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Etyran1

Etyran1

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Etyran1
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  • The devs had already said at one point when ruin was first released that they weren't changing it because it was a high risk/ high reward perk. Powerful, but can be countered by destroying. THAT IS how the perk was balanced. Now they HAVE changed it despite their original stance (to cater to survivors who dont want to build the skill to do skill checks) and now it's a high risk/ eh reward. Totems aren't hidden well enough for any hex to be a late game perk (it's a joke to say that a hex is supposed be a late game perk in the first place). Ruin needs to be changed to a non-hex perk. Perhaps they need to change the rate of regression or have a time limit till the perk activates from the start of the match (4/3/2 minutes)

  • This game needs major balance changes rather than bandaid fixes. Devs also need to listen to more killers' criticism rather than cater to the survivor mob that wants the game to be even easier for them. Not saying that all survivors are part of the mob, but a lot think the game is "too hard" when survivors clearly have the advantage and killers aren't even scary anymore, save maybe 2 or 3 killers.

  • @TWiXT said:

    The problem killer players have is that if feels like the devs didn't consider enough as to why they rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a "High Risk, High Reward" perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

    Their argument was never about "We can no longer get 4k with 5 gens left" because no killer goes in with a Hex perk expecting it to last more than 2 minutes, much less provide them with an overwhelming victory, its that the devs ignored this reason entirely, and instead of trying to do something about the core game play to remedy it, they took away one of the few tools the majority of killers had to combat it based on its popularity. The fact that they felt they "Had to" use it proves there is something profoundly flawed at the foundation of generator progress speeds. All Killers are supposed to be the "Power Role" with the ability to apply enough gen/map pressure to keep survivors from completing their objectives too fast, but sadly only the high mobility minority of killers can actually do this consistently without the need of a tool like Ruin.

    I'm predicting that when this change goes live, rank 5+ will become so much more frustrating for the majority of killers that they'll try to compensate by either de-ranking on purpose, switching over to survivor once they hit those ranks, or resorting to the most vicious and unsympathetic tactics that survivors already hate but have proven to be effective (hard tunneling, camping, slugging, Insta-downs, Mori's, etc). Combine that with their choices of killer characters becoming restricted to only the high mobility ones in order to compete, and killer diversity at the high ranks will now be even lower than it was before. Does any of that sound like "fun" for either killer or survivor players?

    THIS ☝️