Challenge to people who live and die by hex: ruin, and for those who don't like it.

What is this challenge? It's a challenge to the notion that ruin is required at any rank, and the notion that ruin is a wasted perk slot since it will get cleansed in 30 sec. Pretty simple.

We can collectivelly do this, and get better results than doing it alone.

Here's how we do this.

Step 1 - Play normally like you always do. Using ruin.

Just 10 games, (100 would be better, but let's be real here, ain't nobody got time for that)

During those games, keep track of 3 things for me

1- was it cleansed?

2- when was it cleansed? the answer can be based on a flat timer, how many gens are left, how many hooks you got (all of the above would be better. XD) [if you're on ps4 you can use the share button to record the matches after you play them, so you can focus on the game and only care about these things later]

3- what was the end result of the game? (1k,4k, pip, double pip, how many gens were left)


Step 2 - play another 10 games. Without ruin.

Only keep track of the end result of the game.


Step 3 - post the data here, with your killer rank.

That's it.


If we do this, we'll see the numbers ourselves, and we will be able to use those to improve our gameplay. Instead of going "we need ruin" or "ruin is overrated", let's all put our "money" where our mouth is and show everyone that we really need, or don't need, ruin.


The more people join this, the more reliable the results will be

Ps: I said 10 games with and without ruin, but honestly, however many you get is great. 5, 3, 1... doesn't matter

Comments

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/716464#Comment_716464

    The point is to show if it's needed or not.

    Doesn't really matter how you succed without it, as long as you do.

    After all, if ruin is necessary, no perk combo would solve that

    On the contrary, if we don't take into consideration which perks are used and only go by the stats you requested, the data may show that Hex:Ruin isn't necessary but would disregard the fact a certain percentile of the matches had Killers using 2 or more anti-gen perks to achieve this.

    If we take into consideration or limit the perks the Killer can use, this will show a more reliable result. If taking 2 or more anti-gen perks produce results that are equal to or better Hex:Ruin, that doesn't show that Hex:Ruin isn't necessary. That shows that Killers need to take 2 or more anti-gen perks to comfortably hinder gen progress, which in turn shows that Hex:Ruin is necessary because only using the 1 perk to comfortably hinder gen progress is better than using more than one and restricting what other perks you can use.

  • @ChiTenshi said:

    On the contrary, if we don't take into consideration which perks are used and only go by the stats you requested, the data may show that Hex:Ruin isn't necessary but would disregard the fact a certain percentile of the matches had Killers using 2 or more anti-gen perks to achieve this.

    If we take into consideration or limit the perks the Killer can use, this will show a more reliable result. If taking 2 or more anti-gen perks produce results that are equal to or better Hex:Ruin, that doesn't show that Hex:Ruin isn't necessary. That shows that Killers need to take 2 or more anti-gen perks to comfortably hinder gen progress, which in turn shows that Hex:Ruin is necessary because only using the 1 perk to comfortably hinder gen progress is better than using more than one and restricting what other perks you can use.

    This isn't that deep. There are way too many factors of RNG in the map anyway so doing a legitimate, scientific experiment in public matchmaking isn't possible. But that's not what OP is asking people to do. And the information people give from their experience is still interesting.

    If you want to do the experiment your way, feel free.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/716558#Comment_716558

    This isn't that deep. There are way too many factors of RNG in the map anyway so doing a legitimate, scientific experiment in public matchmaking isn't possible. But that's not what OP is asking people to do. And the information people give from their experience is still interesting.

    If you want to do the experiment your way, feel free.

    I might create a new experiment in General Discussions at a later date, but for now I will reap the rewards of the double-bloodpoint event and observe what happens here.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/716483#Comment_716483

    On the contrary, if we don't take into consideration which perks are used and only go by the stats you requested, the data may show that Hex:Ruin isn't necessary but would disregard the fact a certain percentile of the matches had Killers using 2 or more anti-gen perks to achieve this.

