The killers that are best with Ruin and the ones best with PGTW.

Some killers are better with PGTW and some are better with Ruin. Here's the list

Trapper: Pop Goes the Weasel Trapper has a to setup traps so he won't go across the map to pressure. And he doesn't want to leave his trap area so if Ruin is across that map you can't do much.

Wraith: Hex:Ruin with his hit and run playstyle and spreading pressure Ruin is better since he can't hook as easily

Hillbilly: Either depends you can go either way and get good results you can snowball quickly and Ruin regress the gens because people have to leave the gen or zoom across the map and PGTW the gen usually unreachable. Ruin+Tinkerer or Pop+Thrilling.

Nurse: Hex:Ruin she can still snowball as good but her mobility isn't the way it used to be so she can't Pop that far away gen

Shape(Michael): Pop Goes The Weasel He can snowball not as efficently and can't get around the map and with his stealth it's better to get defensive with PGTW

Hag: Pop Goes The Weasel same as Trapper shouldn't leave her trap area and if Ruin is across the map it's gone

Doctor: Either he can down quickly but still work in a zone he can have a skill check build with PGTW or with madness waste time with Ruin

Huntress: Hex:Ruin with her ability to quickly down and her aggressive playstyle not having time to stop

Cannibal (Bubba): PGTW he can down easily but can't go zooming like Billy and snowball isn't as guaranteed since people fear the Bubba.

Pig: Hex:Ruin with her RBTs more for slowdown then kills and generally not needing to chase those survivors Ruin is better since survivors can't risk wasting time on totems or gens unless they want their heads to pop

Nightmare (Freddy): Either this is preference of the player since he's great with both

Clown: PGTW he can down easily but not really snowball so Pop is better for the defense

Spirit: Either she can down quickly and Ruin regress or get to rather hard to reach gens with Pop player preference

Legion: Hex:Ruin with his ability to waste time with Frenzy it's easier to gen gens regressing with Ruin since downs are harder.

Plague: Hex:Ruin with people who'll waste time with cleansing or people who don't cleanse quickly downed by Corrupt purge

Ghostface: PGTW he can down some easy but not really snowball so downing and kicking the gen is the way to go.

Demogorgon: Pop Goes The Weasel his portals allow him to get to any gen so Pop is the way

Oni: Hex:Ruin he can down quickly snowball but can't waste time kicking gens so Ruin is the way.

Deathslinger: Either he can be aggressive and down quickly hence Ruin. Or with his slow mobility and more stealthy option PGTW

Executioner (Pyramidhead): Hex:Ruin with his power cages not registering as a hook and hence no PGTW Ruin is better.

Blight: Either is ability to down quickly and reach any gen preference of the player

Twins: Hex: Ruin with their slugging playstyle and ability to defend a totem easily Ruin

Comments

  • @Exerath1992 said:

    So I don't have much time to play, I usually sit between killer rank 8 and rank 12 and don't have many teachable unlocked yet, but do have all the killers. But I like to feel like I'm fairly good at the game. I usually 4k against teams in my rank, and give swat red rank teams a run for their money.

    So i recently started trying something new with pig (whom I suck with) and I went from barely getting 2-4 hooks to getting 4ks every game. I don't know if anyone has tried this combo out, but it has been good on pig and it would really shine on a high mobility killer.

    Perk loadout: undying, TOTH, Ruin and surveillance has a lot of power. The point of it is to use surveillance and ruin to have a lot of gen slowdown AND gen info power. You don't get info right off the bat, bit as soon as you start pressuring survivors off of gens, you start getting heavy value. You always know when someone hope on a partially repaired gen, you know the second they hop off as you approach, and of course ruins slowdown.

    Then you have undying and TOTH to protect ruin, seriously slow down cleansing speed, get alerts when they start on a hex totem, aura reading if they go for dull totems (which they will do because they want to cleanse the hex totems faster), undying for a 2nd chance if they do cleanse ruin, and then a red herring hex totem with TOTH because its not a big deal if it gets cleansed

    Basically, if they try to finish a gen you pushed them off of, you'll know, and if they try to mess with your totems it takes forever, you get alerted and have time to go defend them.

