Ruin

Make it into a permenant perk instead of a hex totem, it dosen't slow the game down that much, it still has counterplay without a totem. With a totem someone spawns on it or finds it in under a minute because all totem spawns are predetermined on maps instead of being completely random. Its the only thing killers have to slow down the game especially on large maps, and its still not that good.

Comments

  • No, it should not be a non hex perk. Ruin is actually pretty strong when used by a killer who can pressure survivors effectively.

    The devs just need to overhaul the entire totem system, and make totem locations much more hidden and random. Hopefully, even the veteran survivor mains wouldn't be able to find them straight away.

  • I think the better solution would be if there was some kind of a mini game that allowed killers to make remaining dull totems into hex totems if they accomplish something time intensive.

  • Or just let killers place the hex where ever they want.

  • I think if anything, the game should allow killers to choose their ruin 'spawn' location. Set it wherever they wanted to (anywhere reachable of course) sort of how the trapper's traps work.

    The perk is good, but not when the survivor spawns right next to it, makes me cringe.

  • How about we make old DS baseline, I mean it has counterplay. And since Survivor Perks are weaker than Killer perks, let's also ensure Adrenaline is also baseline and not a perk. If we do that I'm okay with Hex Ruin being permanent.

  • I just wish most hex totems had lingering effects after they were cleansed, even if temporarily. Like cleansing Ruin would still cause it to last around 60s afterward. Stuff like that.

  • @Mochan said:

    How about we make old DS baseline, I mean it has counterplay. And since Survivor Perks are weaker than Killer perks, let's also ensure Adrenaline is also baseline and not a perk. If we do that I'm okay with Hex Ruin being permanent.

    SURVIVOR PERKS WEAKER THAN KILLER PERKS? Hahahahahahaha

    Joke, right?

  • I wouldn’t mind it, I really hate it when my mates look for the totem all game.

  • @Mister_Holdout totems can't have both more "hidden" and more "random" spawns , if the totems are forced to spawn more "hidden" that is inherently less random

    people who play a long time are going to start noticing and remembering the "hidden" locations which means they will check those places first

    totems spawning with more randomness means sometimes they just spawn completely in the open, maybe in a way that blocks movement, maybe even spawn in blocking a side to a generator

    someone already mentioned a lingering effect , that sounds good but i would prefer a minimum time of effect so like ruin effect will last at least 3 minutes (or whatever reasonable time they come up with) so if it is broken before that time is up the effect stays until the time is up and if it is broken after that time it will just be gone

  • Yeah it gets sometimes destroyed to quick. But giving killers a 5th perk slot for free isn't the solution. Instead, ruin should kinda work like one of the plagues with the gens blocking them. Ruin should be blocked from the Entity for X minutes till it can get cleansed.

  • Some say high rank killers are still waiting for a full lobby til this day...

  • I was on my way from one side of the map to the other, to trap the hex and then I saw this...

    😪

    aaa123d742fc9fb68957c487b1ff59b0.png


  • @[Deleted User] said:

    Does the perk directly hinder the opponent's ability to win?-->Yes?-->It needs counterplay.

    There is counterplay. It's a Hex that can be broken.

  • @DudeDelicious a crutch perk is a perk that rewards failure, I don’t see ruin doing that.

  • I agree, we should ruin the game for new players who have no idea why gens aren't progressing.

  • weren't totem spawn locations supposedly tweaked so that survivors couldn't simply spawn in front of them? the amount of times i've spawned effectively looking at a lit totem at the beginning of the game, or my totem is gone before 30 seconds have passed, is absurd

    keep them away from generators, keep them out of open fields on asylum/coldwind maps, and hex perks won't be such coin flips, either impacting a game heavily or being cleansed so quickly they may as well not have been equipped to begin with

    right now i think corrupt intervention is a much better perk for killers who need setup time like trapper and hag, and for slower killers like huntress who lack the ability to pressure larger maps effectively

  • Whats about Killer using Hex ruin or whatever Hex perk, that their Hex doesnt work right away until they decide to make 1 of 5 totems become a Hex perk? And certainly Killer able to see aura of all dull totems until they already set up all Hex perk. This way will lead to:

    • Killer can put their Hex wherever they want, still depended on where dull totems are (except Noed because it spawns on a remaining dull totem)
    • Delay their Hex perk to work, and they get busy in early game.
    • Because they will have to set Hex perk on dull totem, so 4 Hex perk Killer load out will not work. Because survivor can at least destroyed 1-2 dull totems at that time.
  • @[Deleted User] said:

    @TreemanXD A crutch perk is not simply that. A crutch perk can also be about how limiting it is to a players thinking and judgement, and scope of strategy. I.e. “i rely on blah blah perk because I don’t know how to do this myself”.

