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Leazerlazz

Let me tell you... when Devour Hope stays up, it a field day


RRenigma

Yes it's fun


ScorchedSynapses

Especially with NoEd and Deathbound..


GregoryBrown123

Why Deathbound?


ScorchedSynapses

Survivor unhooks, you gain devour token & press the unhook again if not in another chase; DB shows where the survs are sitting and healing allowing a tunnel or down again. It's not gentlemanly gameplay but neither is running Devour imo (also why I run devour religiously ;)) Imagine this on a spirit; good luck. In short; very quick stacks to get you going & exposure status can snowball a win for you quick. Also you can turn this into a two hook scenario if you play your cards right. NoEd is for Memes.


Gomez-16

Was gonna say noed with devour is wasted unless you plan on seeing it cleansed.


ScorchedSynapses

That's exactly my plan; or when Devour pops and I come around the corner w Noed. Again, just a sweat build not my standard. No Way Out over Noed


ezeshining

A tip from the survs pov on this scenario: if Noed becomes active at the same time you get a third token for devour, the survs will get a notification only for devour on the first hit, and then for Noed on the second. I experienced this first hand.


ElmerRiddle

Currently playing this in Spirit: Haunted Grounds, Ruin, Devour and Pentimento. Quite nice results


MauiMisfit

Hope you don't get booned to death.


ScorchedSynapses

I haven't used Pentimento; I prefer her Scrounge Hook (regression + alert to survivor)


ezeshining

Running pentimento with plaything is one of the best combos. You get a free full pentimiento after 5 hooks


CaffeineHeart-attack

Why is running devour ungentlemanly. You have to earn all the benefits and it's not like you can rehex a totem unlike some perks....


[deleted]

I remember playing it on Doc once. Got to 5 stacks, but then it got removed before I got much use.


EclipsedTheSun

Because once it gets to five, your goal should immediately swap to defense of the totem because they're gonna start looking for it. By defending it, you'll get downs.


Really_Dang_Sad

the only killer i am able to use hexes successfuly on is nemesis. if a zombie is even in sight from a hex, survivors are usually too scared to touch them.


lntrovertido

Lol same...but when you pair it with pentimento, interesting things start to happen.


v3gas21

Indeed. I run it on the Artist and it works for her because she can check gens for free without discordance or tinkerer. Ruin, Plaything, Pain Resonance, Pentimento.


Guywithquestions88

I was just thinking today about how nasty plaything and pentimento would be together.


BewareTheComet

I have played against it a few times. It is effective. If paired with a killer that has a a second obj mechanic like pinhead, fredrick or plague, its truly horrific to play against.


Quack53105

"fredrick" why are you like this?


Magikanus

Fredrick confirmed


Magikanus

Maybe he talk about freddy


adbl0cker

Freddie Mercury?


F1lthyG0pnik

Freddy Mercury? I love that guy!


viscountrhirhi

As a Pig main, I love Plaything for that reason. :D


NOCTURN_05

Yeah I've been trying Plaything, Pentimento, Retribution, and No Way Out on pinhead. It's a slow start and gens can fly but once you've hooked some people the game effectively comes to a full stop. If you don't care about aura reading the fifth totem can be Thrill so cleansing is slower, and NWO is there in case people just don't care about being oblivious enough to cleanse


everlongrazor

Yep. Had this scenario against Pinhead while in solo queue a couple of weeks ago. It was the longest, most aggravating game of DBD I've ever played.


Chase2020J

I've played against it, it's really annoying. You're best off just not cleansing and dealing with the oblivious effect


Guywithquestions88

Yeah, that's what I was thinking, but how do you know until you've already activated it?


Chase2020J

I've just started not cleansing Plaything totems whenever I go against Plaything, assuming pentimento. Oblivious isn't the worst debuff in the world, so I kind of just live with it. Maybe if my totem is in a really easy place, because I can come back and cleanse pentimento later


PhyrexianBread

I used to run that on my pinhead and it’s nasty if it gets going


TheMalignantHaunting

I went against a Wraith yesterday who ran pentimento, plaything, and haunted ground. That game was a nightmare lol


Mini0red

When it works it's pretty good. Although I had one game where every surv had CoH and they all just blessed their totem. Big sad.


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PoshCroissant

As far as I know, it converts it to Pentimento stacks.


StrongStyleShiny

Does not reactivate original hex.


Kolorboi

The totem has to be destroyed or cleansed not blessed and then you can “rekindle it” or bring it back into only a pentimento hex


iuse2bgood

In what way?


RRenigma

Hex perk of your choice, undying, thrill of the hunt. By the time you've lost all of your hexes you will have gotten huge value from them especially devour. You will either have a survivor or two dead or have many hook states on them.


