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Fmulator

Fmulator

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Fmulator
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  • @GeneralV said:

    I disagree. In my opinion, there is one big difference between DS Nerf and Hex;Ruin nerf, which is the counterplay.

    I wholeheartedly believe that Old Ruin was better than New Ruin, because of its global effect. With New Ruin, you can make 1 gen loose a lot of progress, which is great. But it is one, just one gen. Old Ruin affected every single generator in the map, meaning that you could actually chase people without worrying about 3 gens being completed. You still had to effectively pressure gens, of course, but it was much more manageable. 

    However, both Old Ruin and New Ruin are Hex perks. If you cleanse the Totem, they are gone.

    With DS, however, there was nothing you could do. Imagine the following scenario: you are playing your favourite killer on Gas Heaven, and you see a recently unhooked survivor, which happens to be the obsession, working on a generator. What do you do?

    -Attack them and slug? Unbreakable and they are up again.

    -Grab then? DS

    -Leave them be? Gen gets done.

    The recent DS nerf is a good thing because it removes the full invincibility. But it targeted a perk which had zero counterplay to begin with, unlike Ruin.

    In conclusion, the DS nerf was needed because there was nothing you could do about the perk. The Ruin nerf was not needed because Hex perks have counterplay.

    I think he’s talking about the reliance part not which one was more Broken

  • @landromat said:

    Are we going to ignore fact iron will is third most used perk and almost as stupid as Dead hard and DS?

    Yeah that perk is just as strong as the other two but no one notices its effects as much

  • Damn thats a lot of DSs and dead hards