glitchedwolf
glitchedwolf
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True or false: if you use "ruin" you are automatically a bad or not a good killer?
False! If we were talking about "ruin" pre-rework. I would say true, however this discussion is taking place after rework.
"Ruin" is a perk that increases the regression rate on generator's when survivors aren't working on them (if the generator has any progression at all). Killer's can force players off generator's and can decide to go for the chase, to leave the chase and patrol generator's, or to check his/her hex totem. This strategy is called "pressure", to force survivors away from an objective or do a separate objective. This does involve critical killer decisions, being that the killer has 3 objectives now. s/he has to decided if they can stop the chase in little time, or if they should just go to another objective to make the game last longer. "Ruin" rewards killers that patrol generator's, and punishes those who don't coordinate and communicate with generator progression's. "Ruin" is entirely avoidable. You might even go the whole game without realizing s/he has "ruin". "Ruin" does not reward the unskilled. Unskilled players will be faced with challenges such as long chases, bad map navigation, survivor detection, and other minut details. This will give survivors plenty of opportunities to do generator's without getting into a chase.
This topic of discussion isn't even accurate. A "skilled killer" is a killer that can use the selected killer's abilities like a fine tuned machine and get at least 2 kills every game. Perks are only a bonus. The topic of, "well if I use this item, mod, or perk then does this make me bad or good?" Is almost completely invalid. The only time this discussion should come up is if a player has dedicated time into the video game and persist's using a item, mod, or perk that is mean to help people new to the game. There are only 2 perks I see a problem like this with. "No one escapes death" and "prove thyself". "No one escapes death" is supposed to help new players get kills due to them being a little slow at grasping the game. However countless veterans will use this perk because it is a perk that doesnt require a action, it doesnt require skill, and It is very reliable. To have equipped NOED means you recognize that you expect to go into endgame. You expect yourself to do poorly or will attempt to do poorly. That's fine for new player's and player's getting challenges done, but for veteran's playing just to play? That's sad news. I dont think many of you would expect me to say "prove thyself" but allow me to elaborate. "Prove thyself" is supposed to be a realization perk for new players. "If I get on this generator with this guy, we can get it done faster". This perk is just to amplify that. However in the wrong hands this perk is nasty. With a well coordinated SWF group, all 5 generator's could literally be finished in under 5 minutes! Assuming all 5 generator's can have 3 people on it and everyone has toolboxes(not uncommon) and a bit of a distance between each generator. This is possible, and that's not even going into the add-on's. This perk isnt talked about often but I've seen SWF groups gen rush me with this perk and it's not fun. I wind up having to slug, I tunnel, I make sure I try and get at least 2 kills. I get called trash, and I should kill myself for being so s*** at the game.
General conclusion: you are NOT a bad killer for using ruin, or most perks for that matter. Same goes for the survivors. Using "that perk" does not mean you are a bad survivor. It is all about the playstyle.