Yeah, I also look for the Totem after doing the first Gen, at least for some time. Before, I did not really care, if I stumble across Ruin, I will cleanse it, but I will not search for it (because this was the biggest Timewaster).
But now, I simply cannot stand to think that my Gen will regress to 0 while I am being chased or need to do other stuff like Unhooks, lol.
I also feel that more Killers get to like new Ruin, because I have it in quite a bunch of my games, roughly every second or third game a Killer is using Ruin.
Killers complained about it! Seriously, every single killer player at the time complained about old Ruin because it felt necessary but was so easy to destroy, and because every killer ran it survivors would start looking for it the moment they spawned into the match.
It's such a bad argument, and a meme at this point. You can have multiple downs, a few hooks, and excellent play, but still have 4 gens pop in like 4 minutes. Reminds me of this.
yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin
purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.
This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.
Ruin was a crappy bandaid to fix a glaring fundamental issue with this game, an issue the devs have not addressed after they nerfed ruin. Ruin needed to go, but we were hoping that what would follow would be a legitimate fix to gen speeds. Instead we got an imperceptible change in toolbox speed, breakable walls that have not been fully implemented, a capitulation in the devs changing the way scoring works and just saying the first 2 gens are supposed to be done quickly, and an ineffective change in how skill checks work and multiple survivors on one gen works ( I think this was so ironic, considering they nerfed ruin because it was hard for players to hit skillchecks, yet they changed great skillchecks because players were hitting them too often). Now we're getting this billy nerf, and I imagine spirit doc and freddy are next. Now we can hope that the devs start actually working on balancing this game after these nerfs, but considering what happened after ruin, it's reasonable to be skeptical.
The changes the devs make to survivors have, at the most, a moderate impact on survivor play. The changes the devs make to killers have severe game altering and game breaking impact on killers. This is especially notable in listening to how the devs explain why they fix certain things. It also shows in their inconsistent reasoning like what I pointed out above about skillchecks. I don't know if it's an issue with the devs themselves, or the person that gives them orders, but whoever is calling the shots clearly doesn't actually play this game beyond just hopping on for 20 minutes every couple of days, and the voices of those in the team that actually do spend significant time on this game are not being heard, and the voices of the players are certainly not being heard.
Am I the only one that, as a survivor hates new Ruin more?
Old ruin stalled progress but at least you made progress. Nothing more dull than going solo queue, holding M1 on a gen until it’s 80%, then going on a lengthy chase and either losing the killer or being hooked but either way you get back to your gen and realize its either at best down to 20% or its completely dead. Then you gotta hold M1 all over again.
But hey play swf and you render the perk worthless as you just ask someone else to finish it for you 🙄 closing the gap between solo and swf, one perk at a time.
The great skill check bonus progression prevention when the numbers were crunched was the single strongest *reliable* slow down effect in the entire game.
With the then 1.6 seconds bonus progression on a generator 2 survivors getting a total of 10 great skill checks finished a generator in ~28.5 seconds which is the same time as if ALL 4 SURVIVORS WORKED ON A SINGLE GENERATOR.
Keep in mind 10 skill checks across 2 people isn't that uncommon in DBD.
Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality.
I used to run Ruin and Huntress Lullaby together on Pig... It was fun
But now i don't run Ruin on most of the killers I play... That's only due to totem placements and not much else...
I would say the change to Ruin was "needed" but not "necessary" IMO...
Also side note... I thought Huntress Lullaby was considered a mid-late game perk.... and: Remember Me, STBFL, Spirit Fury (need I go on)
Now the game does need a skillcheck re-work... I've suggested some of my own... but hasn't been thought of as (much as I like it to be) something that is the best of both worlds (Survivors only affected when hit "so it's not passive" and they affect the Objective "which is where the Survivors need to be overall") and can be adjusted to match the climate of the game at the time
Are you planning to rework DS to be less oppressive to the point when it's actual anti tunneling perk? such as de-activating DS when survivor goes to repair generator, or gets fully healed? (obviously not being tunneled)
"Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."