    If we take into consideration or limit the perks the Killer can use, this will show a more reliable result. If taking 2 or more anti-gen perks produce results that are equal to or better Hex:Ruin, that doesn't show that Hex:Ruin isn't necessary. That shows that Killers need to take 2 or more anti-gen perks to comfortably hinder gen progress, which in turn shows that Hex:Ruin is necessary because only using the 1 perk to comfortably hinder gen progress is better than using more than one and restricting what other perks you can use.

    To actually access how useful ruin is we would need to play thousands of games. Because there's way too many variables to account for.

    Including, but not limited to

    -player skill

    -map

    -the survivors skills

    -swf

    -how fast someone is found

    -how long the chases last

    -which killer is used

    -which addons

    -which items the survivors have



    But that's not my goal, the goal is to show that you can do fine in the game without ruin.

    @ChiTenshi said:

    [Duplicate Post]

    You seem to have lots of those...XD

  • This will be long as I actually spent like 3-4 hours doing this.

    WITH RUIN + HAUNTED GROUND

    Full loadout: Ruin, HG, BBQ, Thanatophobia as Spirit

    1. cleansed with 4 gens left, 2 had been hooked. Game ended with 0k and 0 pips, got rushed after the cleanse.
    2. cleansed with 5 gens left, 0 have been hooked. Game ended with 0k and -1 pip, got rushed.
    3. cleansed in the first 30 seconds of the game. Game ended with 3k and 1 pip, the last got the hatch.
    4. cleansed with 5 gens left, 2 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
    5. cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 3 gens left.
    6. cleansed in the first 2 minutes with 5 gens left. Game ended with 4k ebony mori and 0 pips, 1 gen left.
    7. cleansed with 4 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 1 gen left.
    8. NOT cleansed. Game ended with 3k and 0 pips, 2 gens left, one got hatch.
    9. cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
    10. cleansed with 5 gens left, 3 had been hooked. Game ended with 4k and 2 pips, 5 gens left.

    WITHOUT RUIN

    Full loadout: BBQ, Thanatophobia, HG, Third Seal.

    Changed after first round to: BBQ, Thanatophobia, HG, MYC

    1. 0k, -1 pip
    2. 1k, 0 pip
    3. 3k, 1 DC, 0 pip
    4. 4k, 1 pip, 3 gens left
    5. 4k, 2 pips, 2 gens left
    6. 4k mori, 0 pip, 3 gens left
    7. 3k, 1 pip, 2 gens left
    8. 1k, got rushed, -1 pip
    9. 0k, got rushed, -1 pip
    10. 4k, 1 gen left, 1 pip


    Hope this helps.

  • @lynelmane said:

    This will be long as I actually spent like 3-4 hours doing this.

    WITH RUIN + HAUNTED GROUND

    Full loadout: Ruin, HG, BBQ, Thanatophobia as Spirit

    1. cleansed with 4 gens left, 2 had been hooked. Game ended with 0k and 0 pips, got rushed after the cleanse.
    2. cleansed with 5 gens left, 0 have been hooked. Game ended with 0k and -1 pip, got rushed.
    3. cleansed in the first 30 seconds of the game. Game ended with 3k and 1 pip, the last got the hatch.
    4. cleansed with 5 gens left, 2 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
    5. cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 3 gens left.
    6. cleansed in the first 2 minutes with 5 gens left. Game ended with 4k ebony mori and 0 pips, 1 gen left.
    7. cleansed with 4 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 1 gen left.
    8. NOT cleansed. Game ended with 3k and 0 pips, 2 gens left, one got hatch.
    9. cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
    10. cleansed with 5 gens left, 3 had been hooked. Game ended with 4k and 2 pips, 5 gens left.

    WITHOUT RUIN

    Full loadout: BBQ, Thanatophobia, HG, Third Seal.

    Changed after first round to: BBQ, Thanatophobia, HG, MYC

    1. 0k, -1 pip
    2. 1k, 0 pip
    3. 3k, 1 DC, 0 pip
    4. 4k, 1 pip, 3 gens left
    5. 4k, 2 pips, 2 gens left
    6. 4k mori, 0 pip, 3 gens left
    7. 3k, 1 pip, 2 gens left
    8. 1k, got rushed, -1 pip
    9. 0k, got rushed, -1 pip
    10. 4k, 1 gen left, 1 pip

    Hope this helps.