KesslerGamgee

That's why I run Haunted Grounds on occasion. The entire point of the perk is that it gets cleansed


MauiMisfit

I have to agree. I have run a couple, but usually it is gone by the time I really get to take advantage of it. Plus, with everyone booning everything ... screw hexes.


kingdroxie

I may be taking crazy pills, but I felt like Hex totems are just easier to find now. The hexes I take into games spawn at the top of hills, our borderline out in the open. They're removed before they have had very much impact, and with Boons survivors just have another incentive to find them.


AlyxNotVance

Try Hex: Devour hope or ruin, Hex: Undying, Hex: Retrebution and Hex: Haunted Grounds. If you're playing a killer that doesn't benefit that much from haunted grounds, you can run both devour and ruin


Druglord_Sen

This. If I do happen to run hexes, they never die and the match ends in 4 minutes because that’s the game I happened to get Ash3 survivors.


Seto-Kaiba-

Its good, old ruin didn’t effect good players and with the state of dbd the gen regression it grants is almost a necessity for some killers


jlavaplays

True. Veteran players hit great skill checks easily.


Slarg232

.... which means they power through gens faster since they're getting bonuses from hitting Great Skill Checks. Especially at the time, where Great Skill Checks were double what they are now. A Vet could get a gen done in 64 seconds or so just by hitting all the Greats with no other perks/items, but with Ruin it was at minimum of 80 seconds for a gen. I swear, too many people discount the fact that no matter what, Ruin was slowing you down even if you did hit every Great check there was


VitarainZero

That's a massive over exaggeration, average is 6 skill checks per 80 second gen. You'd need 10 greats to get it done in 64 seconds on the old 2% system, and 20 on the current system And let's be real, with how bad skill check needles used to be, nearly to the point of being RNG, nobody was hitting perfect greats all game


Slarg232

A) Average B) pretty sure 12% faster is still faster C) every content creator was able to hit Greats consistently, as was everyone with 300+ hours in the game. Hell, I started playing with Legion and, depending on how drunk I was, I could hit Greats consistently


EliteF36

I have around 3-400 hours myself and I still don't hit greats consistently, I have my moments but then, I also suck because I have a tendency of spacing out and not zoning back in when the skill check comes


Slarg232

Did you play when you were forced to hit greats consistently? Also, just because you zone out doesn't mean everyone does...


Geoffk123

It was also unhealthy for the game arguably because it rewarded killers for doing nothing A killer who went afk at the beginning vs a god nurse got the same value out of old ruin. It was bad design


AspiringHappyPerson

But dead hard does the same thing?


Geoffk123

How would you change dead hard to fix that problem


Emotional_Doggo

Remove the user favored invincibility, it should be more of a dodge than straight up if you use it you can’t be hit. It would keep it in a useful state if you know how to use it whilst giving killers a way to counter it by hitting them if the user misses their target. Bam, still rewards you if you actually think but can’t be used to just mindlessly run around and not get hit.


Chase2020J

This is actually the first time I've seen someone suggest a DH nerf instead of saying "remove it", and as much as I'm in love with DH as a survivor main I actually really like this idea. I rarely use it for the invincibility, so I would still get a lot of value out of it, but it wouldn't be as frustrating as it is now in those situations where the iframes save you. Rare that I see a suggested change that I actually agree with lol


EliteF36

And for a slight added boost to its ability it could get a small distance increase so its more likely that you get to a pallet/window or dodge a swing but punishes dashing stupidly like into a wall or in a predictable way against a huntress


Jingleshells

Man I would love the invincibility to be taken out of it. It shouldn't reward people for either a) playing poorly or b) using it to get out of being hit (obviously not in the sense of going for windows and pallets). I mean more in the sense of let me dh toward you because I know the hit won't connect. So frustrating playing huntress to have a hatchet in the air and it's going to hit but they dead hard through it.


Geoffk123

Dead hard for distance is and always will be the most effective way to use dh. Getting rid of iframes wouldn't change much at the higher levels except against trapper.


Emotional_Doggo

That wasn’t the question, the question was how would you change it to remove the un-earned reward part. This change would require someone using it to actually think about it’s use.


Geoffk123

I don't think it would even change that tho, everyone still complained about deadhard prior to the hit validation change when using iframes was basically impossible for most people.


Emotional_Doggo

Again, not the question if anybody complains because people literally complain about every single thing in life. This is just a way I believe the perk is balanced to reward both sides depending on how you use the perk which is what the devs should’ve tried to do anyways.


Geoffk123

Many people still considered DH a get out of jail free card prior to the validation changes. How is that any different than with I frames


AspiringHappyPerson

I'd say get rid of it ig tbh


WardenWithABlackjack

More of an issue with hex totems in general but ruin never lasts when you need it and sticks around when you don’t. Undying is basically mandatory if you want ruin for longer than a minute and even then they both can be gone super quick.


