Hex: Ruin should not work anymore on a generator that has lost 40% collected progress

Each generator has a kick limit of 8 times. Each kick removes 5% progress. So logically after a generator has lost 40% progress the kick limit should trigger when Ruin is responsible for the regression and block the generator from losing any more progress by any means. Same thing for badly designed addons like Legions red mixtape.

Comments

  • It’s a hex, just cleanse it.

  • 40% progress are 160 seconds of Ruin alive…

    I wish my ruin would last longer than the camera spin around at the start of the game…

  • A kick has an immediate 5% loss, but a kick in fact can take a 99% gen to 0% in one go.

    To say Ruin should be limited to 8×5 is because that's somehow equivalent to a kick is being disingenuous.

  • Ruin is a Hex, therefore there is already a built-in limitation of how much it can regress. This was not the case with Regression events, which is why a limit was introduced.

    Furthermore, you cannot just say that 8 Regression events are 40%. Regression events are rarely 5%, most of the time they are accompanied by Perks (Surge, Pain Res, Turn Back the Clock, PGTW) which make it way more than 5%. If a Gen really reaches 8 Regression events (which is rare), this Gen probably lost more than the 90 charges it would need to repair it as progress. A limitation of Ruin only being able to regress up to 40% would make the Perk way weaker.

  • It’s a hex. It can be taken out entirely.

  • OP, I suggest you run Hex: Ruin with no Thrill or Undying and play 10 games as a C-A tier Killer and tell us how long Ruin lasts and how much value you get out of it, and then tell us if you still agree with your sentiment.

  • Having trouble understanding why OP wants Hex: Ruin nerfed again because:

    Killers can't kick gens that are already regressing, so Having Ruin in play negates all Gen Kick damage enhancing perks like Pop Goes the Weasel, Call of Brine, Eruption, Oppression, & Undone, and the only way to deal more damage than the meager .25 c/s auto drain of Ruin is to also run Jolt, Pain Resonance, or Turn Back the Clock, which all have limited uses and meager damage improvement. Active Ruin also prevents the killer from running any "Gen Damage action activated special effect" perks like No Where to Hide, Machine Learning, Unforeseen, Trail of Torment, etc, but overall the only thing it has going for it is the auto drain without the killer needing to perform kicks… which can save some time but is honestly a pretty weak effect for something that can not only be over powered by a number of survivor perks/items/add-ons that enhance repair speed, but since it's a Hex, it can also be cleansed/blessed and is gone for the remainder of the trial.

    Ever since the devs Nerfed it, I've refused to bring it into any games because it's just too weak and too easy to take out, making it a waste of a perk slot, meanwhile, there are better gen damaging perk options that survivors can't really do much to counter, and deliver far more damage or slowdown than Ruin.