    Has anyone else tried out this combo since the recent rework of undying? If not, who wants to accept the challenge and tell me your results?

    idea for those killers who are good with ruin :D

  • I don't run any Regression perks...But I run a gen delay perk Corrupt on pig and it works best with my playstyle

  • Killers who can already waste time. That's all they need. You can go an extra step with Legion longer mend. Plague another Corrupt pool to down. Pig add-ons focused on the boxes. And the other killers snowball good Billy, Nurse, Oni, and Blight. Infectious and Monitor to constantly down and people needing to unhook. Wraith something to catch people and down them. Freddy all you need is Ruin+Undying with Surveillance or Tinkerer. Deathslinger, PH and Twins just play to what they do best.

  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/230540/the-killers-that-are-best-with-ruin-and-the-ones-best-with-pgtw

    The only killer PGTW is good on is windstorm wraith. Pop isn't a good perk. It makes you give up a potential down to buy you a measly 20 seconds.

    How are you starting chases immediately after each hook?

  • I only run Corrupt or no slowdown on Billy

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976375#Comment_1976375

    How are you starting chases immediately after each hook?

    I assume they're talking about the cases where the killer hooks a survivor and goes to the gen knowing it's almost done only to find a survivor there. Or maybe they're saying a survivor is nearby and the choice is to go use pop or guard the hook.

  • pop is superior on any killer imo.

    simply because its not a Hex and therefore consistent.

  • PGTW is only good with killers that are good enough to end chases quickly. Ruin pretty much works equally for everybody.

  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976419#Comment_1976419

    9/10 times a survivor will be on a gen you want to pop. Also, I main nurse, so I get around the map quickly enough to start a chase 10 seconds after hooking.

    Corrupt or Ruin would obviously work better for stall/regression on Nurse, due to her mobility/chase potential.

    That still does not mean PGTW is a wasted perk slot on a good chunk of the cast.

  • @CountVampyr said:

    PGTW is only good with killers that are good enough to end chases quickly. Ruin pretty much works equally for everybody.

    While the first statement is true, the second isn't. Ruin works great with all killers but it's especially nasty with high mobility killers like Spirit and Nurse, or killers who are good at gen disruption like Doctor.

  • @WishIcouldmain said:

    Some killers are better with PGTW and some are better with Ruin. Here's the list

    Trapper: Pop Goes the Weasel Trapper has a to setup traps so he won't go across the map to pressure. And he doesn't want to leave his trap area so if Ruin is across that map you can't do much.

    Wraith: Hex:Ruin with his hit and run playstyle and spreading pressure Ruin is better since he can't hook as easily

    Hillbilly: Either depends you can go either way and get good results you can snowball quickly and Ruin regress the gens because people have to leave the gen or zoom across the map and PGTW the gen usually unreachable. Ruin+Tinkerer or Pop+Thrilling.

    Nurse: Hex:Ruin she can still snowball as good but her mobility isn't the way it used to be so she can't Pop that far away gen

    Shape(Michael): Pop Goes The Weasel He can snowball not as efficently and can't get around the map and with his stealth it's better to get defensive with PGTW

    Hag: Pop Goes The Weasel same as Trapper shouldn't leave her trap area and if Ruin is across the map it's gone

    Doctor: Either he can down quickly but still work in a zone he can have a skill check build with PGTW or with madness waste time with Ruin

    Huntress: Hex:Ruin with her ability to quickly down and her aggressive playstyle not having time to stop

    Cannibal (Bubba): PGTW he can down easily but can't go zooming like Billy and snowball isn't as guaranteed since people fear the Bubba.

    Pig: Hex:Ruin with her RBTs more for slowdown then kills and generally not needing to chase those survivors Ruin is better since survivors can't risk wasting time on totems or gens unless they want their heads to pop

    Nightmare (Freddy): Either this is preference of the player since he's great with both

    Clown: PGTW he can down easily but not really snowball so Pop is better for the defense

    Spirit: Either she can down quickly and Ruin regress or get to rather hard to reach gens with Pop player preference

    Legion: Hex:Ruin with his ability to waste time with Frenzy it's easier to gen gens regressing with Ruin since downs are harder.

    Plague: Hex:Ruin with people who'll waste time with cleansing or people who don't cleanse quickly downed by Corrupt purge

    Ghostface: PGTW he can down some easy but not really snowball so downing and kicking the gen is the way to go.

    Demogorgon: Pop Goes The Weasel his portals allow him to get to any gen so Pop is the way

    Oni: Hex:Ruin he can down quickly snowball but can't waste time kicking gens so Ruin is the way.

