I don't get why people dislike ruin+undying+tinker

its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

Comments

  • Because it's good. Ruin+Undying is the best gen regression. Tinkerer is great information with a bonus undetectable status effect. You can't exactly counter tinkerer, you have to play around it

  • People dislike what works for others.

    If it was some weak meme build no one would complain.

  • People just don't like strong builds. I remember when people were calling corrupt+ruin+pgtw the tryhard build.

  • Same reason everyone hates DH; it's a really good perk that everyone uses.

    Tinkerer is worthless without Ruin, and you can remove 2 perks, resulting in the killer having 2 perks. It requires you to drop chases even to pressure gens. Even WITH Ruin and Tinkerer, you can't be everywhere. Split up, do a gen each, the killer can't get around to stop the gens from completing in this scenario. This means that it's only really efficient on killers that could probably do well without it, sometimes being a bit too strong on super mobile killers, but being just fine (and sometimes necessary) for weaker ones.

    At the end of the day the reality people need to accept is the fact that gen regression is required on every single killer and will be double so when SBMM comes out. This is not a killer perk problem, it is a fundamental problem with the games inherent design the developers bandaid fix with gen managing perks.

  • @calorictrack391 said:

    its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

    nothing more anoying then getting a gen to 90% getting chased of it to come back and see it’s 10%, it just longs out the game, I actually miss the old ruin, il take missing perfects over it’s current state any day

  • I think most people dislike its combo while playing soloQ.

    Chill teammates. Low rank teammates with wrong matchmaking. Indoor maps which are hard to find totems compared to outdoor maps.

    With all of this, losing gen progress with Ruin Undying Tinkerer synergy could be another stressful factor why people feel bad about soloQ.

    After Undying nerf, I don't mind this combo too much but I wouldn't blame for people who hate this combo honestly.

  • Because it´s as close as it gets to win on autopilot on high tier killers.

  • @calorictrack391 said:

    its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

    It's same reason Strider was nerfed. That combo outperforms on Blight, Spirit, Nurse and to a lesser degree Billy and Wraith. It's basically buffing all the S-Tier/High A Tier killers and doing nothing for the rest of the killers.

  • People will naturally hate whats meta. People hate the AWP. People hate garen and yorick, People hate sniper in tf2. Etc etc. If its effective and powerful, people will naturally hate it. Humans when playing games will scientifically choose the path of least resistance. When the path to victory is crowded with a lot of resistance, it pisses them off. Of course we are not all like this, but many are. Which is where the hate for ruindying comes from.

  • People don't like playing against strong things, because they want easy wins. It's too much effort for the average survivor to cleanse totems.

  • To be perfectly honest, Ruin/Undying is only good because survivors don't fear it. Play with Devour Hope and you will see how they change their style from "waah, I want to rush gens" to "holy mother of lightborn, FIND THE TOTEM."

  • Because it's very, very, very good and likely to end in a stomp against solos.

  • It's less about strength. It's as close to auto-pilot as it gets for a killer. You have 3 perks that essentially play the game for you, and it becomes less about chasing players and more about chasing Tinkerer procs like an AI. Yes, it's counterable and prone to RNG with totems. Doesn't make it less annoying, especially in a solo queue environment where all it takes is one oblivious teammate to throw a game.

  • @[Deleted User] said:

    It's less about strength. It's as close to auto-pilot as it gets for a killer. You have 3 perks that essentially play the game for you, and it becomes less about chasing players and more about chasing Tinkerer procs like an AI. Yes, it's counterable and prone to RNG with totems. Doesn't make it less annoying, especially in a solo queue environment where all it takes is one oblivious teammate to throw a game.

    Well, you throw in PGTW and Blight, Nurse or Spirit and the Killer has won the game for 95% of players.

  • Because solo survivors are allergic to totems

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  • Anything that makes the game harder for the survivor role is hated by the majority of survivor mains. Granted it can be very good on meta killers, but the killer player also needs to able to play the meta killer at a decent level. It is most affective vs average survivor players. You can see good killers use it vs good survivors and the killer will still struggle.

  • @[Deleted User] said:

    Because the lenght and outcome should be determined by the decisions you make or don't make and not by the perks you equip.

    We are talking about the MAIN objective of one side in an asymetrical game that can be regressed by a perk just by pushing a survivor of the gen.

