How to finally fix Ruin and help with gen rush.
Edited some of the feedback in.
Edited parts are in Italic
Cancelled stuff is strikethrough
So we can all agree that Ruin is either great or more often pretty eye candy till the kids go raid your trick or treat stash.
My idea is to change it from a Hex perk to a regular perk but change the name and how t works completely. So without further ado I give you the new and improved Ruin not called Ruin..
New Perk:
Note: This would affect all gens not survivors regardless of perk level.
Power of The Entity - The way this perk will work is similar to how Ruin currently works but with twists and a power curve based upon time and tier.
Description - You call upon the power of the Entity to help hinder survivors escape attempts and lessen their hopes of escape. (The Entity feeds of survivors loss of hope of escape).
Effect - By calling on the power of the entity you slow down generator progress on all generators with a powerful effect that hinders repair progress.
Tier I - All generators are affected by the Entity's power and repair progress is slowed by x amount (same as current Ruin) or an additional slower speed but no so much that it's boring to M1 for 2 minutes. Normal skill checks result in 3 % gen regression but no explosion. Great skill checks result in no regression but no explosion.
Tier II - Same as above but the timer is 5 minutes but good skill checks don't blow it up and the regression penalty is 5%.
Tier III- Now this one is the beast since it adds some possibilities here. The timer is 7 minutes until it's power wanes and the regression penalty is 7%. It also causes an instant skill check on anyone else doing a gen if 1 person blows it up.
Gens currently being worked on retain their power of the entity until either a skill check comes up and is successfully done once the power has waned. This applies to anyone on the gen so they'd have to pass a skill check as well.
Now for the challenge effect of Tier III the introduction of the exceptional skill check. ( this could actually be on all 3 Tiers)
The way the exceptional skill check would work is it'd spawn on the skill check window but wouldn't be close to any part of the good or great skill checks. If you hit it you're instantly granted 10% (might need to be higher depending on the penalty % loss) of the remaining progress in gen progression.
Good and Great skill checks should be separated the same as an exceptional skill check. (Thanks for reminding me about that one @Nickenzie )

That was the carrot now here's the very big 2 by 4 if you miss though the penalty is just as punishing. (this part is probably to harsh so numbers % will obviously have to drop)
If you fail an exceptional skill check then not only do you get the usual generator explosion it's a very big one as well. You also lose more progress you did to that gen. So if you did 20% of the total gen progress on that gen and you go for broke so to speak_ you're going lose a higher % of your progress compared to normal._
You lose that 20% of the gens progress and if you did 90% of the progress and it was at 99% well you just lost 90% of the gens progress. That should be 1, 2 or 3x as much progress than normal is lost (This would be based upon rank of the perk).
Now the numbers will of course require tweaking with the penalty being the most obvious one, it could even be tweaked to be you lose 20% of progress you made. But if you blow it up again on the exceptional than it's 40% of the progress you made. _ Instead it should go off the modifier above where you lose 1,2,3% additional progress either on the gen itself or just your progress you made._
The advantage to this is hex Ruin is no longer a perk and is a normal perk now instead of a feast or famine and this will slow down gen rushing to an extent. Now if you combine this with say new objectives for survivors such as gas and parts it really opens up the game as well.
You could even add in a new perk that helps survivors once the new objectives are in that'd help with say finding parts or gas and or working on gens.
New:
Skill checks in general with this should change as well with good no blow up but still the regression penalty as it is now.
Good - No explosion but 3% regression at tier I, tier II same but 5% regression, Tier III no explosion but 7% regression. These could also change to 1,3,5 %.since the timer is on combined with new objectives.
Great - No explosion but no regression either but if made say 1,3,5% bonus progression if made to make it rewarding in conjunction with new objectives.
Exceptional - No explosion and no regression but making this instantly grants 5,10,15 % total gen progression to reward players for taking the chance.
Now to make it fair to the killer for the masters so to speak each person could either have a limited amount of exceptional skill checks they could do. So you don't get the BNP issue on steroids.
They could be limited to a certain amount per game or per gen or even overall and they could even be used for healing. So if you have say 3 charges of exceptional skill checks you could decide to use them on a gen or on a healing skill check.
That would really spice things up and make it more tactical and strategic for the survivors to choose what they want to go for. They'd have a token meter on lower right side where their buffs are similar to WGLF and Stake Out.
@Peanits @MandyTalk your thoughts on this before I tag a dev.
@Patricia Your thoughts on this since you know the numbers by heart.
Comments
At least the last part. I would be ok with a timed ruin effect as you described tho.
Hex (Ruin):
This Hex is connected to the survivors hope for escape! All survivors suffer a 10/20/30% penalty in repair speed.
Additionally, separate great success zones from good success zones to make skill checks more skilful. Great skill checks can be buffed to provide a 10% bonus instead of a 5% bonus, this encourages a all or nothing type of skill check.
I'm willing to discuss a solution to the current generator issues with you!
@Tsulan Yeah I think it's too op as well and why I said numbers should be changed.
@Nickenzie I thought about it which is why i also suggested changing numbers some to prevent this perhaps even if missing the exceptional skill check. The explosion and normal regression would still apply but say an extra % and to ensure trolls can't grief an added effect.
If you fail the exceptional skill check your hands become burned/numbed so you can't work on a gen for the next say 15-30 seconds. This would be a debuff similar to say Thanatobia on your screen where you can't work on a gen till it wears off.
With that you'd prevent someone from constantly blowing gens up like that and in fact could be extended to gen progress now where it's a huge issue when someone doesn't want to share of is just griefing.
If you blow up a gen you should have your fingers go numb for say 5-15 seconds preventing you from working on any gen. With failing a higher skill check means you suffer a longer time penalty.
It'd work similar to say Deliverance where you have the broken status effect only it'd be called the numb effect preventing you from working on a gen.
I wouldn't mind it if Hex: Ruin provided slower generator progress. Change the perk to work on all survivors across all tiers instead of 2/3/4 survivors, but have generator progress slowed by 10/20/30% That's an additional 8/16/24 seconds to repair speed if you do it solo and hit Great Skill Checks every time. The percentages could be halved if too many people are having trouble with it, but it's a start.
Well that would break the emta up some but the more on the gens the higher the chance of something going wrong.
Yeah the way I have it setup it affect all gens regardless of tier.
@MandyTalk I just saw the comment in the DS thread and it reminded me this is probably better being moved to Balance and Feedback as well.