Ruin Undying Change
Ok i've made a thread before about how i really disliked the ruin undying tinkerer meta and i've come to the conclusion that it's not as bad as i may have claimed it was before, but I still think it needs a change for two reasons.
1: There's no need for the killer to activate it or work for it or change their playstyle for the perk or anything, yet it's still very strong. If we look at a few other strong killer perks you can see that they have conditions, drawbacks and require the killer to do somethign for it to work. Pop/BBQ/Dying light: You need to hook people. Surge/Infectious: You need to down people. And for those which don't they often have big drawbacks such as the ability for survivors to wait out corrupt and work on other gens. Ruin undying does all the work on its own and the killer basically doesn't even need to register that they have the perks on as it does all the work for them, much why the old ruin was changed.
2: Inconsistensy compared to other hex's + undying. Pretty much all other totem perks have a penalty if they are popped with undying still up, such that you loose all your stacks which applies to most hex's. Ruin however doesn't get any penalties or anything when it is popped whilst undying is still up and the game goes on as if it was never taken out.
Thus I've come up with one potential solution to the perk. If ruin is cleansed whilst undying is still up, ruin is deactivated for a minute or so. Whever it could be cleansed or not during this period I woudln't know but let me know your thoughts on this and any ideas for a change that you might have. I don't nescaserily want it too much weaker but rather more managable for survivors, especially solo q.