

  • @Almo said:

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

    Here's the important part. These are not in any particular order. But you only ever hear people quote #1. I promise #1 is not the only reason we changed Ruin; it's just one piece in the puzzle.

    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.


    1. ts inconsistency due to the random nature of the appearance interval of skill checks.

    So inconsistency is a thing you don't want in your game. I don't mean to be a dick, this is not a bad intended question. Why don't you rework totems once and for all? They have a major issue related with inconsistency much worse than ruin had back in the day.

    You have adopted this strategy for quite some time which is to 'patch' bad design with perks (ds, any antigen perk). Hex undying is yet another example. Forgive me, but forcing a killer to run two perks in order to be able to actual get some value from one of them is just an insult to people's intelligence. Please, stop patching bad design with perks. Like you did with ruin, revisit totems design, revisit gen design. It's about time

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