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Why the double nerf to Hex: Ruin?

dollidahliadollidahlia Member Posts: 167

I don’t understand it.

from 200% to 100% and then it deactivates too?

the 100% is fine but why does it need to deactivate when someone dies? That’s like punishing you for doing your job.



  • H2HH2H Member Posts: 63

    BHVR does not want killers to win, hope that helps

  • BloodshadeBloodshade Member Posts: 2,997
    edited July 1

    Why the double nerfs to a lot of things, honestly. Iron Will, Ruin, Self-Care, DS, PGTW, Spine Chill...

    I think BHVR just wanted to make extra sure that the most used perks were going to stop being used instead of critically thinking and pushing to get the game into a state where every (or at least, most) perks are appealing at various levels of play. Which I think isn't wise and I believe we're going to have long periods where perks are just never used (except by low information new/returning players) but...whatever. The game is going to change, at least.

    E: Not that I think Ruin or any hex needs this but I don't know why they went with it outright deactivating instead of doing something similar to NOED, where it gradually reveals itself when people die.

    Post edited by Bloodshade on
  • TragicSolitudeTragicSolitude Member Posts: 5,876

    That’s like punishing you for doing your job.

    Not really. It's a condition. Like how DS and BT deactivate when the survivor performs certain actions. Ruin deactivates when the killer performs a certain action (killing).

    I think the devs are trying to balance giving each side a helping hand without assisting outright steamrolls. Like Bloodlust in a chase, survivors claim it's rewarding a killer for failing, but it's just that the killer is supposed to win the chase otherwise the game totally falls apart. The devs don't want a match to look so hopeless that players give up when they're losing, they want both sides to have a chance to bounce back. I think the devs are trying to prevent super strong killers from equipping some of these slow-down perks (Ruin, Corrupt Intervention) and being overly oppressive. (I'm not making any comment on slow-down perks in general, and I'm not saying the devs are doing a good job. I'm just saying that this isn't about "punishing" killers.)

    Personally, I understand the deactivating-upon-death more than I do the numbers change. The numbers change seems excessive, at that point the devs are just murdering the perk in the name of "changing the meta."

  • bm33bm33 Member Posts: 6,642

    Why? To make it less appealing to use so it's no longer meta. They did alot of nerfs/double nerfs to both sides that were unnecessary just to make players not want to run the perks so they won't be meta after the mid-chapter patch. It's the future of DBD - over nerf perks that become meta so they aren't appealing and buff other perks to change meta, after bit over nerf new meta and buff different perks, wash, rinse, repeat.

  • sizzlingmario4sizzlingmario4 Member Posts: 2,924

    It's not worth it at 100% regression rate even if they hadn't done the deactivation nerf as well.

  • akaTheBARONakaTheBARON Member Posts: 269

    the "it snuffs itself out" part is dumb. Its a hex, if survivors can't take the time to find it they should have to deal with that. When I see ruin, I make it my priority to find it. The reduction of regression speed, the buffed other regression perks you can use if you don't feel ruins worth it anymore, but snuffing itself out after one kill was too much IMO.

  • RaSavage42RaSavage42 Member Posts: 3,379

    All they needed to do was to raise base Gen regression (from .25 to .50)...

    But oh well... gotta learn what each perk does over again so I can understand it

  • fulltononfulltonon Member Posts: 4,092

    Honestly? better remove ruin, it's useless against anyone even remotely competent but borderline unplayable for those who aren't.

  • ChadkuChadku Member Posts: 411

    PGTW's most value is 17.9s, a 99% gen

    How much % do you reduce? 19.9%

    You're better off with Jolt, PR and Brine.

    Ruin slid into Lullaby levels of bad and PGTW is worse than Jolt.

  • Grandpa_Crack_PipeGrandpa_Crack_Pipe Member Posts: 2,668

    Because uh.

    I don't know. Why not? People used it, so now it has to be thrown into a shallow grave I guess. Regardless of if it was actually too strong or not.

    Right on in there it Self Care, IW, Pop, Spine Chill and friends. It wasn't busted strong, but it was used, so they were clearly OP.