    Deathslinger: Either he can be aggressive and down quickly hence Ruin. Or with his slow mobility and more stealthy option PGTW

    Executioner (Pyramidhead): Hex:Ruin with his power cages not registering as a hook and hence no PGTW Ruin is better.

    Blight: Either is ability to down quickly and reach any gen preference of the player

    Twins: Hex: Ruin with their slugging playstyle and ability to defend a totem easily Ruin

    I disagree with Pyramid Head. His ability to end chases incredibly quickly makes PGTW amazingly strong on him and you'll be hooking people a lot of the time, too. Furthermore his lack of map mobility means if someone spawns on your totem, or they begin to cleanse it whilst you're on the other side of the map, you're absolutely boned. PGTW is significantly more reliable and IMHO the better regression perk rn on him.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976364#Comment_1976364

    Killers who can already waste time. That's all they need. You can go an extra step with Legion longer mend. Plague another Corrupt pool to down. Pig add-ons focused on the boxes. And the other killers snowball good Billy, Nurse, Oni, and Blight. Infectious and Monitor to constantly down and people needing to unhook. Wraith something to catch people and down them. Freddy all you need is Ruin+Undying with Surveillance or Tinkerer. Deathslinger, PH and Twins just play to what they do best.

    No no no, very nice of you, but i wasn't asking for ideas. If you look back at my comment, I included a link to a post I made today with a perk loadout idea and explaining how it works. Ruin, undying, TOTH and surveillance. Surveillance and ruin mean you will get reliable gen info from gens once you start pressuring survs off of them. Undying gives a 2nd chance if they cleanse ruin, TOTH incredibly increases cleanse time and alerts you so you can always contest a cleanse, and undyings aura reading lets you protect your dull totems so TOTH slowdown can remain strong. Between the 2 combos you get really good info on survs locations, whether they are repairing or cleansing, and ruin is just inherent value

  • I know I’m prolly in the minority but I much prefer Corrupt over those two. I think it’s because of the way I play maybe, which then again I do play Michael. So I want survivors slow in the beginning while looking for gens. So I can stalk them. 😈

  • @WishIcouldmain said:

    Some killers are better with PGTW and some are better with Ruin. Here's the list

    Trapper: Pop Goes the Weasel Trapper has a to setup traps so he won't go across the map to pressure. And he doesn't want to leave his trap area so if Ruin is across that map you can't do much.

    Wraith: Hex:Ruin with his hit and run playstyle and spreading pressure Ruin is better since he can't hook as easily

    Hillbilly: Either depends you can go either way and get good results you can snowball quickly and Ruin regress the gens because people have to leave the gen or zoom across the map and PGTW the gen usually unreachable. Ruin+Tinkerer or Pop+Thrilling.

    Nurse: Hex:Ruin she can still snowball as good but her mobility isn't the way it used to be so she can't Pop that far away gen

    Shape(Michael): Pop Goes The Weasel He can snowball not as efficently and can't get around the map and with his stealth it's better to get defensive with PGTW

    Hag: Pop Goes The Weasel same as Trapper shouldn't leave her trap area and if Ruin is across the map it's gone

    Doctor: Either he can down quickly but still work in a zone he can have a skill check build with PGTW or with madness waste time with Ruin

    Huntress: Hex:Ruin with her ability to quickly down and her aggressive playstyle not having time to stop

    Cannibal (Bubba): PGTW he can down easily but can't go zooming like Billy and snowball isn't as guaranteed since people fear the Bubba.

    Pig: Hex:Ruin with her RBTs more for slowdown then kills and generally not needing to chase those survivors Ruin is better since survivors can't risk wasting time on totems or gens unless they want their heads to pop

    Nightmare (Freddy): Either this is preference of the player since he's great with both

    Clown: PGTW he can down easily but not really snowball so Pop is better for the defense

    Spirit: Either she can down quickly and Ruin regress or get to rather hard to reach gens with Pop player preference

    Legion: Hex:Ruin with his ability to waste time with Frenzy it's easier to gen gens regressing with Ruin since downs are harder.

    Plague: Hex:Ruin with people who'll waste time with cleansing or people who don't cleanse quickly downed by Corrupt purge

    Ghostface: PGTW he can down some easy but not really snowball so downing and kicking the gen is the way to go.

