Ruin is better than Ruin/Undying, change my mind

So we all know the unreliability that hexes have. They could stay up all game, but more often than not they go down in the first minute, if not the first 30 seconds. So here's my logic on why have Undying on top of Ruin is weaker. If Ruin gets cleansed immediately, it's a small problem because you're now a 3-perk killer. If Ruin/Undying get cleansed immediately, you're a 2-perk killer, which is a huge problem.

To me, meta perks in this game are perks that you can get use out of no matter what happens. Corrupt guarantees that those gens are gonna be blocked. BT guarantees that the survivor is safe for at least 12 seconds after getting unhooked. If your perk gets destroyed, you can't possibly use it anymore. So it is best to have as few perks like that as possible. Killers may be able to spare one slot for a perk that can get destroyed, but not 2. Perk slots are extremely valuable, especially for killer.

Yes, if those perks work correctly and don't get destroyed, you're gonna dominate more in some matches, but in others you're gonna do worse because you'll be operating at less than 4 perks, whereas the survivors most likely still have 16 in total. So I think it's best to use Ruin and have 1 perk destroyed instead of also having Undying and having 2 perks destroyed, that is if you want more consistency in your matches like I do.

Comments

  • Undying is like having two Ruins.

    Two is better than one, right?

  • I do prefer Ruin by itself as well, although that just works for me. Lethal Pursuer makes for a fine replacement for Undying if you ask me, though. Having the peace of mind knowing your baby is safe is quite nice.

  • Honestly, I find hexes are just awful to run against most good survivors. Because good survivors will cleanse your totems very quickly into a match. Unless it's RPD, but people will figure out the totem spots on that map over time.

  • Matters on the killer. Defensive killers Ruin Pop is better, aggro killer Ruin Undying is better.

  • @Crowman said:

    Honestly, I find hexes are just awful to run against most good survivors. Because good survivors will cleanse your totems very quickly into a match. Unless it's RPD, but people will figure out the totem spots on that map over time.

    you're probably gonna get better hex value on RPD the most. But yeah eventually good survivors will have the spawns memorized.

  • @danielmaster87 said:

    So we all know the unreliability that hexes have. They could stay up all game, but more often than not they go down in the first minute, if not the first 30 seconds. So here's my logic on why have Undying on top of Ruin is weaker. If Ruin gets cleansed immediately, it's a small problem because you're now a 3-perk killer. If Ruin/Undying get cleansed immediately, you're a 2-perk killer, which is a huge problem.

    To me, meta perks in this game are perks that you can get use out of no matter what happens. Corrupt guarantees that those gens are gonna be blocked. BT guarantees that the survivor is safe for at least 12 seconds after getting unhooked. If your perk gets destroyed, you can't possibly use it anymore. So it is best to have as few perks like that as possible. Killers may be able to spare one slot for a perk that can get destroyed, but not 2. Perk slots are extremely valuable, especially for killer.

    Yes, if those perks work correctly and don't get destroyed, you're gonna dominate more in some matches, but in others you're gonna do worse because you'll be operating at less than 4 perks, whereas the survivors most likely still have 16 in total. So I think it's best to use Ruin and have 1 perk destroyed instead of also having Undying and having 2 perks destroyed, that is if you want more consistency in your matches like I do.

    I will change it on a few seconds...

    Hear tha thunder? Thats ur ruin popping.