If you think rank matters AT ALL, you're wrong. Stop thinking it gives you credibility, bringing it up does the opposite.
Could you link me to the stats you're getting that number from?
Ruin nerf was needed due the majority of survivors found it too overwhelming while it was non issue for decent survivos, yet the nerf should have happened with the overhaul of all the maps or introducing other ways to slow game down in high ranks while not affecting low ranks where the gen speed is not an issue.
If thats the case when is DS and BT getting nerfed into oblivion just like Ruin?
Yes ruin is utter garbage, no killer does benefit from it against good survivors. Idk why people use it, on the killer that could somewhat benefit from it, it means little due to the mobility they do have anyway.
No, because the perk is better
I like killers like you, easy win for me playing surv)
That's a bit disrespectful and unnecessary.
I'm a rank 1 killer who often plays against good survivors, half the time I'll win against good teams. My biggest strength as killer is able to apply a lot of pressure to survivors, even if you do escape against me I'll highly doubt it would have been easy.
I also like you start messages from "I am a rank 1 killer...", sounds like you are not)
Are you sure about that?
Hahaha love the humor <33
New Ruin on paper is an interesting perk. It's downfall is the HEX requirement. Get rid of it and can become a perk that's actually useful for endgame builds.
Console budddyyy <3 sorry to interrupt I'll leave now 😁 <hides>
New Ruin is FINE. It's most effective mid-late game after you have bumped off a survivor.
I played a Pig game where 2 gens popped before I saw a Survivor. Only one more gen got done the rest of the game, because I forced them off generators. Ruin stalled the gens.
New ruin is a huge success!
It does NOTHING and that was the intended goal of the gutting.
Rank 20 can now do gens in peace (rank 20 do gens LOL)
Nerfing DS, BT, DH, or Adrenaline would not be fun for survivors
OMG! You'are a "red rank" killer? Respect bud because it's so hard to reach red ranks both sides. Kappa.
Killer could just bodyblock the totem and prevent the game from being finished
It was from that guy who tested 100 matches, but it only included DS, and BT, which went doing the calculations, BT was used 67 to 68% and DS was used over 70%.
I'll try to find that forum, but it does give somewhat of a rough estimate
I also can share screenshots from Google search)
You describe one game. If I will use Monstrous Shrine in one game (or even a few) and have 4k 32k bp and 2 pips will it make this perk good?
Just use Surveillance and new Ruin and calculate at least one game how much time Ruin will buy for you. For example, PGTW buys 20 sec each time if gen is more than 25%. Ruin will buy you 0,25%*2=0,5% per second on lvl 3 perk. To make PGTW job it should take 40 seconds. And now the question - how often Survs run away for 40 seconds from working genarator?
P.s. I use PGTW at least 5 times per game, so just calculate. And this perk could be used for late game.
You can see my psn name in the top right corner
That is only one person's experience, though. 100 matches by one person is actually a super unreliable statistic, and therefore dangerous to draw any conclusions off. The stats that the devs go off are for all regions and platforms, which is the kind of scope they need to make balancing decisions, because all their players will be affected by anything they do. That one guy might have found BT in 67% of his matches, but overall it might only be used, say, 30% of the time. We just don't know. The only fair way to compare other perks to Ruin's usage statistics is to get statistics on those perks from the same source, which we simply don't have access to.
I wouldn't call it a failure, but I wouldn't call it a success either.
Ruin was a bandaid to a problem that has yet to be resolved... and that problem is exacerbated by bad maps and bad/scummy perks (both sides).
New Ruin is a [BAD WORD] joke.
There is no reason to run it over Weasel.
Sure it may not be a reliable source, but it gives us at least a rough estimate
A very, very tough estimate, and nowhere near a reliable enough basis on which to suggest that the developers are operating to a double standard when it comes to perk adjustments.
It should not be required to use another Perk to get the full usefulness out of it. It would be okay if it weren't a Hex Perk I think. But then it would be a bit too powerful, so it would need balancing again. The Hag is built around Hex Perks though, so that's out of character for her, etc etc. You can go round and round on this one really.
I think the idea is sound, but it's not implemented correctly. An endgame Perk should not be tied to a Hex for the entire game. NOED isn't, but it punishes Survivors for not doing totems. That's a great usage for it. High risk, high reward. Devour Hope and Third Seal (against non-SWF) are also excellent high risk, high reward Perks. Ruin is now high risk with a mediocre reward.
It either needs to do something else, or get turned into a non-Hex Perk. Either way it will be better than what it is currently.
Hi. Red rank survivor/killer here. So do you love that slow gen regression that can be stopped by someone who spawns beside the totem? #endgameperk