What about making Ruin a NON hex perk? (Plus a rant on the current hex trend)
Decrease the percentage on the speed that gens regress at a bit more (obviously) and I think it'd be a good change since you gutted it so badly it doesn't even deserve being a hex anymore. Plus with it being a non hex perk, that means that in favor of gens regressing when survivors hop off, the killer can't kick gens anymore (Meaning no more base 2% reduction on kick, Pop, Overcharge, CoB, Eruption, Etc) It balances out.
(Rant on Hexes)
Hexes are "supposed" to be strong perks with a big downside (Being that they can be broken), that was their whole ######### gimmick. Nowadays survivors are so bad at doing totems the devs decided to make hexes more for the survivors than the killers.
Noed: It's aura is revealed to the survivors within a certain radius that gets bigger over time. (Ignore the fact it can be removed before it's ever even activated)
Plaything: It's aura is revealed to the survivor that it's effecting, but can also be broken by another survivor after a set amount of time.
And then there's Ruin: Regresses gens at a pathetic 75% AND it deactivates after one kill, doesn't even matter how many gens are left, it deactivates. Meaning you can be on the last gen with ruin being the only thing keeping you afloat and you kill one survivor ######### yourself over.
What's the point of Hexes anymore? The whole point of them was "Strong perk with big downside" but even that one PERMANENT downside wasn't enough. Let's forget that survivors can literally spawn on top of hexes and break them at the start of the game, now survivors need to have their hands held for when they DON'T spawn on top of it.
This trend that you've been doing with hexes is a ######### joke.
Edit: Oh and don't bother saying "BuT hAg!!! iT wAs hEr GimMicK oN hEr RelEaSe!!" Yeah that was so long ago at this point that nobody cares anymore. It was a big thing back during her release, not years later.
Comments
So something I’ve noticed is that ever since Ruin’s nerf, the most common hex perks are the “abnormal” ones. And by this I mean the ones that work differently from normal, like plaything and pentimento, or trap totems like haunted and retribution.
The only “normal” hex I still see occasionally is devour hope and even that isn’t common and never has been really. I’ve seen a few killers trying to make use of the nerfed ruin, but from what I can tell, it really has not done hardly anything in my survivor matches. Blood favor is okay and does show up every now and then.
But perks like third seal, huntress lullaby, crowd control, etc. are all really weak and aren’t particularly worth the risk that inherently comes with them.
That all said, I disagree with making Ruin not a hex perk, I think it just needs a buff to something in between what it is now and what it was before. As for plaything and noed showing their auras, I think it’s pretty fair actually. Plaything still requires 4 cleanses to completely get rid of it and noed was incredibly cheap and needed a change so I don’t really mind it. Plaything isn’t really a high risk high reward perk it’s more of an annoyance to the survivor that they can either risk dealing with or spend some time doing a totem which acts as an indirect slowdown even if they can see it within a specific range. And I think that’s fine. But I do think totem spawns themselves need to be looked at.
The disabling after a kill is more of an anti-tunneling fix. It's up to you if you want it to last for up to 9 hooks.
Its much more efficient to tunnel someone out than worry about keeping ruin around
Ruin could be a non hex that never turns off and it would still be absolute trash due to the bad base rate of this game combined with anti synergy with the perks that do actually provide meaningful regression.
i would love it if every hex perk also had a non-hex variant that was weaker, and had some kind of activation requirement. i'd also love it if some current perks had hex variants that were stronger, and lacked activation requirements or durations, needing to be cleansed.
for example:
hex: corrupt intervention: the three furthest generators from the killer at round start are just blocked, permanently, until the totem is cleansed or a survivor is killed.
ruin: for 60 seconds after hooking a survivor, unmanned generators regress at 100% speed.
I dont blame people for sucking at finding totems, some maps have them in painfully obvious spots, others not so much. RPD and Lerys can be quite difficult for survivors to find totems, Boons are annoying for the killer on those maps as well, but the constant ringing can at least help you find them easier.
Also Hexes are still quite strong with the right build...
Overall I feel like Hex perks are in a good spot if anything. Some are strong, some fit a niche, some do both. But I think people forget that with game design, changes in design occur. Hex perks might have started as "glass cannon" perks, but modern DbD has evolved past it. This isnt old DbD anymore, so stop treating perks like it's old DbD.
Honestly i think they should rework hexes to work off of a totem counter. Instead of a 1 and done its something like:
For each totem remaining in the trial, Hex: Ruin regresses generators at 40% regression speed. This means it would regress 200% at 5 totems, 160% at 4, 120% at 3, 80% at 2, 40% at 1 and 0% at 0.
Then all dull totems are lit up and become hex totems. This would solve the problem of hexes being useless because they spawn in a terrible spot, or survivors spawn right on top of them.
Additionally it fixes the problem of survivors being stuck unable to find the totem, because even cleansing a couple of them will greatly reduce the power of the perk.
Then they could rework undying to just be like: "Your hex perks always remain active as if they had 1 totem remaining even when all totems are cleansed" so that the hex truly becomes "undying".
Obviously they could tweak all the numbers and such for various perks to make them weaker or to change blessing speed for hex totems, like for devour hope for example would need to be looked at, or like third seal. Maybe third seal could apply multiple debuffs based on how many totems are up for example? Maybe third seal could be apply like:
5 Totems: Blindness, Oblivious, Mangled, Hemorrhage, Hindered (5%)
4 Totems: Blindness, Oblivious, Mangled, Hemorrhage
3 Totems: Blindness, Mangled, Hemorrhage
2 totems: Blindness, Mangled
1 totem: Mangled
There's tons of ways to go about this, but in general i think it would solve a lot of problems with hexes.