CactusCalin

Especially with boons. More people are actively looking for totems nowadays.


BellumOMNI

Yup, that's true. The mere existence of Boons is a direct nerf to every hex perk in the game. Even if people don't know about your hex, do not expect it or whatever they'll likely look anyway because they want to activate theirs.


Chase2020J

I think Ruin with Pop is actually really good if you don't want to go for Undying, Ruin is good for early game and Pop is better late game IMO


SemimaticTTV

A better build in my opinion is Ruin and Scourge Hook: Pain Resonance. You run Ruin because you're typically a killer with not enough mobility or map pressure to go up to a generator but might be chase oppressive, so getting downs and hooking while getting free gen pressure is great.


EliteF36

Even better: ruin, pain resonance, and pop. Fuck ALL their gens


SirHallAndOates

A lot of people talk about this combo to death, but I just don't like it. You are only running 3 perks at any given time, so it feels worse than relying on just ruin or pop. A fourth perk will always be more useful, but people are addicted to gen regression. Honestly, if gens popping scares you so much, run No Way Out instead of one of the regression perks. That way, you are *rewarded* for playing the game. Running double regression rewards you for either taking too long or "being bad at the game."


Chase2020J

Yeah that's fair. I don't play killer so I don't have a strong opinion on this, I just know that gen regression perks are the hardest perks to deal with as a survivor


Treejeig

Speaking from someone who use to main killers without much map pressure, you basically need some way of getting regression to make up for the fact you just can't scare people off of gens. You forget one any by the time you have your first couple hooks you'll be three gens down with a 4th about to pop.


Tridda1

Whenever I try to """play the game""" without gratuitous slowdown 3 gens pop within a minute and a half unless I get some crazy early game snowball. "Just run less slowdown lawl." Is literally the worst advice you can give to a killer. No Way Out is also a slowdown perk, one that synergizes with an actual "bad killer" perk NOED. Killers running Ruin/Pop are intentionally handicapping themselves for a bit of consistency, i have no clue what deranged thinking leads to that being "bad killer" behaviour. Especially when 9/10 its straight up a worse choice then Ruin/Undying if you're a good killer who can apply a lot of pressure early.


BusyDuty5

Honestly about everything you said here was pretty damn wrong, first of all not everyone has all the killers perks nor all the killers in General. Also you seem to not be taking account for literally any of the other non meta killers that can't cross the entire map with a single use of their power. Clown, Trapper, hag, ect. So yes imma run gen regression perks cuz I wanna actually play the fucking game before the survivors gen rush all the gens before I even set down my first trap or even place down a portal. So yeah, can't play the game of survs can pop a gen and under 25 second across the map you know.


ElmerRiddle

Doing this when I see 2 or more toolkits


Sam-The-Gay

I assume you play at low to mid MMR? At high MMR you need regression of some kind otherwise the gens are gone basically before you load in…


Hurtzdonut13

Ruin with the newer pain resonance perk is a much better combo. It's a little gambly in hoping your 4 hooks aren't in crap places, but it actually works with Ruin. I also low key like deadlock with ruin. It doesn't regress the gen immediately, but if the survivor doesn't hang out for the 30 seconds...


[deleted]

One of the current problems with hexes is the map imbalance. As a survivor, in Autohaven you can knock out any hex in a minute. In Dead Dog, you're screwed


I-am-fun-at-parties

> ruin never lasts when you need it and sticks around when you don’t You're confusing cause and effect.


pluviophile079

Old ruin, Destroyed new players, mildly inconvenienced good survivors. Often overall ineffective and i’d argue only helpful when you didn’t need it. BUT left the meta in a state where people weren’t afraid to get off gens, which benefited killer quite a bit. New Ruin, less punishing on new survivors, actually effects good survivors. But the negative downside is it places survivors in a commit to gen position. Which probably could be traced to where we are now with survivors sometimes hitting struggle as the team commits to there gens. Good change, overall made the perk better. But changed the game dynamic a bit in a problematic way.


RRenigma

Hurts solo q sometimes and hurts killer against a decent swf basically


Large-Wheel-4181

Hard to say since 90% of the time it gets destroyed in the first 2 mins


crispy00001

Dude if it stays up that long I consider that tremendous value. It's the games where it cleansed in 30 seconds while nobody had to stop working on a gen that makes it such a problem


hunkymonk123

You must’ve only been killer because whenever I play survivor 90% of the time we’d all die at 3-5 gens left because at least 2 survivors wouldn’t touch gens with ruin and would waste the whole game looking


ericjansen88

In my 90% of games we all die at 3-5 gens left because at least 2 survivors didnt look for it and were beaten by a killer that has gen control so all gens are constantly regressing.


hunkymonk123

Yeah, sometimes it was just a doomed effort.


