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Hex: Ruin (changes)

dragospkdragospk Member Posts: 6
edited June 2018 in General Discussions

Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

Changes:
We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

***remembering that it would only be this way with hex ruin, and no other hex perk.

any suggestion will be welcome

Author: Dragospk

Post edited by dragospk on

Comments

  • MonsterInMyMindMonsterInMyMind Member Posts: 1,217
    edited June 2018

    I hate to be this dude i really do but that will never happen i main killer and i use ruin myself it wont happen the devs think the perk is busted op and even the survivors have this mindset towards it i think ruin itself is a good perk but the totem getting broken in 2 seconds is a cause for concern.

    Ruin in itself does stall the game but against good survivors most just power through it because good survivors hit great skill checks and bad ones will struggle and look for the totem but most just gen tap when they miss a skill check something the devs have said they want to fix still waiting on it but we will see.

    The biggest issue is just the totem spawning algorithm which is 100% something that needs to be adjusted and even redone i think the totems need to be more hidden as well as random locations for totems needs to be made to where no survivor can spawn near it and the hex totem needs to look like a blank until you get on it giving you the notification that's its a hex perk and honestly that's my opinion of how to fix totems it makes survivors waste time looking for it removing gen tapping will fix some exploit around it i even think when you mess up a skill check you should not be able to just let go and let it regress slower i think it should punish for missing the skill check.

    These are all ways the devs could make ruin less of a dumpster fire in some games and more of a perk that can still be strong and at the same time maintain being a hex perk but again the devs seem like they want to fix the game of course the ptb is baby steps but i imagine more is going to happen thats going to fix a lot of issues.

  • ZanferZanfer Member Posts: 643

    @Hexyl said:
    I hate to be this dude i really do but that will never happen i main killer and i use ruin myself it wont happen the devs think the perk is busted op and even the survivors have this mindset towards it i think ruin itself is a good perk but the totem getting broken in 2 seconds is a cause for concern.

    Ruin in itself does stall the game but against good survivors most just power through it because good survivors hit great skill checks and bad ones will struggle and look for the totem but most just gen tap when they miss a skill check something the devs have said they want to fix still waiting on it but we will see.

    The biggest issue is just the totem spawning algorithm which is 100% something that needs to be adjusted and even redone i think the totems need to be more hidden as well as random locations for totems needs to be made to where no survivor can spawn near it and the hex totem needs to look like a blank until you get on it giving you the notification that's its a hex perk and honestly that's my opinion of how to fix totems it makes survivors waste time looking for it removing gen tapping will fix some exploit around it i even think when you mess up a skill check you should not be able to just let go and let it regress slower i think it should punish for missing the skill check.

    These are all ways the devs could make ruin less of a dumpster fire in some games and more of a perk that can still be strong and at the same time maintain being a hex perk but again the devs seem like they want to fix the game of course the ptb is baby steps but i imagine more is going to happen thats going to fix a lot of issues.

    The devs on a livestream did address the totem issue and said they are working on totem spawns for a later update.

  • The_ManletThe_Manlet Member Posts: 474

    Ruin needs a buff, both in terms of what the perk does and in terms of how totems and hex perks work in general, but more importantly, Ruin shouldn't be required. Ruin is currently a band-aid for bad game balance. Killers need Ruin just to stand the slightest chance of winning, and that's not good. They shouldn't be required to sacrifice a perk slot for a paid DLC perk just to stand a shot at winning because without Ruin at least three generators will be completed before the first hooking unless you're playing the three killers that are usually considered viable.

  • ZanferZanfer Member Posts: 643

    @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    The only issue I see with this is if you ran ruin their would be no reason to run noed. Since every person wants to find their own totem. That is 4 totems out of 5 in the game which will be somewhat of a priority to survivors (except ones who hit great skill checks and don't need to destroy the ruin totem). Since everyone is totem hunting they will eventually find that 5th totem by accident and just destroy it cause points and noed.

    Also what if a survivor destroys the totem that isn't affecting them, would it just stop the curse on the player that was affected by that totem?

    Yet again you don't have to run noed with ruin and this wouldn't be an issue, but what about other hex perks. How would you incorporate your idea with ruin, devour hope, third seal, and thrill of the hunt?

