A Way To Balance Hex: Ruin

We all know this perk: When someone is new, it feels OP. When someone is skilled, it's basically useless.

Here's my fix:

Every time someone hits the skillcheck, the target zone gets smaller and smaller, but resets on a miss.

BUT!

If someone misses the skillchecks repeatedly, the target zone to hit gets bigger and bigger, and resets on a success.


Basically; if someone does good, the skillchecks get harder and harder until they miss, giving the perk use against even the most skilled of teams. But if someone is new/does bad, the skillcheck gets easier and easier until they hit, which makes it more forgiving for newbies or people having an off day.

Comments

  • I think It need a slightly buff, and in my opinion who cleanse the totem should keep the malus for all the game. Thats it

  • We'd have to be talking about the great skill check success zone, since that's the one that really matters. Hitting a good skill check is easy but still gives a huge amount of regression (as well as pausing progression for a few seconds). You can make the good skill check zone massive and it wouldn't change anything as long as the great skill check zone is tiny.

    But then there's a different issue: The great success zone is already incredibly small. You can't get much smaller before it just stops existing.

    At its core, it's a perk that relies on the survivors messing up skill checks. If you're going against good survivors, I would just recommend running a perk that doesn't rely on them messing up.

  • @Peanits said:

    We'd have to be talking about the great skill check success zone, since that's the one that really matters. Hitting a good skill check is easy but still gives a huge amount of regression (as well as pausing progression for a few seconds). You can make the good skill check zone massive and it wouldn't change anything as long as the great skill check zone is tiny.

    But then there's a different issue: The great success zone is already incredibly small. You can't get much smaller before it just stops existing.

    At its core, it's a perk that relies on the survivors messing up skill checks. If you're going against good survivors, I would just recommend running a perk that doesn't rely on them messing up.

    Yeah, I meant the great success zones. :) Also true on the rest. Ah well. :)

  • @Peanits said:

    We'd have to be talking about the great skill check success zone, since that's the one that really matters. Hitting a good skill check is easy but still gives a huge amount of regression (as well as pausing progression for a few seconds). You can make the good skill check zone massive and it wouldn't change anything as long as the great skill check zone is tiny.

    But then there's a different issue: The great success zone is already incredibly small. You can't get much smaller before it just stops existing.

    At its core, it's a perk that relies on the survivors messing up skill checks. If you're going against good survivors, I would just recommend running a perk that doesn't rely on them messing up.

    Which is why more people should join team PGTW. :D

  • Then what would be the point of the training needed to hit reliably great skillchecks, since without Ruin, they are not really worth the risk?

  • @White_Owl said:

    Then what would be the point of the training needed to hit reliably great skillchecks, since without Ruin, they are not really worth the risk?

    I mean, if you already went through the trouble of learning to reliably hit Great Skill Checks, you'll be able to do gens faster overall, which can only be a good thing for you.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/655894#Comment_655894

    Yeah, I meant the great success zones. :) Also true on the rest. Ah well. :)

    Just to quickly add a possible problem, I have had plenty of times where I got anywhere from 0-3 skill-checks on a gen. Its sort of funny when I do a whole generator without ever knowing they have ruin because no skill-checks pop. (Also gets you undeserved "skill" respect from the random who watched ^.~)

  • Nice idea on paper, but how much smaller do you want to have the great sc? It's already quite small.

    Also, skillchecks still aren't smooth 60 fps, it's more luck than skill to hit them

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/656005#Comment_656005

    I mean, if you already went through the trouble of learning to reliably hit Great Skill Checks, you'll be able to do gens faster overall, which can only be a good thing for you.

    Sure, but great skillchecks give a 2% bonus with a high risk (especially with non optimal fps) of missing, giving away your position and regressing the gen, they are high risk-low reward. With Ruin a great skillcheck avoid a 5% regression a 3 seconds pause, they become high risk-high reward. But if Ruin made the risk even higher there would be no point in even trying.

  • PGTW over Ruin any day of the year

  • Ruin is good training for getting down your greats. Newbs should just use it as an opportunity to git gud beings it's going go take forever otherwise. You screw it up and you get to work on your chase skills.

  • Team PGTW right here.

  • 100% agree. But people have used Ruin for months and even years, they will not stop, even tho they are complaining a lot about Ruin. But PGTW is better.

  • That is why I am using ruin until I get PGTW



    One works all the time, other when a hex is available