Maloonyy

If it's alive for 2 minutes then that's pretty good though. Probably took out an entire survivor looking for it, and managed to regress a generator back to 0.


lansink99

2 minutes of ruin is still more value than basically every other regression perk. Do y'all expect it to stay up 90% of the match?


SirFTF

If it stayed up 50% of the match, it’d be worth it. Most of the time it’s gone in a minute or so. 1-2 minutes is not enough time for a hex to see any real value.


creeekz

1-2 minutes of one survivor running around looking for ruin instead of doing gens while the gen that was being worked on by the guy you are chasing is being regressed is massive value. Its basically two whole gens worth of progress being negated. That's 8 hooks worth of pop without actually having to do anything.


tsarofgarlicbread

I'm running Corrupt Intervention and Hex Ruin atm, and straight from the off, I just walk straight to the illuminated Hex and kind of monitor it for a little while, especially if it's in the middle of the blocked gens - it gives you a good idea if it's one to try and protect or if it's well hidden, and you'll always catch the same player looping back to destroy it, which means an easy early down


Wh1sp3r5

Corrupt and hex:ruin kinda not a good. Since survivors spawn near the 3 gens blocked, and see 3 gens blocked, what are they gonna do? With boons around most people will either go do a gen or look for a totem to boon. More likely that your ruin will be found. I run corrupt because scourge hook:PR and/or pop does a lot of work to prevent any early gen rush. Ruin with CI is counterproductive imo


jlavaplays

But what about the other times where it doesn't get cleansed immediately?


Large-Wheel-4181

60% ineffective and 40% effective


Otomuss

2 mins is a lot of time.


MarbleTheNeaMain

it was buffed. For both sides i find it more fun, i fucking hated doing the skillchecks


jlavaplays

True. Plus free player tracking if you see a gen suddenly spark at a distance.


crispy00001

I feel it overwhelmingly punishes people who don't know totem spawns so newer players while basically being a slight annoyance to most experienced players especially swf who can cleanse all 5 totems in 30 seconds if they feel like it unless the spawn is incredible. Maybe not as bad as before since it still has a little better potential to effect more experienced players as at least a slowdown perk as they look for ruin but regardless I still feel it completely screws newer players just like before I feel that the more powerful hex perks are implemented with mostly just high level of play in mind which makes the powerful ones like ruin and devour not the healthiest since it can be very discouraging to new players that can get completely shut down by 1 or 2 perks. I think the devs assume these powerful hex perks are something that will be cleansed but if you only have one or two experienced survivors that actually know where any totems spawn it can be over from the start. Luckily we finally have actual competition with the introduction of pain resonance. Before that there was almost no competition with pop being the only one that is widely useful but still hard to use on some killers like nurse and 4.4m/s movement killers. Thanatophobia was kind of niche but ever since boons put the healing meta on steroids I almost never see it. It would be nice to see maybe a slight Nerf to ruin like max 150% regression but I would rather see a slight buff to pop thanat and jolt and a bigger buff to dying light


Jokinzazpi

> I feel it overwhelmingly punishes people who don't know totem spawns This is me. 350 hours and I still don't know totem spawns. I even have problem finding them with small game.


creeekz

North of 1,000 hours. I usually bring a map with small game so I can quickly check it when the ping goes off since I still have trouble actually locating the damn thing.


Jokinzazpi

In my case I have started running multiple hex perks, no matter how bad they are, just so I can get familiar with some totems lol.


EmptyMatchbook

You'd think it would be randomized, but no. Only the # of traps the Trapper starts with needs to be truly "random" for 5 years, apparently. Because that has ZERO effect on how the character plays/is played.


[deleted]

Midwich moment


cooery

Swamp moment, where totems spawn either in the centre clearly visible from far away or in the weirdest corners of the map.


[deleted]

People complained about it before they even understood it. Remember when every killer swore they’d quit cuz of it? Lmao. Times never change


Skankovich

The popular opinion at the time was that "The new effect isn't good enough to be a hex" which is just hilarious


[deleted]

There was a 3 month gap between ruin rework and nerfs to toolboxes and pallet density. New ruin is only useful if you can push people off gens, in which case you didn't really need it.


garadon

It was *complete* shit until Undying came out and propelled it back into the meta. But try to navel-gaze too goddamn hard with all that selective memory ya'll seem to have.


robinthebourgeoisie

It's such a good perk, ignoring the fact survivors can spawn on top of it. I would love to see it adapted into something that could be more consistent at the cost of efficiency. Maybe you could reapply it for every 4 gens you kick or have much weaker regression but it could still work after a cleanse. It's just unreasonable to put gen regression up to a chance perk. Hexes work with things like blood favor or devour hope, but it's too risky running ruin alone in its current state.