    Helps a lot! Thank you 😊

  • Ok. I did half my games, but want to share the results so noone think I'm just not doing it.

    10 games with the demogorgon, 5 with and 5 without ruin

    First with ruin

    1- 4k, 1gen left at the end, 1 pip. 1 hook before ruin got cleansed, lasted for 2:24

    2- 3k, 1 gen left, black pip. No hooks, 1:12

    3- 2k, no gens left, black pip. 3 hooks, 4:10

    4- 1k, no gens, black pip. 2 hooks, 3:45

    5- 4k, 2 gens, 2 pip. 0 hooks, 1:13


    That gives an average of

    2.8k per game

    0.8 gens protected until the end

    0.6 pip per game

    1.2 hooks before it's gone

    2:33 of it being up


    Now without ruin (replaced it with surge, build is the same)

    1- 4k, 4 gens left, 1 pip

    2- 4k, 2 gens, 2 pip

    3- 0k, 0 gens, -1 pip

    4- 4k, 1 gen, 1 pip

    5- 2k, 0 gen, 1 pip

    So on average I got

    2.8k

    1.4 gen protected

    0.8 pip


    Based on these games, I get the same kill avg, but protect more gens and pip better without ruin

    (You can watch the games here - https://www.youtube.com/playlist?list=PLimQC_N5ZIqyZiC_3vTig7UXzh3lVxiQ0 ) (except the last one because I forgot to record that one... yey me...)

    Now, for everyone else that posted here

    @lynelmane

    Her stats are posted already, so I'll just do the averages.

    With ruin

    3k, 1.6 gen left, *1:15 ruin was up, 1 pip. 1 hook before it's cleansed

    *this average was only for the ones with the time posted. 0:30 seconds and 2 minutes

    Without

    2k, 1.1 gen, 0.2 pip

    On lynels case, ruin improved everything, by a big margin

    @TheGorgon

    You posted an average by memory.

    With ruin

    3.5k, 1:00, 3 hooks

    Without

    2k

    @Pulsar

    Also from memory.

    With

    3.5k, 3 hooks

    Without

    2k

    @GrootDude

    Without ruin

    3.6k

    And by looking at the ranks in the pictures, it's safe to assume you avg 1 pip per game


    And that's everyone.

    Let's combine everything

    If we combine mine's, with lynels, this is the avgs.

    With

    2.9k, 1.2 gen, 1:57, 0.8 pip, 1.1 hook.

    Without

    2.6k, 1.2 gen, 0.4 pip


    Adding groot to the without

    3k, *1.2 gen, 0.64 pip

    *this would probably be higher, but I don't know the numbers of gens on groots games


    All together. (Just so everyone knows, averages of averages gives a different result than if we did all the parts together.)

    With

    3.3k, 1.2 gen, 1:28, 1.1 pip, 2.3 hooks

    Without

    2.3k, 1.2 gen, 0.64 pip


    I will not use these last 2 results for the veridict, because averages of averages don't really work, and it was by memory and not data that the number were given.


    I'll play another 10 games with a different killer and add the results to these. (Not sure which...maybe trapper, maybe pig...)

    So anyone who wants in, feel free, there's still time.

    The more people join, the more accurate the results.


    These will be the official results for now.


    With ruin

    2.9 kill per game

    1.2 gen left standing

    ruin stays up for 1:57 min

    0.8 pip

    1.1 hook before ruin gets cleansed


    Without ruin

    3kills

    1.2 gen

    0.64 pip


    which so far indictates, that ruin gets you to rank up faster, but nets you less kills.

    gen protection being the same either way


    I planned on making graphs and #########... but my notebook is overheating and shutting down from even having the youtube frontpage opened... so that makes it a bit harder to do those... shame...

    Well, moving on to the next part. :)

  • @Alice_pbg said:

    Ok. I did half my games, but want to share the results so noone think I'm just not doing it.

