More Totems, and Ruin Rework with it
When Hex: Haunted Grounds was added to the game - a Hex that lights up not one, but two totems as Hexes when active - I had this idea in mind but I hadn't bothered to make a post about it until just now.
Some of the totem perks we have are... problematic, in a way. Specifically, I'm talking about Hex: Ruin, the perk that's meant to slow the game down just a little bit. It punishes the hell out of players who can't hit great checks consistently, but does basically nothing to better players who can. If anything, the only way it slows down the game is by preventing the 2% progress for Great Skill Checks, right up until the totem is broken.
So with this idea, where the game will have more totems, we can change how perks like Hex: Ruin can work, without worrying about making them broken or making the Killer camp the totem to hold the game hostage.
To start off with, the Trial begins with 10 Dull Totems around the map instead of 5. With this, some Hexes can be changed to light up more totems and be made more powerful to compensate. It would also require, though, that Hex: Thrill Of The Hunt be potentially nerfed.
With the new 10-totem system, Ruin should also be reworked to accomodate - such as having two or three totems bound to Ruin and if one is destroyed, the entire perk is gone. Or maybe multiple effects that individually are disabled with every destroyed perk.
Edit: There was an image here of an EXEMPLARY Ruin rework - in no way did I suggest Ruin should become that way, but rather to show what I meant by ‘multiple effects bound by totems’ in image form to show it better. Sorry about that.
Other perks could be reworked to accompany the 10-totem system as well as more complex Hex Perks, such as my ideas I made in September 2018 - Hex: Get Out, and Hex: No Way Out (link)
Comments
Seriously just buff thantophobia and leave ruin gems take what 90 seconds to do base? You want literally all progress to stop until 2 or all hexs are found and destroyed your suggestion is actually stronger than dying light.
Survs would have to destroy the 2 correct totems before they could start working on gens. Your suggestion is way too overpowered.
Make all totems burn from the start of the match.
This sounds way too powerful, if I'm honest. Toss in TOTH and Haunted Grounds and you're set. Survivors cannot progress until they've broken two totems (one, really, but with only one destroyed you would effectively double the length of the game). Two totems that give you a notification when a survivor starts to work on them and have the chance to backfire and make everyone exposed, and even then, you're still left with the current ruin effect at that point which as you've mentioned affects new players more than experienced players. Throw in devour hope to get instant downs or a mori or two if you're lucky, or at the very least buy yourself even more time as the survivors cleanse it thinking it's ruin.
To put it bluntly, I can't see any reason not to always run this perk. You would get such a huge amount of time no matter what-- whether you defend it or not-- that there's really no reason not to. I don't think ruin itself needs a change. It's already pretty firmly in the meta, if anything needs tweaking it's the totem spawns, not the perk itself.
That just sounds broken.
Not a killer main, sweetheart. You should've learned by now not to spread lies about people.
But your idea is literally the worst idea i've ever heard tbh. Forcing people to do totems, also 10 totems would be an enormous Noed buff, which is the last perk to ever need a buff right now ( Alongside with DS ).
To make your idea complett, change name to "Hex: Ruin the game"
To be fair, your version of Ruin would be a mandatory pick for everyone everywhere. It's waaay too strong.
Even if your idea was to be implemented, Ruin would still be an overrated placebo.