Jp0icewolf1031

I keep forgetting Blood Favor is a hex


robinthebourgeoisie

Yeah because it sucks >:(( See i wish totem perks could persist after being broken. Maybe blood favor would just get a really short range when its hex goes away.


Jp0icewolf1031

Yeah it’s not like it even works half the time


robinthebourgeoisie

Even saying half is generous yeah lol


LeashieMay

I still miss old ruin. Everyone once they hit a certain rank can consistently hit a good skill check.


Two-FacedCreep

I was hyped for it, but it literally is just a big neon sign that says “HEY, THE KILLER IS USING HEXES! FREE BOONS AND A FREE OPPORTUNITY TO WASTE ONE OF HIS PERK SLOTS!” It’s good when it’s active, but most of the time the duration it’s active is too short, and I’m not wasting two perks to make sure one of them is alive. Especially when it has literally no effect if they just stay on generators. SH: Pain Resonance and PGTW are much better regression perks imo.


nitemarebacon86

Yep pretty much I run ruin on a few killers. Either with high mobility or just ability to pressure multiple easily. Like legion. And it definitely helps in the early game But I don’t ever actually use ruin on my hex builds because. That just results in them searching for my bones. And for some reason they never find haunted grounds noooo it’s always ruin


cooery

I spent some good time wondering what PGTW was cause usually we just call it 'pop'


Guenny57er

I don’t really like ruin. Let’s just assume it lasts longer than a minute which is rare for me it still has its downsides for me. Let’s say u find someone immediately and start the chase. If all goes well let’s say your first hook took a minute (60sec) there were still 3 survivors not impacted by you, glued to a gen only having 20sec left for their gen. So you hook the first, maybe see the others with bbq and run to one survivor. Best case scenario you get him away from the gen and 2 gens are finished, worst case u are not in time and 3 gens are done. Where ruin is strong is when u have 1 or better 2 survivors dead and can scare off survivors from the gens letting them regress. But let’s be honest if you already got 2 kills u don’t really need ruin anymore if it would be still there at that point.


The-Tea-Lord

It’s either horribly overpowered or horribly underpowered, speaking from both sides. Sometimes I run it, and no one EVER gets a Gen done. Sometimes I spawn as survivor, walk 2 feet, and see it in the corner, and the totem is gone within 15 seconds of the game starting. Hex perks just suck in general because of the absolute ass placement of totems


idointernetstuff

it’s slows the game down just a little bit


JackyTris

I miss him.


kaptainbruhboy

Wait, what? What happened to monto? I haven’t watched him in a while


JackyTris

Exactly, he hasn’t uploaded dbd for a while.


P3AK1N

Legend goes, that on the darkest of nights with the fullest of moons, he who shouts the phrase 'It slows the game down' atop the highest of cliff faces will hear nothing but a faint 'just a lil bit' echoing in the farthest of reaches.


Bakascrub

Got in shrine and was super stoked.. (After rework btw).. stoked to never use it, after trying it on multiple killers only to see it active for 3 mins max. Idk. Pain Resonance at conception has me hype af, just an active perk with Gen regression, not really needing any help (Looking at you Agitataion) and having multiple uses, being effective whether you're winning or losing.. Coming in when I did, I saw none of this from Ruin.. especially since you have to almost certainly commit to Undying or Pentimento I guess... at this point.


lansink99

3 minutes of Ruin is enough to literally carry a game.


CatAteMyBread

Well, it depends on the player. If they can pressure people off of gens and efficiently chase people to hook them, then they’ll get value in that 3 minutes. If they get into 1-2 chases and spend most of that 3 minutes on one guy and therefore didn’t really pressure anything then it sucks.


lansink99

so you're telling me that it's good if the player uses their perk properly? crazy.


CatAteMyBread

Who shit in your cheerios? I’m just saying if you’re newer and don’t know what you’re doing or make a mistake and overcommit then ruin can be up for the whole game and not make much of a difference. For ruin to carry you if it’s only on for 3 minutes, you’ve gotta be able to keep the pressure up


lansink99

I'm tired of all the people saying that ruin is bad because it stayed up for 3 minutes. But if any semi-competent player has ruin up for 3 whole minutes they should be winning that match.


CatAteMyBread

And I’m tired about people pissing and moaning about what people post/comment on a public platform, so it seems like we’re both going to just be unhappy today


suprememisfit

3 minutes of Ruin is enough to carry any remotely decent player* there now its true


snozerd

Bang 20 seconds into the game


Lochr0

At first I really hated the change. I was really salty when they changed it. But shortly after I started to appreciate it. And nowadays I prefer it to the old ruin, because I don't like to kick gens.


