Ruin rework idea
Problems with Ruin:
+ Inconsistent length of time in the game
+ Inconsistent skill check numbers
+ Can be too hard to find
+ Can be in a bad location and too easy to find
+Overall too strong, as every killer brings it at high ranks
Solution:
Ruin can be applied to a hex totem of your choice manually. (optional)
Good skill checks cause -2% regression for every dull totem in the game.
Guaranteed skill checks once per every 10 seconds. (not a completely random percentage that works out at once per 7 seconds on average)
Ruin affects a maximum of 10 skill checks per survivor
Why this is better
- By manually applying it, survivors wont know that its present immediately.
- This also allows a good location to be chosen by the killer. somewhere they can defend
- Survivors can observe the killer and find the totem that way.
- The effect is very strong immediately (-10% instead of -5%)
- People looking for the totem can help counter it by cleansing dull totems. This makes the running around the map not a waste of time, but also does cost them time cleansing, which benefits the killer. More choices = more interesting.
- The maximum effect means survivors can choose to battle through it without the worry that it will last the entire match
- This means a TotH + Ruin combo wont be as deadly, as it will eventually run out plus starts with only -8% regression
- Ruin + Haunted Grounds wont be as OP as it'll start with -6% regression
- It also makes NOED + Ruin not viable, as few totems will be left for it to spawn.
- Consistently regular skill checks guarantee it will work and survivors can't just get lucky and get no skill checks.
Thoughts please. :)
Comments
Additional problems with it:
Affects new players too much and experienced players too little
Affects solo queue much worse than SWF without knowledge or a gameplan
"Overall too strong, as every killer brings it at high ranks"
It's not frequently seen in high ranks because it is too strong. It is seen because it is necessary for most Killers to bring some form of method to slow down the game to avoid being gen rushed.
Also, your Ruin seems ridiculous. If a person is going through a gen solo and does not have a meaningful way to speed up gen progress, Ruin will almost flat-out prevent any progress for someone who can't consistently hit Great Skill Checks for up to a whopping 70 seconds total. Sure, people could start scavenging for Totems and maybe even knock out Ruin quickly, which cuts it off, but then that means Ruin's effect on the game is even more wildly varying (ranging from near-useless as is the current worst-case scenario to grinding Survivor progress to a halt). I don't think that's the sort of band-aid we should have to deal with gen rushing.
Your first paragraph makes no sense. Whats the difference between its necesary and its strong? Yes, without it, the game is too hard for most killers. i agree. with it, however, on average the game is too easy. not always. its inconsistent. but on average, its the best perk in the game. if it lasts 2 mins, its already wasted so much survivor time. only a 1 min cleanse and youd have to say its only performed ok.
Your second paragraph i also dont understand, why would it prevent any gen progress? Firstly the intervals are more consistent, but on average less. maybe make it 1 per 15 seconds then. whatever amount that would mean you can progress through it, even hitting good skill checks, but itll be slow. but they can just eat the bad ones and then itll run out. OR they can go look for the hex totem. and even if they dont find it, they can at least weaken it by doing other totems. how is that worse than now? Entire games are currently won and lost based on that perk and how long it stays up for.
Necessary means you will struggle without it; strong means it is good at what it is trying to do. Sometimes it is good at what it is trying to do, when it does meaningfully slow down the game. Sometimes it does very little because the totem is broken very quickly. Sometimes it does very little because the Survivors are able to simply power through Ruin. Even with that, though, a lot of Survivors find it necessary to bring it despite the inconsistency because they would rather deal with that than have no option against the gen rush. I myself do not like using Ruin very much because of that inconsistency, and as such, I don't consider it the best perk in the game. I prefer using Pop Goes the Weasel myself, personally.
From the very beginning of the game, with zero input from the Killer, a Survivor can have almost as much progress negated in 20 seconds as Pop Goes the Weasel. And if Killers are choosing to just power through it to get their Skill Checks out of the way, that continues to happen another four times. With zero Killer input. That is a LOT of stall power. I'm not even sure reducing it to a Skill Check every 15 seconds will tone it down enough.