    10 games with the demogorgon, 5 with and 5 without ruin

    First with ruin

    1- 4k, 1gen left at the end, 1 pip. 1 hook before ruin got cleansed, lasted for 2:24

    2- 3k, 1 gen left, black pip. No hooks, 1:12

    3- 2k, no gens left, black pip. 3 hooks, 4:10

    4- 1k, no gens, black pip. 2 hooks, 3:45

    5- 4k, 2 gens, 2 pip. 0 hooks, 1:13

    That gives an average of

    2.8k per game

    0.8 gens protected until the end

    0.6 pip per game

    1.2 hooks before it's gone

    2:33 of it being up

    Now without ruin (replaced it with surge, build is the same)

    1- 4k, 4 gens left, 1 pip

    2- 4k, 2 gens, 2 pip

    3- 0k, 0 gens, -1 pip

    4- 4k, 1 gen, 1 pip

    5- 2k, 0 gen, 1 pip

    So on average I got

    2.8k

    1.4 gen protected

    0.8 pip

    Based on these games, I get the same kill avg, but protect more gens and pip better without ruin

    (You can watch the games here - https://www.youtube.com/playlist?list=PLimQC_N5ZIqyZiC_3vTig7UXzh3lVxiQ0 ) (except the last one because I forgot to record that one... yey me...)

    Now, for everyone else that posted here

    @lynelmane

    Her stats are posted already, so I'll just do the averages.

    With ruin

    3k, 1.6 gen left, *1:15 ruin was up, 1 pip. 1 hook before it's cleansed

    *this average was only for the ones with the time posted. 0:30 seconds and 2 minutes

    Without

    2k, 1.1 gen, 0.2 pip

    On lynels case, ruin improved everything, by a big margin

    @TheGorgon

    You posted an average by memory.

    With ruin

    3.5k, 1:00, 3 hooks

    Without

    2k

    @Pulsar

    Also from memory.

    With

    3.5k, 3 hooks

    Without

    2k

    @GrootDude

    Without ruin

    3.6k

    And by looking at the ranks in the pictures, it's safe to assume you avg 1 pip per game

    And that's everyone.

    Let's combine everything

    If we combine mine's, with lynels, this is the avgs.

    With

    2.9k, 1.2 gen, 1:57, 0.8 pip, 1.1 hook.

    Without

    2.6k, 1.2 gen, 0.4 pip

    Adding groot to the without

    3k, *1.2 gen, 0.64 pip

    *this would probably be higher, but I don't know the numbers of gens on groots games

    All together. (Just so everyone knows, averages of averages gives a different result than if we did all the parts together.)

    With

    3.3k, 1.2 gen, 1:28, 1.1 pip, 2.3 hooks

    Without

    2.3k, 1.2 gen, 0.64 pip

    I will not use these last 2 results for the veridict, because averages of averages don't really work, and it was by memory and not data that the number were given.

    I'll play another 10 games with a different killer and add the results to these. (Not sure which...maybe trapper, maybe pig...)

    So anyone who wants in, feel free, there's still time.

    The more people join, the more accurate the results.

    These will be the official results for now.

    With ruin

    2.9 kill per game

    1.2 gen left standing

    ruin stays up for 1:57 min

    0.8 pip

    1.1 hook before ruin gets cleansed

    Without ruin

    3kills

    1.2 gen

    0.64 pip

    which so far indictates, that ruin gets you to rank up faster, but nets you less kills.

    gen protection being the same either way

    I planned on making graphs and #########... but my notebook is overheating and shutting down from even having the youtube frontpage opened... so that makes it a bit harder to do those... shame...

    Well, moving on to the next part. :)

    Might have something to do with the fact that Demo is a strong Killer with decent map pressure. I'd suggest Myers or GhostFace next. No map pressure, but they don't need much if any set up time. After you finish with them, move onto Trapper or Hag, both of which require set up time.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/719498#Comment_719498

    Might have something to do with the fact that Demo is a strong Killer with decent map pressure. I'd suggest Myers or GhostFace next. No map pressure, but they don't need much if any set up time. After you finish with them, move onto Trapper or Hag, both of which require set up time.

    It might, it also might not.

    Neither myers or ghostface is levelled enough( or even have ruin unlocked) which is why I was considering trapper or pig

    I would like to do this with every killer honestly. Would be interesting.

    My nurse numbers would be so bad...XD

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