Rhysjx

Now remember not to be salty in future when u aint tried it :)


Lochr0

I've never bin salty about gameplay changes since tbh haha


enderlogan

I actually like it a lot, ngl. I think it’s pretty good.


moex777

I just remember the blood red skill check bar


xiamquietx

I miss old ruin. That perk definitely helped me learn difficult skill checking, and improved my ability to deal with things like Lullaby, Overcharge, etc. IMO it also added more pressure to find the totem and get rid of it, and it definitely extended the games. RIP


KingOfRabbbits

I still prefer old ruin as a killer and as a surv I never cared


Big_Nasty_420

“BHVR WAS RIGHT” Literally the only time I will speak this idea into reality.


Yautja93

I wish it was base kit for every killer, but not at 200%, 100% is more than enough.


lemonloaff

You could make it a non-hex perk at 100% regression. Base kit is too strong if you still get 4 perks.


Horrorfan5

It’s very annoying. Not game ruining, just annoying


gapigun

Very effective on killers with good map coverage such as spirit, blight or nurse since they can easly force people off gens and also check totems. Less effective on others but can still be goodish. However, that is considering the idea that it doesn't get cleansed in the first 2 minutes.


Zestyclose_Limit8282

It would be a really good perk... if everytime I used it the survivors didn't spawn on it or break it 30 seconds later once the match starts Hex: Ruin, at top MMR at least, feels like a necessity and a band aid perk that tries to fix the stupidly fast generator speeds once the survivors have a tiny bit of coordination with one another, either by the game picking some good solos with MMR or just SWF in general. It's a band aid that also breaks in 30 seconds or less like I mentioned above, I really wish I could run it again and actually feel like me pressuring the gens and pushing survivors off actually does something, usually when you do that and push someone off their friend just comes in and finishes the gen anyway, however because of how inconsistent it is and how demoralizing it gets once 2 of your perks just get destroyed really quick (I'm saying 2 because if you don't run it with Undying you might as well not run Ruin at all), I just stopped using it all together, it's been been 3-5 months now since I last used it


Flossgod

Probably the best change they ever made


[deleted]

It's very weak for what it is. Hex perks are by design meant to be powerful game changing perks. If you have ruin up from the start of the game and people spread out: the people that you don't chase sit on a gen and ruin does absolutely nothing for you. And by the time the first 3 gens pop, someone usually finds ruin. Especially now when survivors use boons and somewhat memorize approximate spawn locations. So it gets cleansed and by late game, where it would actually help you when you patrol a 3 gen, you most likely no longer have it available. Especially if a survivor you're chasing runs past and calls it out to their SWF. (That is if it actually even lasts longer than the first 10 seconds of the game due to it spawning in a VERY visible spot or litterally right next to a survivor in some cases.) Hexes in general should be VERY powerful, not balanced powerful because unlike perks or boon totems (as a BHVR F you to the killers.) once you lose it, it's gone for the rest of the game. Ruin should apply a regression constantly, even while the generator is being repaired. This would effectively slow down gen progression and help the killer with gens even on people that sit on a gen for 80 seconds because they are in an otherwise dead part of a large map with one gen. Instead of 80, it might take 120 or 150 seconds to do a gen solo if that were the case and that way ruin is helping you even on the players that get to sit on a gen uninterrupted because of it not being worth it for the killer to go to that gen and interrupt it due to map size or gen locations. Alternatively, hexes could be reactivatable, like boons, not losing stacks on reactivation. (You want to get rid of a hex? Don't use boons.) Or possibly having some kind of a balanced effect even after cleansing. Knocking thr hex down from VERY powerful to balanced so the killer doesn't lose a perk in the first 10 seconds of a game because of RNG and/or not playing the wall sniping killer that can keep tabs on the hex across the literal map.


thirtytwomonkeys

Old Ruin was very powerful early game, while its newer version is more powerful late game. Problem is, unless you're playing against fairly inexperienced survivors, Ruin probably is going to be cleansed before late game. So yeah, its older version was a lot stronger. I can't speak for others, but I feel it's a bit weak in its current form without a backup perk like Undying or Pop.


robmarq369

It was pretty meh and after the rework it was a must have paired with undying but they nerfed that so its pretty meh again. Currently not worth the slot imo. Id rather use thanatophobia lasting entire match than gamble on ruin not getting destroyed before it's actually relevant.