    I play DBD since release and I played all versions. Back in 2016 we had no gen perks and there was no Base regression after kicking a gen.

    Even old ruin wasn't a regression perk. It was a Status Quo perk if you didn't hit greats.

    Pop at least has a strict requirement and a condition due to its timer.

    Corrupt doesn't regress. It's simply a progress denial and area control perk.

    Ruin on the other hand. Without ruin you get REWARDED by pushing a survivor of the gen because he can't progress his objective. Very simple concept. You can even make an actual decision and KICK the gen to start a regression OR go for the chase instantly.

    With Ruin You get all of the above just for having a perk. No Progression, Auto Regression, Instant Chase. You remove active decision making and get rewarded for it.

    And before i read replies of "Survivors have DS, Unbreakable, Dead Hard, BT". NONE of these Perks regress the Main objective of the Killer. A Hook state is a hook state and there is no getting it back. Imagine Survivors having perks like: "For every 10 second in a chase you receive 1% of your hook progress back." or "At the beginning of the match 5 hooks get blocked by entity for 120 seconds" or "After you complete a gen you can't be hooked for 120 seconds." The outrage would be insane. And it would be for a good reason. Taking back the progress a player or team made in any game based on no actual requierments, restrictions or conditions is just not good game design that leads to frustration.

    And you can cleanse ruin removing all the benefits from the game.

    For a perk that the opposite side can completely remove from the game, it should be strong.

  • @Shaped said:

    People dislike what works for others.

    If it was some weak meme build no one would complain.

    @[Deleted User] said:

    Because it's good. Ruin+Undying is the best gen regression. Tinkerer is great information with a bonus undetectable status effect. You can't exactly counter tinkerer, you have to play around it

    It's not because it's good and works for killers. It's because it can be pretty damn oppressive when the killer knows exactly whenever a gen is about to be finished, and the gen then regresses when he chases survivors off of that gen. It's incredibly powerful on killers with mobility.

    It's not an auto win as some people seem to think, but it arguably does too much for a killer.

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466825#Comment_2466825

    The Powerlevel of the Ruin Redesign was aimed for a game that didn't include Hex: Undying and that didn't have a large amount of ingame maps with questionable totem placements. So yeah maybe for the time being it was okayish (eventho i still think its terrible design) but in the current state its Powerlevel is too high for the perks it synergises with

    Undying means you have to cleanse 2 totems instead of 1. It's a non-issue after it got nerfed.

    You can bring a map to find totems. Detective's Hunch and Small Game are perks designed at finding totems. And Counterforce helps you cleanse totems faster with some totem finding built in. It's really not difficult to find totems and cleanse them.

    Not to mention Hex totems also have a unique sound you can hear when you are close enough to the totem. So you can also find totems just by hearing them.

    Stop making excuses why you can't find and cleanse two totems to remove half a killers build.

  • Tinkerer is a wasted perk slot on anyone except a 3000-hour blight or 5000-hour nurse, and on anyone including them against SWF. They will ALWAYS finish the gen before you can even get there. This perk is in a strong need of a buff: +15% haste status with "undetectable" would make it a bit more balanced.

  • @Crowman said:

    People don't like playing against strong things, because they want easy wins. It's too much effort for the average survivor to cleanse totems.

    Thank you for saying the average survivor.

    I like cleansing totems.

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  • Because as a solo q there isn't really anything you can do unless you get really lucky and find the totems early on, if you stick on a gen the killer will just come by just to get you off of it, chase you around and wait for the next tinkerer proc to chase some one else, then when your gen procs again they come back... its just an endless cycle that drags out games and is boring as hell to play against.

    Its literally hand holding, just like how DS + Unbreakable was for survivors, Ruin/Tinkerer is the killer version of it

  • @calorictrack391 said:

    its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

    Why did people hate forever Freddy? Same reason. Because forcing the game to go on longer by slowing down action bars (or applying automatic regression to gens so you have to do the same gen over and over) is a particularly annoying way to lose a match.

  • Before this was even popular, which was way back because it was right when blight came out. I was running Surveillance rather than tinkerer, it's surprising to me that no one uses or complains about surveillance when it acheives basically the same thing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466846#Comment_2466846

    So when are we getting that mechanic where Killers have to perform action xyz before they can progress on their main objective? I'd like to see them chop some wood and build the hooks before.