  • dragospkdragospk Member Posts: 6

    @Zanfer said:

    @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    The only issue I see with this is if you ran ruin their would be no reason to run noed. Since every person wants to find their own totem. That is 4 totems out of 5 in the game which will be somewhat of a priority to survivors (except ones who hit great skill checks and don't need to destroy the ruin totem). Since everyone is totem hunting they will eventually find that 5th totem by accident and just destroy it cause points and noed.

    Also what if a survivor destroys the totem that isn't affecting them, would it just stop the curse on the player that was affected by that totem?

    Yet again you don't have to run noed with ruin and this wouldn't be an issue, but what about other hex perks. How would you incorporate your idea with ruin, devour hope, third seal, and thrill of the hunt?

    you will not be able to see the totem that belongs to another survivor, it does not exist for you, this totem will be purely individual and as said will be an additional totem, you will still have 4 other totem to destroy if you want, these yes are shared among others survivors and will be of use to the other hex perk in the same way it works today.

  • ZanferZanfer Member Posts: 643

    @dragospk said:

    @Zanfer said:

    @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    The only issue I see with this is if you ran ruin their would be no reason to run noed. Since every person wants to find their own totem. That is 4 totems out of 5 in the game which will be somewhat of a priority to survivors (except ones who hit great skill checks and don't need to destroy the ruin totem). Since everyone is totem hunting they will eventually find that 5th totem by accident and just destroy it cause points and noed.

    Also what if a survivor destroys the totem that isn't affecting them, would it just stop the curse on the player that was affected by that totem?

    Yet again you don't have to run noed with ruin and this wouldn't be an issue, but what about other hex perks. How would you incorporate your idea with ruin, devour hope, third seal, and thrill of the hunt?

    you will not be able to see the totem that belongs to another survivor, it does not exist for you, this totem will be purely individual and as said will be an additional totem, you will still have 4 other totem to destroy if you want, these yes are shared among others survivors and will be of use to the other hex perk in the same way it works today.

    so they can stack on top of each other? Will there be more than 5 totems? Just a little confused could elaborate it a bit more?

  • SootedSooted Member Posts: 11

    easiest buff would be to make Hex Ruin totem not visible until 2 Generators are repaired, when that is done the Totem gets his burning Sign on a random totem on the map

  • RuniverRuniver Member Posts: 2,095

    @KiraElijah said:
    dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.

    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:

    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    Why? It does it’s job, It delays the match

    Much delaying, very time consuming

  • weirdkid5weirdkid5 Member Posts: 1,915
    edited June 2018

    Lmao still not the fastest I've seen @Runiver. He woulda had time to get to it if he rushed over.

    I've literally seen totems pop before the Killer could even get there because of a combination of far spawn + literally spawning in eyesight of the Survivors.

  • JuyaJuya Member Posts: 56
    edited June 2018

    Even when the totem gets blown up at the beginning, it still did it's job.Which is giving you more time.

  • MasterMaster Member Posts: 10,208

    @KiraElijah said:
    dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.

    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:

    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    Why? It does it’s job, It delays the match

    Good job, delaying the game for 20 seconds :wink:

  • MasterMaster Member Posts: 10,208

    @dragospk said:

    Hex: Ruin needs a buff, such as a perks needed for delaying the game and giving a chance for the killer to get a performance above average, often ends up being destroyed within a few seconds as the game starts.
    A new change could be made as follows for this new perk, this proposal only includes hex: Ruin and should not be assigned to any other hex.

    Changes:
    We all know that once a survivor destroys the totem responsible for the hex Ruin, everyone is free from this curse, so we would change that, every survivor affected by the curse should find its own totem active and destroy it, this would be an individual totem for each survivor, remembering that this totem is an additional and all other totem who do not have an active curse continue on the map, so as an example in a game with hex ruin lvl 3 where all survivors are hit by the curse would have 1 totem active and 4 toten deactivated, so the active totem of each survivor is in different places and the survivor can only see the totem that effects him and not the others.

