Take Ruin off a Totem
Its basically worthless at Red Ranks. So just take the thing off a totems.
Survivors: No! Its so powerful and what about lower ranks!
You'll get over it and learn to get better at skill checks
Its basically worthless at Red Ranks. So just take the thing off a totems.
Survivors: No! Its so powerful and what about lower ranks!
You'll get over it and learn to get better at skill checks
Read THIS post.
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I do and Gens are done within less then 3 minutes. This Heal nerf was the Dev's to 'solve the speed of the game'. Figures that not actually addressing the issue directly wouldnt work.
Strong how? If the skill checks were any littler, it’ll be almost impossible to hit them.
I think this fits pretty well in here:
https://www.youtube.com/watch?time_continue=67&=&v=rJqFxk8U0OY
and the devs reaction to it:
https://clips.twitch.tv/PluckyEagerAlfalfa4Head
That was 7 months ago, nothing has changed so far
Thats just classic.
Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.
Yeah. I hate everything about ruin. I run it just because if you don't... The game doesn't last long enough to really have a chance. But it'd be great to see ruin reworked. Maybe just make it so the ruin effect lasts 3 minutes into the game then disables itself. Really wish there was a way they would rework the whole thing. I hate playing against it and I feel bad using it.
I honestly would recomend you to not even bother with Ruin anymore. To make it slightly more effective you can throw in Jigsaw or Yamaoka offerings, but I think it's too much of a waste of a Perk slot, and an offering one.
None of my killers have Ruin in their loadouts. Make your choice, Bitter murmur are incredibly useful in the red ranks IMHO, if you want to try them instead.
The problem I have with ruin isn't that it's a hex, that it effects everyone, etc etc etc. I have one issue: skill checks can trigger while the generator is still in that 3-second no progress phase. Meaning it can very easily snowball and get 3 skillcheck back to back and undo literally all your progress.
Honestly, if they made it just so that another skillcheck couldn't trigger while the progression is stopped from the ruin effect, that would solve most of my issues with it.
Though having it scale its power to how many generators are left is an interesting idea.
That clip is exactly why I lost faith in the devs, especially the work he puts in. Admits the game isn't balanced and just doesn't want to do anything about it. He could've at least lost the sarcasm/smug attitude and responded in a productive manner that shows they are trying to fix the problems instead of an essential shoulder shrug/whatever attitude. Not good PR at all.
How about not. Good talk.
To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress
However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.
Maybe live up to the word “patient”.
0 or 1 gen complete - Ruin is active for all 4 players
2 gens complete - Active for 3 players
3 gens complete - Active for 2 players
4 gens complete - Active for 1 player
The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.
Why would it get weaker the more gens they complete?
This would last the whole game. You could possibly sacrifice or kill one of the survivors not affected so it lasts longer. It makes the early game guaranteed to give you more time to find and hook survivors rather than the possibility that it literally never affects the survivors at all because it was immediately cleansed.
It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.
Exactly, I'm all for balancing but some people absolutely disregard new players because "they'll just get better" or "they need to get better". If I came into an online game and there was a mechanic that was making it stupidly hard for me to help my teammates out I'd quickly dip as to not ruin their game.
Okay, I understand your frustration but...with this new patch gens literally take a bit longer to be than before. With self care taking even longer, esp from 12 to 16 seconds plus sloppy butcher slowly coming into the meta which would take a good 30-40 seconds(?) it would be literally impossible. This seems so unbalanced and broken, and you'll eventually get bored of getting 4 kills every single game. Sure you'll feel unstoppable but eventually it just doesn't even make it challenging at all.
Not to mention the fact that hitting those skill checks aren't really that easy. Lots of killers would literally add ruin as a "must include this perk" if the case were to ever be like that. Doing gens with ruin on already takes so much time.
Super unnecessary, keep it as the way it is or make ruin hexes a bit harder to find at least.
Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?
Wha-...
Where did i say both are okay?
DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.
The best solution I heard yet was that survivors will start trial with -25% decreased action speed and every positive action like completing a gen, breaking a totem, hiding in terror radius, breaking chase etc would grant a +5% action speed increase to all the survivors and it has no limits. Meaning survivors potentially can gain action speed of 120 or 130% etc towards the end of the game. So the game would start slow giving killers some head start and would pick up pace eventually.
Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
See the problem?
Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.
Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.
This game needs a casual mode and balance around rank 1.
If i had to balance the game, i'd make Survivor bots.
Bot can´t simulate the behavior of real humans. Doesn´t matter how often they teabag.
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Currently I see no rework at all, i.e. the situation stays as it is.
The same applies to gentime, to SWF and to ranking.
The devs claim all the time that they are doing sth, but nothing really happens.
SO MANY DAVID TAPPS TAPPING GENS
also they really need to buff hex totems
Why are you talking about SWF though? They’re not making any changes to that, it’s the source of their income. lol that’s not going anywhere.
Clearly the game should have a voice coms. If the survivor talks then the game transmits their audio. even if they dont want too
You'll get over it and use a different perk. Just like I evolved into not needing SC, not using DS, and other meta trash.
Red ranks will normally power through it. You must be new here.
Survivors do power through Ruin or just destroy it. Not taking it will result in a game being done in less then three minutes.
But you must be new to Killer.
Because it rewards the survivors for doing gens with more people being affected.
It's a good thought, but I feel like this would be too strong vs. SWF (as would most things). They could easily assign the affected people to do chases and saves and the unaffected people to do gens, so it would negate the perk.