  • CanasCanas Member Posts: 798
    edited July 1

    Hex: Ruin absolutely shouldn't be a hex perk anymore, its effect is too underwhelming for that and the fact that it disables itself makes the totem mechanic as a whole completely pointless. Survivors don't even need to cleanse it; there quite literally is no other hex perk in the game which behaves like this.

  • edgarpoopedgarpoop Member Posts: 5,583
    edited July 1

    It's a high MMR/comp level nerf. You can currently win the game as soon as you load in on killer if you get a Corrupt 3 gen and Ruin inside of that 3 gen/4 gen set up. Hook near the totem and win. Survivors have to leave the survivor and 3 gen themselves or commit for a save and have the gens regress while you hook trade/tunnel. And the game is essentially unwinnable in a 3 gen+Ruin 3v1 against a good killer.

  • EvilJoshyEvilJoshy Member Posts: 5,296

    I guess bhvr assumes survivors will be angry their meta is being gutted(replaced). So they have to gut(gut) the killer meta to compensate.

  • RakimSockemRakimSockem Member Posts: 1,828

    The goal is to get the perk out of the meta and force you to use other perks. I think this will do the job properly. The same reason DS and Self Care both got nerfed AGAIN even though neither perk needed a nerf (maybe Self care needed the medkit part taken away but not the speed)

  • PNgamerPNgamer Member Posts: 1,415

    You don't need to ask many questions. We all know that Hexruin will be dead with the next update. RIP

  • H2HH2H Member Posts: 63
    edited July 1

    Maybe they’ll start destroying other hex perks just to match new ruin! Some ideas:

    Devour Hope now loses a token when a survivor loses a heath state

    Haunted Grounds breaks itself immediately upon the start of the match and inflicts survivors with Mangled for fifteen seconds.

    Undying takes up four perk slots.

    Lullaby keeps the current effects but shouts “Here I am!” to nearby survivors.

    (I wrote that Lullaby one before realizing that’s exactly what NOED is going to do in the new patch already.)

  • CrowmanCrowman Member Posts: 4,906

    Even 100% regression rate wouldn't be worth running a hex for since a couple gen kicking perks received huge buffs that it would be better to just kick gens instead of having ruin.

    150% for T3 would have been fine for a nerf. It doesn't need a deactivation requirement, because it is a hex. Honestly I already don't see a lot of ruins as it is so it didn't deserve such a huge nerf.

  • NorhcNorhc Member Posts: 399

    Hoarder has never even been close to be the worst perk in the game.

  • TsulanTsulan Member Posts: 12,670

    It warms my heart, when I think about all the extra items I give survivors with hoarder...

    Only to take em away from them for being naughty.

    Kinda like that love, death n robots chapter about Christmas.

  • XernotonXernoton Member Posts: 121

    With these changes Hex: Ruin becomes a terrible perk. It's not strong enough to even be a Hex perk in that state. But I think that actually is a good thing. Ruin is dead so killers won't use it anymore and will instead focus on other perks, which leads to a change in the meta. It's what they should have done to Dead Hard as well. Many people were so comfortable using these perks that they would never even consider running anything else, because why would they? Killing these perks and forcing players to use different perks is the only way to shake up the meta by now.

  • SluzzySluzzy Member Posts: 2,960

    Survivor perks have been disabling for playing the game for years.

    Concerning Ruin, this is nothing, if a survivor dies the killer has likely won anyway.

  • INoLuvINoLuv Member Posts: 318

    Ruin will be extremely weak, old ruin still was the best, the first ruin

  • Aven_FallenAven_Fallen Member Posts: 12,202

    They nerfed it that hard to remove it from the Meta. This happened to a few Perks (Ruin, PGTW, Iron Will, DS, Spine Chill).

    In the end, the Killer-Meta will be 4 Slowdown-Perks, just different. They did not change anything with their "big" Update, just different Perks are used.

    IMO the Nerf to disable it when a Survivor is dead would have been enough. It would still be strong, but a little less oppressive because an early 3v1 under Ruin would not be that miserable. Reducing the Regression to 100% killed the Perk completely.

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