    ***remembering that it would only be this way with hex ruin, and no other hex perk.

    any suggestion will be welcome

    Author: Dragospk

    Devs said they know that hex perks have problems currently and they said they are working on a rework, expect it soonish (i.e. 2019 probably)

  • ThePloopzThePloopz Member Posts: 1,010
    Sooted said:

    easiest buff would be to make Hex Ruin totem not visible until 2 Generators are repaired, when that is done the Totem gets his burning Sign on a random totem on the map

    See but this wouldn’t work because survivors don’t need it to be visible tbh just cleanse every totem then it’s gone or just work through it if you’re good at hitting great skill checks and it doesn’t matter that it’s there. I personally would prefer to just cleanse every totem because that way there’s no ruin and no possibility of noed
  • Lord_DezibelLord_Dezibel Member Posts: 1

    Well, Hex Ruin is A good Perk. It is even the best perk if you want to gain Ranks. HEX ruin is only not OP because it has this weakness. Regardless of this perk, you don't have ways to stop generators. Du that Hex Ruin would even be too strong if you enable abilities to stall the game within limits of a basic killer.

  • RuniverRuniver Member Posts: 2,095

    Here's the change I'd like for Hex : Ruin :

    Keep the skillcheck part the same.
    Improve the totem placements (already in progress)
    Add a buff/debuff function. The totem destructor would acquire a 30% repair speed buff. The others would get a -10% repair speed debuff.

    What would it actually change :

    • An actual competition to destroy it, which means people would actually move around the map more to hunt for it.
    • Being forced not to be spotted when you break it, unlike you want to risk to get killed, which would force you to be stealthy and sneaky as you break it or you would just penalize your teammates.
  • MegChickenMegChicken Member Posts: 163
    Keep it the way it is. As it is, it delays the match to prevent 3 gens being complete in the first 2 minutes. It’s noy supposed to stay present all match. If you’re a good killer then you can easily 4K before 2 gens get complete. 
  • tervigontervigon Member Posts: 1

    Hex: ruin is killing the game for me. When a killer uses it, it's not Dead By Daylight any more because you can't realistically repair gens. Instead everyone has to stop what they're doing and run around the map looking for the totem. By the time the totem is cleansed and you can start playing Dead By Daylight, the killer is way ahead in the hooking vs. gens race and is almost guaranteed four survivor sacrifices. Some hex: ruin games the survivors don't even get a single gen repaired because they are so far behind in the hooking race.

    Why would I play something that is just a boring game of being chased around the map by the killer and no way out. When hex: ruin pops up, which feels like in half my games, I just sigh. I know I'm in for a boring game that ends with me being sacrificed and probably losing survivor rank. Over an OP perk, which is just stupid.

    Devs please nerf hex: ruin. I am trying to hang on and keep playing, but my overall satisfaction level with DBD has dropped to the point that now I only play it when my friends want to. I used to love this game and play solo. I feel like soon I won't be willing to play it at all. And again, my only issue is with hex: ruin. I mean the continuing balance shifts favoring killers have felt like they tipped balance far too much toward the killers already, but I understand that if no one plays killers then the game dies.

    I joined this community just to state my issues with this fun-killing perk. If hex: ruin sticks around in its present form, I'm guessing that I won't care whether this game dies because I'll have walked away from it already.

  • GrannyonAcidGrannyonAcid Member Posts: 476

    If you want to buff Ruin then it needs a nerf as well. Ruin is already a very strong perk and most killers are running it. So if you wanted to make it so it links to 4 totems and each survivor needs to cleanse a totem... Then you need to nerf how much it effects generator repairing speed. Otherwise you just leave it as is.

  • AvarikuAvariku Member Posts: 603
    The only thing that keeps Hex:Ruin from being OP is the ridiculous totem spawns that are often too close to a survivor spawn.

    with that said, I actually do like the idea that each survivor would have their own correlating totem. However, all totems should remain visible to other survivors as well, it would be an altruistic thing. 

    I'm in a match and realize Hex:Ruin is in play, yes I can look for my totem only and remove my Hex, but it would be a good idea to break any totem I see to help my fellow survivors (which would help me escape too in the long run) 

    this would further stall the game for the killer and would eliminate "some" of the totem spawn issues. 
  • VisionmakerVisionmaker Member Posts: 2,051
    edited November 2018
    Ruin is the only hex that doesn't require any work or input from the killer, aside from NOED. It's already as good as it should be.
  • ShadoureonShadoureon Member Posts: 493

    Ruin is fine, The problem is Ruin isnt related to the perk but the maps. If you saw the last Dev stream you noticed that survivors escape far less on Lery's and Game maps. I think this is because the HEX perks are far stronger on these 2 maps because they are very difficult to spot.

    With the proper map management these perks actually do their job.

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