    Most killers use Ruin because they have lacked the skills to constantly make subjective judgements throughout the trial as to what’s more prudent at that particular moment in the trial: engaging/persisting in a chase or resuming gen patrol/pressure. 

    This subsequently leaves most killers very angry if ruin is cleansed early in the trial and genuinely left feeling “Well great. Now what do i do?” because they’ve limited their playstyle/strategy/thinking in this game to simply engage in a chase with every survivor they spot and not give up till they’ve downed them. Ruin cultivates bad habits for killers. Ruin should compliment effective gen control, NEVER be in lieu of gen control. And even then once effective gen pressure strategies and habits are formed, Ruin feels useless, a wasted perk slot, and just as risky as any other hex perk, a perk slot better used for something else. Gosh even TTS is a tremendously more useful hex than Ruin once a player feels confident in their abilities to control gens.

    Ruin is a must on most killers with no map pressure. You speak as if all killers are as good as the top tier, which they sure as hell not. You can have all the strategy in the world but if survivors gen rush, there's not much you can do to slow down the game. Unless you have some awesome strategy that no one has come up with...

  • Better solution: tweak the gameplay so Ruin doesn't feel necessary on every killer outside of Nurse/Billy/Spirit at high rank. There has to be some margin for error for killers at the start of games that doesn't involve relying on a totem spawn point. Simply walking to the wrong side of the map at the start can cost you two gens.

  • this is the last post of yours I'm clicking on. nothing but unreasonable suggestions from u that don't take balance into consideration

  • @[Deleted User] said:

    Better solution: tweak the gameplay so Ruin doesn't feel necessary on every killer outside of Nurse/Billy/Spirit at high rank. There has to be some margin for error for killers at the start of games that doesn't involve relying on a totem spawn point. Simply walking to the wrong side of the map at the start can cost you two gens.

    This. Honestly at this point, I just walk at my ruin at the start of the game and find 2-3 survivors

  • This would only be yet another band-aid fix over a greater issue. If games are going by too quick due to gens being done too fast, then it's an issue with the core gameplay, not something that should be fixed with perks. And in the end, veteran players wouldn't have much trouble with it, while new players would get stomped by it. I don't think this is the best way to address the issue.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/504075#Comment_504075

    It is NOT a must.

    Did you actually read ANY of my comments regarding developing better SKILLS at determining whether particular chases are risky or not?!?!?!

    This would be a fine argument if survivors didn't have ways to negate multiple hits in a chase

  • @[Deleted User] said:

    Better solution: tweak the gameplay so Ruin doesn't feel necessary on every killer outside of Nurse/Billy/Spirit at high rank. There has to be some margin for error for killers at the start of games that doesn't involve relying on a totem spawn point. Simply walking to the wrong side of the map at the start can cost you two gens.

    @edgarpoop That'd require maps to be reworked so chases will be shorter for killers plus buffing most killers overall so their map pressure increases.

  • Maps need updates not necessary a full rework some loops take forever (crotus prenn , ironworks of misery , haddonfield , springwood , wretched shop). On some maps gens are so scattered and low-mid tier have no maps pressure because of it (clown , trapper , wraith , myers , huntress , plague etc...) those maps are (rotten fields mostly but most coldwind farm too , crotus prenn , temple of purgation , mother's dwelling).

    Ruin is required to all killers that do not have movement speed based power. exception is made for legion with thanatophobia/sloppy combo. downside to ruin he marks the spawn location of survivors.

  • Buffing Ruin sounds like yet another band aid for bad map design.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/504075#Comment_504075

    It is NOT a must.

    Did you actually read ANY of my comments regarding developing better SKILLS at determining whether particular chases are risky or not?!?!?!

    Well if you want to consistently lose with less mobile killers then I guess not. You can have all the SKILLS in the world but that means nothing when the core issue is balancing and design flaws. I can have all the skills with killers without high mobility but if a team is set on genrushing, you're already handicapped and that's putting it mildly. Games with it and without it are night and day.