Eh, disagree.
I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.
Meh still proved my point that the no great skill check progression part of old ruin did in fact slow down purples/reds by a semi noticeable amount(the other guy claimed it did next to nothing at high ranks).
I agree with you and Ill add to the mix that nerfing the great skillcheck bonus was something pretty much noone gave a damn, there was no drama, no hundreds of posts filled with tears and rage, no "devs refund my money", no "lol survivors you had this coming, time to git gud" threads etc.
I believe the fact that pretty much noone was going to care about it weighted a lot.
The new ruin is only particularly good on killers that are already top tier.
You need a lot of map pressure to get use out of new ruin by forcing people off gens. People like Spirit, Oni, Billy & Nurse can easily do this, while killers like Bubba, Clown, Pig and Trapper have no such capability, especially on larger maps. In effect, it's a buff to those already good and an added burden to those that are incredibly stressful and difficult to play at a high level.
I took a break for 2 months. People said it was a crutch perk. It is right, but it was the only perk that could give you a chance to win with low pressure killers, if you did not want to camp / tunnel every game. Not everybody has played killer for 2000 hours and is good, that's not the majoritiy of the playerbase.
I play mostly freddy, because with him even the new ruin is good and he has a high chance of winning.
Comments
Cage of Atonement = DS owned.
Also /dont_tunnel.exe
Oh, come on, you cannot blame everything on SWF, lol.
New ruin is still fairly decent.
Yeah, I also look for the Totem after doing the first Gen, at least for some time. Before, I did not really care, if I stumble across Ruin, I will cleanse it, but I will not search for it (because this was the biggest Timewaster).
But now, I simply cannot stand to think that my Gen will regress to 0 while I am being chased or need to do other stuff like Unhooks, lol.
I also feel that more Killers get to like new Ruin, because I have it in quite a bunch of my games, roughly every second or third game a Killer is using Ruin.
Killers complained about it! Seriously, every single killer player at the time complained about old Ruin because it felt necessary but was so easy to destroy, and because every killer ran it survivors would start looking for it the moment they spawned into the match.
Survivors cleanse any totem even if they aren't being affected by anything.
"if it glows, it goes." It's why Haunted Grounds works so well by itself.
"GeN pReSSuRe"
It's such a bad argument, and a meme at this point. You can have multiple downs, a few hooks, and excellent play, but still have 4 gens pop in like 4 minutes. Reminds me of this.
https://youtu.be/DggcHI1boFM
Do we have to start again on ruin?
My opinion is that for old ruin:
yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin
purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.
This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.
Ruin was a crappy bandaid to fix a glaring fundamental issue with this game, an issue the devs have not addressed after they nerfed ruin. Ruin needed to go, but we were hoping that what would follow would be a legitimate fix to gen speeds. Instead we got an imperceptible change in toolbox speed, breakable walls that have not been fully implemented, a capitulation in the devs changing the way scoring works and just saying the first 2 gens are supposed to be done quickly, and an ineffective change in how skill checks work and multiple survivors on one gen works ( I think this was so ironic, considering they nerfed ruin because it was hard for players to hit skillchecks, yet they changed great skillchecks because players were hitting them too often). Now we're getting this billy nerf, and I imagine spirit doc and freddy are next. Now we can hope that the devs start actually working on balancing this game after these nerfs, but considering what happened after ruin, it's reasonable to be skeptical.
The changes the devs make to survivors have, at the most, a moderate impact on survivor play. The changes the devs make to killers have severe game altering and game breaking impact on killers. This is especially notable in listening to how the devs explain why they fix certain things. It also shows in their inconsistent reasoning like what I pointed out above about skillchecks. I don't know if it's an issue with the devs themselves, or the person that gives them orders, but whoever is calling the shots clearly doesn't actually play this game beyond just hopping on for 20 minutes every couple of days, and the voices of those in the team that actually do spend significant time on this game are not being heard, and the voices of the players are certainly not being heard.
DS never got nerfed, really.