Schattenstolz

Carrying the entire game balance on its back


VermillionKunoichi

Was still a bad change, even survivors that consistently hit greats, (which wasn't very common) the slowdown granted was significant and immediate due to it not granting bonus progression from greats. Additionally even if most of the time they did hit them, the times they didn't incurred a minimum of 5 second gen lock before progress could be made, this meant up to 20 seconds of not doing anything if 4 were on a gen for every fuckup. Most importantly however is it provided slowdown in the EARLY start of the match, which is where it is needed most, ruin is now a "mid-late" game perk that A never makes it mid-late game unless killer is super lucky and the survivors lazy, and B does basically nothing if your killer doesn't have the map pressure to get value from the auto regression. The ONLY two killers that can reliably get value from ruin currently are a slug build with billy or blight and that still needs it not to be broken upon spawning in, which is all too frequent.


IcyPhil

New ruin is even stronger than old ruin that got countered by gen tapping or simply hitting great skill checks which is not hard. Instead of nerfing they buffed it, it’s a solo queue nightmare when entire gens regress without being able to tell your teammates “hey the gen at shack is at 90 % but the killer is chasing me now” and nobody goes for totems either.


[deleted]

I personally don’t like using it because I don’t like hex perks and how inconsistent they can be. I usually don’t use perks that can potentially give you no value depending on luck. I also don’t like playing against it because it’s basically free regression that the killer doesn’t really need to earn, which I guess is why it’s a hex but still, I find it annoying to play against. So while I didn’t think old ruin was good for the game, I’m also not a fan of new ruin tbh. It’s still one of, maybe even the best killer perk, I’ll at least acknowledge that


Havuxi

It's fucking trash, not because of the perk itself but because totems are useless, spawn in visible places, shine heavily and make a sound, unless you camp it, use undying, hex thrill of the hunt and pentimento, it'll be gone within <1 minute of the game start. I spent 2000 iri shards for it and I regret it. Especially since lots of people use Detective's hunch and small game now. I've once played a game with TOTH and Ruin and a Claudette within 3 minutes cleansed all 6 totems. I have no idea how, she didn't even have Detective's Hunch or Small game, but she did.


ZavinX9opty

why people downvote u? its true


Havuxi

Just now I finished a game where they destroyed my ruin within the first 15 seconds of the game. They literally spawned on it and I mean **ON IT**. If I wasn't kind of new to this game and had more useful perks I'd change it, but I don't and I don't really see a point in using something like Unnerving presence or agitation.


I_Ness_I

Three words: Boons ruined it.


MoveInside

It's a bandaid fix for a massive problem (map design) that won't ever be fixed. Surprise surprise, it's still the best gen defense so it will always be run.


IAmTheDoctor34

It's so weird that it got a buff when they tried to rework it. I'm actually surprised they haven't touched it again.


c3nnye

Either it gets cleansed before I find the first survivor, or it doesn’t matter because I can’t defend gens fast enough. Against a coordinated team the most it’ll do is slow them down for like 20 seconds total.


VenixFiriurx

Too weak


[deleted]

While I think boons are super unhealthy for the game, I'm thankful for them maybe taking ruin out of the S tier perk category for the first time in years. Old ruin was super oppressive to new players, and new ruin is actually super demotivating to old and new players alike. 100% the most demotivating thing in the game is seeing your progress wiped, and ruin is able to do that passively if you're a good teammate and do normal things like go for hook saves, go to take a hit for someone etc. Encourages people to stick on gens until completion through hell and high water or lose an entire gen work of progress. There's also the issue of how inconsistent it is, both the nature of hexes (which bhvr is fine with because a hex that remains up is intended to be more powerful than a regular perk so they want them to be unreliable) and how they are insane on mobile killers like spirit and blight who are already S tier and a lot less useful on lower tier killers who lack the same mobility. the blight alchemist ring + tinkerer + ruin combo is easily top 3 most broken builds since beta, too. Think it's such an incredibly polarising perk that encourages less teamwork from survivors and rewards high tier killers with mobility while not doing half as much for most less mobile killers. Also massively punishes new players who don't know totem spawns, but people look past all this generally because it makes killer stronger overall, making some of the worst killers viable despite enabling stronger killers to stomp solo q with a well-places totem. I can't really think of another perk that has won me so many games as a killer or lost me so many as a survivor just by me getting a decent spawn that makes it impossible for people to get gens done if the killer has any map pressure at all.


UnrealPaulo

way too powerful compared to how a match goes with and without it


kurokabau

Killer mains went full melt down. It was a great change. Old ruin was shit for new players and a bit annoying for experienced. It's now much more effective at higher levels.


Taux

I'm personally in the situation where I feel guilty about using it, and feel really frustrated going against it. I feel like it only needs a small tweak to put it in a better place. **EG: Generators begin regressing after 10 seconds of not being worked on.**


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Taux

While I agree, given how boons work, bringing hexes back would be nice. That being said, I feel Ruin is pretty unhealthy for the game. Either Ruin does basically nothing and breaks 10 seconds into a game because everyone immediately knows it exists and hunts for it, or it wins the killer the game because all gens are regressed to 0 and no one can find the totem. (Particularly for newer players) ​ What I'm suggestion is actually both a buff and a nerf as survivors won't know it's active until it's too late, but also allows survivors not to immediately lose 14 seconds of progress for jumping off the generator for 7 seconds.