    Btw. you didn't touch opon any of the points i made about healthy gamedesign and decision making and instead gaslighted the conversation to the point where it is about cleansing totems. Good one

    Ruin is a high risk-high reward perk. Ruin can be cleansed as early as 20 seconds into a match which would cause it to provide 0 value. Ruin also provides 0 value if you manage to complete a gen without interruption. It's not unhealthy because it makes survivors take longer to complete gens if the killer is pressuring survivors.

    What would make ruin unhealthy if it was just a passive perk that survivors couldn't remove from the game, because then it would be far too strong.

    What is unhealthy is this mindset that killer perks shouldn't be impactful and provide a hinderance to the survivors. Especially on perks that provide direct counterplay (cleansing the totem).

  • In all honesty, it depends which killer is running the build, if it's a Nurse, Blight, Oni, (Mintrag) Hag, Spirit or any other killer that is already good at keeping chases very short while having enough mobility to patrol a large area. It's really danm boring as Solo Q cannot do #########. Even if they cleanse both totems relatively early, they cant communicate where a totem is, so everyone has to find the totem themselves. Meaning it's not 1 team searching 5 totems efficiently. It's 4 individuals searching up to 20 totems.

    On killers that are a bit weaker and need to buy every second they can get and this build isnt really as noticable.


    So yeah, super meta gen slowdown on killers that dont need it to get consistent wins is boring. You're literally doing it to push a 70% winrate up to a 90% winrate at that point. Why would you even want to win 90% of your games if its done through the most boring way possible? This isnt a tournament, survivors are not optimal, losing is fine. You should try to win ofcourse, but keep the games fun too. 1-2 gens popping isnt a big deal. If you have a build that gives you a consistent 4k with 3 gens left, maybe you should consider playing less sweaty with the builds you run and people wont complain about it.


  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466908#Comment_2466908

    Ruin is a high risk-high reward perk. Ruin can be cleansed as early as 20 seconds into a match which would cause it to provide 0 value. Ruin also provides 0 value if you manage to complete a gen without interruption. It's not unhealthy because it makes survivors take longer to complete gens if the killer is pressuring survivors.

    What would make ruin unhealthy if it was just a passive perk that survivors couldn't remove from the game, because then it would be far too strong.

    What is unhealthy is this mindset that killer perks shouldn't be impactful and provide a hinderance to the survivors. Especially on perks that provide direct counterplay (cleansing the totem).

    Ruin alone? Yes, agreed. Ruin and Undying? Bit of an issue

    @konchok said:

    Before this was even popular, which was way back because it was right when blight came out. I was running Surveillance rather than tinkerer, it's surprising to me that no one uses or complains about surveillance when it acheives basically the same thing.

    Yeah, but surveillance still keeps your TR, so survivors know you're coming in advance. On killers like Nurse, Blight or Bubba where being out of position is the difference between a 5 second chase and a 40 second chase, especially considering you cannot warn your teammates.

    Current Ruin, Tinkerer Undying would be fine on high mobility killers if there was a ping system. Ruin, Undying and Surveillance is fine without ping system

  • @FengisKawaii said:

    Because it´s as close as it gets to win on autopilot on high tier killers.

    I think that is a bit much, it really doesn't feel that way since the killer still has to chase survivors off gens.

  • @Crowman said:

    People don't like playing against strong things, because they want easy wins. It's too much effort for the average survivor to cleanse totems.

    Kinda wrong tho. I dont like playing against it because of Solo Q. For the average Solo Q there is a multitude of things that makes this build super boring to face:

    1. I dont know when a teammate is cleansing a totem, meaning I could be looking for a totem that is already being cleansed
    2. I dont know where a teammate has been, meaning I could be looking in places my teammate has already thoroughly checked.
    3. I dont know if a teammate has seen a hex totem before or during their chase, meaning I would be wasting time searching for a totem for quite some time

    Solo Q looking for totems is essentially people looking for 20 totems. SWF looking for totems is people looking for 5 totems.


    This build is boring and a problem because of solo q.

  • RPD and teammates who can’t find hex totems on Autohaven. And other similar situations.

  • @calorictrack391 said:

    its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

    Troll post.