I'm fine with that, but as it should be said, it was reworked.
It's still just as strong as before, if not stronger sometimes.
Am I the only one that, as a survivor hates new Ruin more?
Old ruin stalled progress but at least you made progress. Nothing more dull than going solo queue, holding M1 on a gen until it’s 80%, then going on a lengthy chase and either losing the killer or being hooked but either way you get back to your gen and realize its either at best down to 20% or its completely dead. Then you gotta hold M1 all over again.
But hey play swf and you render the perk worthless as you just ask someone else to finish it for you 🙄 closing the gap between solo and swf, one perk at a time.
Just throwing this out there:
The great skill check bonus progression prevention when the numbers were crunched was the single strongest *reliable* slow down effect in the entire game.
With the then 1.6 seconds bonus progression on a generator 2 survivors getting a total of 10 great skill checks finished a generator in ~28.5 seconds which is the same time as if ALL 4 SURVIVORS WORKED ON A SINGLE GENERATOR.
Keep in mind 10 skill checks across 2 people isn't that uncommon in DBD.
Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality.
They said survivor find it annoying to play against ruin
So by that logic DS, BT should be look at because those are the perk you see in almost every build in the red rank
but.
decisive strike.
I used to run Ruin and Huntress Lullaby together on Pig... It was fun
But now i don't run Ruin on most of the killers I play... That's only due to totem placements and not much else...
I would say the change to Ruin was "needed" but not "necessary" IMO...
Also side note... I thought Huntress Lullaby was considered a mid-late game perk.... and: Remember Me, STBFL, Spirit Fury (need I go on)
Now the game does need a skillcheck re-work... I've suggested some of my own... but hasn't been thought of as (much as I like it to be) something that is the best of both worlds (Survivors only affected when hit "so it's not passive" and they affect the Objective "which is where the Survivors need to be overall") and can be adjusted to match the climate of the game at the time
Are you planning to rework DS to be less oppressive to the point when it's actual anti tunneling perk? such as de-activating DS when survivor goes to repair generator, or gets fully healed? (obviously not being tunneled)
Soon TM...
But I'd like to see what happens to killer perks along side that
I guess we will be waiting. But in my opinion DS at current state is the STRONGEST perk of the whole game. Not any killer perk comes even close.
"Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."
Eh, disagree.
I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.
Meh still proved my point that the no great skill check progression part of old ruin did in fact slow down purples/reds by a semi noticeable amount(the other guy claimed it did next to nothing at high ranks).
I agree with you and Ill add to the mix that nerfing the great skillcheck bonus was something pretty much noone gave a damn, there was no drama, no hundreds of posts filled with tears and rage, no "devs refund my money", no "lol survivors you had this coming, time to git gud" threads etc.
I believe the fact that pretty much noone was going to care about it weighted a lot.
going along with how the devs go about adjusting Survivor perks... there will be "blood"
Also... I agree that DS is (one of) the strongest survivor perks
^this
The new ruin is only particularly good on killers that are already top tier.
You need a lot of map pressure to get use out of new ruin by forcing people off gens. People like Spirit, Oni, Billy & Nurse can easily do this, while killers like Bubba, Clown, Pig and Trapper have no such capability, especially on larger maps. In effect, it's a buff to those already good and an added burden to those that are incredibly stressful and difficult to play at a high level.
That was not a bad response and it actually makes sense a killer shouldn't be able to just lay back and not try and still win
DS is the best perk in the game.
But I'd definitely say some killer perks definitely do come near that level.
While we are discussing Ruin, all the killers that complained about the Ruin nerf, are you still playing killer?
I took a break for 2 months. People said it was a crutch perk. It is right, but it was the only perk that could give you a chance to win with low pressure killers, if you did not want to camp / tunnel every game. Not everybody has played killer for 2000 hours and is good, that's not the majoritiy of the playerbase.
I play mostly freddy, because with him even the new ruin is good and he has a high chance of winning.
Not the best perk in the game when you get slugged, or get no use out of it.