Hex: Ruin can be Unruined
Current Hex: Ruin
- All Generators automatically regress at 100%/150%/200% of the normal Regression speed whenever they are not being repaired.
The Problems
- It is a non-committal Generator regression perk that can apply faster regression to all affected Generators, up to a maximum of 7 total generators regressing.
- It can cause the game to slow down to an unwinnable state for most Survivors that aren't able to find it in time.
- It's a Hex Perk, so it has a variability as to how long it will be effective.
The Solution: New Hex: Ruin
- At the start of the Trial, all Generators become affected by Hex: Ruin:
- Generator repairs no longer produce Great Skill Checks.
- Two Skill Check success zones will spawn after every two successful Skill Checks.
- For every 10% worth of progress to a Generator that is affected by Hex: Ruin, the following effects apply:
- Skill Checks become 8%/9%/10% more frequent.
- The speed at which the dial moves while a Skill Check is active is increased by 8%/9%/10%.
This version of Hex: Ruin becomes a more balanced than ever before with this newer, far more sophisticated version of it. Survivors will now need to pay extra attention to their skill checks the more the Generator progresses in order to not cause a significant amount of devastation to apply to it.
And as a first, this would be the first perk to affect the Skill Check dial (the little arrow thing) in some capacity, by increasing its speed to make hitting the Skill Checks even harder. Pair it up with Huntress Lullaby and this would become a really nasty Perk for those unprepared for its utility.
The perk also becomes more interactive, now producing a harder challenge for Survivors willing to take it.
Comments
I don't see how this change would make killers ever run this perk.
It's worse than old ruin which could stall progression on a gen if a good skill check was hit whereas here you just have no great skill check option. The more frequent and faster skill checks won't really do much for experience players while newer players who already struggle with skill checks will just get screwed over which was the same issue that helped get ruined changed in the first place.
And while you believe that current ruin isn't interactive, a killer has to be pressuring the survivors to get them to leave gens in the first place in order for any regression to happen. This is just moving ruin back to being a passive perk.
This version seems completely unusable vs skilled players and completely miserable for less skilled players. It seems like the absolute worst of both worlds.
The "problems":
-It affects all generators (which can be more than 7 as some maps have a max of 8), and the rate of regression is actually decent compared to the base regression applied from the damage action killer's have. How is this a problem? The actual commitment is you having to apply pressure on every gen possible to keep them from being worked on as Ruin only begins to work in the absence of survivors.
-With optimal plays and a team that knows what they're doing (comms/SWF or not), one/two survivors can bait out the killer while the others repair the same gen and repair it within less than a minute.
-This is a problem with hex perks and totem spawns, so putting it here under the pretense of "problems with Ruin" feels like a stretch.
And what of your solution?
-Gens no longer offering Great skill check zones is ok, but doesn't fully address the issue.
-Increasing the rate of skill checks is a bad idea, even with Great zones being removed. Not to mention that even if you speed up the dial: we're still dealing with the Good zones, which if not made smaller; are just as easy to hit for the veteran players.
As both Crowman and TAG stated above: this version of Ruin would be more punishing on newer players. If you REALLY wanted to make things harder for veteran players: mixing up the directions of the dial, the positioning of the check on the screen, shrinking the zones with each success, on top of increasing the frequency of checks would be a start. But for this to only apply to vet players would be hard to reliably do and leaving it for all players would be far too brutal. Bringing back old Ruin would be a better option when compared to this, since that version could allow for progress to be made in the absence of checks and only good checks would reduce progress.
It's best to leave Ruin as is.
Ruin is fine. The numbers will likely get toned down as part of the upcoming perk rebalancing, but there’s nothing wrong with the core concept of it.
Ruin right now is an okay perk. It's limited use with the perk being gone pretty quickly into the match, and requires you to actually play around it, i.e. pressuring multiple gens, to actually get value out of it.
Your suggestion would make the perk completely useless as it'd still be a hex, and have no real affect and no real built in slowddown. It's an overly convoluted idea that does bring nothing to the game outside of frustration for brand new players. Even average players would not really be affected by it.
The issue with all hex perks including ruin is that they are hex perks. Completely unreliable and arguably unviable at high end play. No hex's power, baring devour and noed, is justifiably a hex imo. Sure ruin can be if it stays up but there are now waaaaay better alternatives. Imo Hex's need residual effects so that when that totem that lit up next to a gen or survivor spawn inevitably goes you still get something out of equipping the perk.
I'd argue that Haunted Ground and Undying should also be counted as justifiable hexes. 60 seconds of all survivors being Exposed is good (maybe not when compared to NOED, but that's because it's NOED) and giving the first cleansed hex (except Undying) an extra life while preserving any tokens (if any) is also a good second chance.
i dont think so. You're still spending a perk slot for them. For potentially no value
This is the 2nd most used perk. I don't think a buff is necessary, as it's clearly good enough to be used so much.
Ruin can be lost with the first minute of a trial, NOED is only good for swingback plays after the final gen is repaired, and Devour requires 3 survivors to be unhooked while you're 24+ meters away before it gets good, and all can be gotten rid of unless you got a good spot.
That's the flaw for hex perks as a whole, not just Haunted Grounds and Undying. The value of HG is on dependent on if you can make the most of it, as exposed is a powerful status. Undying paired with Ruin is still a powerful combo since you don't lose Ruin immediately.
I'm trying to sell the idea of a perk design fallacy where the perk is only experienced by the other side - I don't want to run perks that make the survivor's skill checks more difficult. I don't see them happen, and I want some nice feedback that my perks are generating value. Seeing/hearing a gen spark whenever I push someone off it while ruin is active is good feedback, and the audible rate that the gen loses progress is good feedback, too.
Robbing survivors of efficiency for doing skill checks correctly is just not very exciting to me.
yes they all suck. That is more or less my point lol
By that logic then no one would run them, and yet as SimplyPixelated06 pointed out: Ruin is in the top 3 most used killer perks. So then everyone who got it placed there are fools for using a hex perk? A useless hex perk would be something like The Third Seal and Huntress Lullaby. Blood Favor used to be one just as much, but was given some more usability after 5.3.0 released. Not all hex perks are useless because of them just being a hex perk.
It's a most used perk but how many of those uses have Ruin up for more than a minute?
I've completely given up on hex perks with how unreliable they are and with how often survivors spawn right next to a gen /w lit totem
You're kidding right? Since when does use % mean that its good? Self care is in the top and it objectively is worse then most if not all other healing perks. Even some info perks help heal you better then self care. Ruin up all match can be impactful, at high level play its is rarely up for longer then a minute. Its this that lumps them all together for me. Thats why I suggested they should all have a weaker residual effect.
I would have reverted it back to the old version, with red skill check dials, but made the great skill check window 50% larger than what it currently is. This way it wouldn't be too bad on survivors, especially newer players. It still require you to pay attention to the skill checks.
Tone ruin's numbers down, but make ruin's level of regression the base regression speed
Apparently a lot since its top 2 what u mean ? Lol if it were as unreliable as u say it is, no one would pick it. What u dont seem to get is that hex perks are high risk high reward kinda play
Play the game a bit more and come again.