    Demogorgon: Pop Goes The Weasel his portals allow him to get to any gen so Pop is the way

    Oni: Hex:Ruin he can down quickly snowball but can't waste time kicking gens so Ruin is the way.

    Deathslinger: Either he can be aggressive and down quickly hence Ruin. Or with his slow mobility and more stealthy option PGTW

    Executioner (Pyramidhead): Hex:Ruin with his power cages not registering as a hook and hence no PGTW Ruin is better.

    Blight: Either is ability to down quickly and reach any gen preference of the player

    Twins: Hex: Ruin with their slugging playstyle and ability to defend a totem easily Ruin

    I agree with most of those except:


    Legion: Ruin shouldn't really be used on legion because the survivors end up running to different parts of the map to mend, meaning they are more likely to stumble across the totem. Thanataphobia is probably the best here to encourage them to heal (which you don't really want to do against a legion)

    Plague: Similar to Legion, you are going to be running around the map looking for places to cleanse meaning you might just accidentally find the totem. Also, Thanataphobia is really good because it encourages people to use the fountains, which gives you your true power.

    Twins: Pop and Ruin are both terrible on this killer, although the twins are just bad in general. Slugging perks are generally better rather than wasting slots on gen regression. Better to use Sloppy and keep people from healing and to slug constantly.

  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976430#Comment_1976430

    Undying makes ruin consistent. Pop is a bad perk, because 9/10 times you have to give up a potential hook/down to use it.

    correction:

    Undying makes Ruin MORE consistent.

    its still far from being a consistent perk though. Undying merely makes it so the first broken Hex is not going to be Ruin, yet its still very much possible that your Ruin wont last the first two minutes of the trial due to survivor and totem spawns. in a worst case scenario both perks can be obliterated within 20 seconds of the trial, just because they happened to spawn next to a survivor.

    and due to the nature of Hex perks, that leaves you with nothing. if Ruin is the gameslowdown perk of your choice, there will be times where you have no slowdown at all. and if you back it up with Undying, there will be times where you find yourself running only 2 perks, without getting any real value from either of the destroyed Hexes.


    now i dont really get where you got the idea that pop would cost you chases 9 out of 10 times, but thats just plain out false.

    first of all, you absolutely dont need to pop a gen. if you think its more beneficial to chase, go for it. heck, sometimes you can end that chase quick enough to still apply pop, then hook the new guy and get yet another pop ready. and if a chase lasts too long, drop it. it shouldnt take you 20 seconds to injure a survivor. if it does, look for someone else.

    on top of that, pop immediately takes away 25% of a generators overall progress. that in cases where you want to keep a certain gen setup is immensely powerful, given that you can just take away a quarter of the gen (20 seconds worth of repairing) in merely two seconds. that means pop is incredibly good at keeping highly contested gens under lockdown, given that you can keep your momentum up as killer.

    pop is, by far, the strongest game slowdown tool killers have - at least perk wise.

    it has a very strong effect, is consistent and its only real limitation is how good you, the player, are at the game.

    the aount of times this perk can save your behind as a killer is unprecendeted - and unlike Hex Perks, its never going to let you down.

  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978421#Comment_1978421

    Swing chain+jump rope+thanatophobia+ruin+undying+tinkerer freddy. Best slowdown build, and there's no pop in it.

    that build is entirely reliant on the killer and their power though. if it wasnt for Freddys already busted game slowdown Add Ons in combination with his quite powerful power, this build wouldnt do anything for you.

    the perks are, at best, mediocre.

    and whether thats actually the best slowdown build on him is debatable.

    imo it would be a lot more effective to ditch Ruin + Undying and add Pop (which has a beautiful synergy with freddys teleport and Tinkerer) and Sloppy Butcher, which further slows down healing and has a great synergy with Thanatophobia.

    and none of those would be removable, which makes the build a lot more consistent.

  • On average you can use up to 8 charges of Pop to full extent (sometimes you may lose it, kick a less than 25% gen or not be needed like the 11º and 12º Pop), that amounts to 160 extra seconds on generators which means 2 extra gens per game.

    To regress so many charges with Ruin you have to scare away Survivors from gens for 320 seconds, assuming it doesnt get cleansed before which usually does, Ruin is not a bad perk on certain Killers with massive map control but its not THAT good.