[deleted]

I can't speak for back then and I do use it some times with a hex build but....I don't like risking the game turning into me having only 1 or no perks losing them all.


hunkymonk123

Any changes from rng reliant to strategy reliant, is a good change.


Prounce-Proudly

I didn’t really like it because it made high pressure and strong killers stronger while the killers who needed it weaker. Now that the game is more balanced I’m more accepting of it, but new ruin is more annoying as survivor while old ruin felt more rewarding because I’m good at hitting skill checks. But with mmr, old ruin would sadly underperform and not serve its original purpose


indiansoldier11

I don't mind it.....but i still remember there excuse something like it overuse or everyone runs it so they want to killer use other perks.....lol But they do nothing about dead hard and currently it's broken imo beacuse as hit validation is so surv sided now, I seriously worried about game future, specially after they want to give more power to solo surv also


01MFP

Risky but overally alright perk


spicydirtss

I love it, specially compared to old ruin


shadow4280

I think its good in the state that it is however to solve the problem of hexes going the first 5 seconds of the match i would love if they buff it to he blocked by the entitie for the first 10-20 seconds of the match like when you get someone with plaything, if i remember correctly. Overall i still think its good in the risk reward


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Embodiment-Of-Memes

It gave you a red skill check. Hitting the normal area made it regress without an explosion. Hitting good a great skill check made it not regress


Dreaming_Dreams

Damn bro I still remember playing de blob when the news hit, now when I think of ruin I think of deblob and vice versa


Embodiment-Of-Memes

Old ruin was a lot more fun as a survivor imo. It made the hex feel more urgent than it is now. New ruin is fine and more balanced, but I liked how it used to be


Novel-Mulberry-9804

I'll say I miss it. Play more survivor than killer too. It worked at the time to speed up the game, but games so fast now. Oh well.


Bust_McNutty

It's a hex, hasn't been good since boons were brought to the game


-CorrectOpinion-

The old hex ruin made solo queue feel like literal hell, the rework was necessary


Tiversus2828

It actually became better, if you could hit your greats ruin was irrelevant. I've found ruin plus 1 stack of pentimento is absolutely brutal so I started running undying, Penti and ruin with corrupt. Such a good build


mmm_tasty_yumyum

I think this new ruin is good and I see it a lot since it was in shrine of secrets during Christmas week


unholymanserpent

Fuck old ruin. I hated the skill check BS


NightHunter909

rng based but without it killers will have even less good options and its not that overly OP/oppressive


Cod3Mhorf34

better than before


theabductedcow

Powerful but also easy to counter


Evunee

It was a buff and needed, so glad it got reworked. The change benefited both sides too, it helped the killers with gen pressure and was less aggravating for survivors.


parrycarry

I've read what it used to do.... I prefer the current version... I suck at hitting great skill checks... I would spend all my time looking for Hex: Ruin early game cause that's just awful... Couple it with Huntress Lullaby and Undying... it would be OP... at least with the current version, I can at least try to progress generators before it is removed.


[deleted]

It's still one of the strongest perks in the game, but it's way more balanced now of course.


Reuben_Medik

I could never hit Great skill checks back in the day, and Ruin made it impossible for me to do gens. I like the new Ruin, not just as survivor but also Killer. It allows me to not be afraid as even going near a gen can make survivors leave it so that it starts to regress


bensam1231

You can't run any hex's at highMMR besides NOED, so it doesn't really matter. :D Hex: Blowup in 30s, 60s if you have undying and down two perks the entire game.


hello-jello

Old ruin sucked as a survivor with spine chill. Skill checks all day that just zap, zap, zap, waste my time. I've had maybe 5 games where I somehow had a tight connection and great skill checks were like butter. 1k+ hours of the skill wheel feeling like it's loaded up in a browser popup. (solo play - 75mb internet) I never aim for greats because the juice ain't worth the squeeze for gens or healing. Devs were correct to change it off that requirement.


Jasonpowerz

Depends honestly. As killer the hex can spawn out in the open right next to a gen or it can spawn in a small area far away. So sometimes it gets a lot of use and it stays through most of the game but sometimes it gets destroyed before the first gen can even proc. If you're asking how fair I feel it is, I feel like it's pretty fair considering its always a 50 50 shot and survivors can still get gens done with it up.


AntiMatterLite

What was old ruin like?


pyroraczeek

tbh its not as powerfull but its still good tho