Nerf Ruin + Undying combo

Its not even that its overpowered its just simply annoying just like Decisive, and its an easy 2 hooks before 1 gen pops if the killer is actually good. Doesnt help that nearly every game i see these 2 perks

Comments

  • I know this is gonna sound crazy…

    I don’t think it is to a point where this combo is a problem. Is it seen more often than not? Possibly.

    Point is, just like DS/UB/BT are seen often, they represent core game design being outdated. Because I can bet you most of you wouldn’t be thinking it needs a nerf if you didn’t have the amount of perks that we have now. It would just seem kinda normal.

    The problem is that because of Camping/Tunneling/Map Pressure-Set Ups those perks are your best options. They are the main star while the rest of them are like the backup dancers. They are Beyoncé,while the rest are Michelle and Kelly. Know what I mean?

    We will never have variance ( or the one that people seek) unless they expand on the concept of hooks and/or add a mobility power to each killer, especially those who are already suffering like Trapper.

  • Hex perks suck. They just get destroyed and then you're handicapped the rest of the match. So why do they need to be nerfed more?

  • @Mr_K said:

    The complants about tinkerer here is making me think these survivors are too busy staring at the gen to notice an aproaching killer. How do you all handle Wraiths, Myers, GF, and Pigs I wonder?

    It is my experience, Tinkerer only has value once per survivor. Once you know the killer has it you can bait them fairly easily.

    One way, repair a gen to tickerer prompt. Move away from the gen. Killer comes and gets upset to find a lonely gen. Killer kicks and leaves. Go back to repairing gen. You just wasted a lot of the killers time. In turn your teammates would proc another tinkerer forcing the killer away freeing you to finish your gen.

    But that Tinkerer baiting does only work well without Ruin. With Ruin, it will auto degress under the Tinkerer threshold, so it can trigger again.

    Thats exactly what so many in this thread were saying already, the problematic aspect is the combination of all three perks. Individually, all perks are fine.

  • @GoodBoyKaru said:

    I wouldn't say to nerf the Ruin Undying combo. Just take the Tinkerer far, far away.

    It needs a cooldown

  • @GuyFawx said:

    Id much rather them incorporate gen regression as a built in feature albiet much slower rather than it being perk related it just makes ruin a must have a lot of the time. Then it would open up a slot so as too not feel so cookie cutter all the time for a killer.

    Yup, at this point, in fairly high mmr, Ruin should be a built in feature with 150% regression speed.

    Honestly, playing against 4 survivors that have between 1k and 5k hours into the game makes ruin/undying useless.

    Players asking for a nerf of those perks are completely delusional and baby survivors.

    I wonder if those players know that with 1K hours into the game, you know exactly all the totem spawns on any map. At high MMR my undying/ruin combo lasts 1 minute top.

    And corrupt is long enough to get only 2 hooks, sometimes only one. Gens are flying in less than 5 minutes if i don't play a perfect game...

  • Cooldown, or a flat out once per generator. I'm okay with either.

    This is assuming we give weaker killers more map mobility ofc.

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