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Tip for Ruin dependent players during rank reset

Don't run Ruin. If you aren't very good at pressuring the map and pressuring survivors into making mistakes now is the time to learn.

I see so many killers running Ruin vs new players who are completely useless vs Ruin due to not knowing where totems are / unable to do skill checks. This allows killers to have 15min games while under no pressure

These killers then rank up and run into survivors who aren't effected by Ruin and complain the game is broken since they have had no experience pressuring the map.

TLDR: l2p without Ruin at non red ranks atleast



  • TheluckyboiTheluckyboi Member Posts: 1,091


  • GrootDudeGrootDude Member Posts: 7,900

    I don’t need it but I do use it.

  • FishFry247FishFry247 Member Posts: 186

    I run pop and ruin and I win like 80% of the time. they are worth for the most part

  • ParagonParagon Member Posts: 45

    Pop seems pretty good. I just purchased clown and will get his teachable.

    If however Pop comes to the shrine, insta buy lol

  • woundcowboywoundcowboy Member Posts: 81

    The problem is that you can run into efficient swf, especially during reset. Ruin is essential because no amount of pressure will stop gens against these groups.

  • indieeden7indieeden7 Member Posts: 454

    Just had a game against a 4 man streamer SWF with two keys. I don't run ruin and I got a 4k with 2 gens left. You don't need to run it but it certainly helps.

  • BlueFangBlueFang Member Posts: 270

    If your playing Trap killers such as Trapper, Hag, or even stealth characters such as Michael or Ghostface

    It's far more beneficial to use Corrupt Intervention if you have trouble keeping up pressure and hate seeing 2 gens done super fast

  • ExerlinExerlin Member Posts: 133

    I tried running corrupt intervention as hag, but it hasn't been very useful. Ruin seems like an important part of her kit. Any suggestions for other perks to run? (I run PGTW, agitation, and BBQ, sometimes mad grit)

  • Raven014Raven014 Member Posts: 652

    Not if they don't give you many opportunities to learn. The problem isn't that they aren't very good individually (which they are), but when they are in that SWFs group, they have the advantage of coordination, so they often swap out, body block, etc. so that it makes it hard to down one person reliably.

    That and Instaheals and Instablinds at pallets. It gets annoying and I'm at the point where I should just put lightborn on 24/7.

  • Raven014Raven014 Member Posts: 652

    Devour Hope can be quite good, since she can be good at defending totems.

  • Mister_HoldoutMister_Holdout Member Posts: 922

    Playing with Ruin does not dull my killer skills. If the survivors aren't that good, they usually lose very fast.

  • CarpemortumCarpemortum Member Posts: 2,231

    In this overly hyped hypothetical scenario, the coordinated group would likely find or power through ruin with coordination anyway.

  • SaitamfedSaitamfed Member Posts: 128

    Well, Ruin is a good hex perk to slow down the game but what I see is that a lot of killers are ruin-dependant. Is a game perk so everyone can use it, is not like there are "pro perks" or something else of course but what I meant is, some killer rely a lot in ruin or noed and not so much in their personal skills.

  • gantesgantes Member Posts: 847

    Gotta love the Anecdotal Buddies with "Ruin isn't necessary because I DON'T NEED IT"

    Cool bro. Enjoy feeling better than others. Now stop pretending your experiences apply (or should) to everyone else.

  • woundcowboywoundcowboy Member Posts: 81

    Well first of all, i am consistently rank 1, so although I always have some thing i can get better at, I don’t need the advice. Second, Ruin isn’t a gigantic advantage: it levels the playing field since gens go too fast without it.

    Nah, Ruin does its job even if it only buys you 30 seconds to a minute. That can be the difference between gens getting done and everyone escaping vs getting 3-4k.

  • DudeDeliciousDudeDelicious Member Posts: 2,339

    I almost never go into matches without Lightborn now if I see a torch in the lobby. If there are 2 or more Lightborn is pretty much mandatory.

    It’s so satisfying lunging at a pallet and getting a first hit in at the stun, then breaking the pallet and downing them while they think they’re being clever trying to blind you while stuck in the pallet breaking animation.

  • DudeDeliciousDudeDelicious Member Posts: 2,339

    It’s not so much that they believe their experiences should apply to everyone else. They’re just expressing that it’s possible without Ruin.

    There’s nothing wrong with planting the seed in peoples minds that they can experiment with loadouts, and ways other than using Ruin to apply pressure or stall the game, which can lead to a greater expansion of skills in this game.

  • DudeDeliciousDudeDelicious Member Posts: 2,339

    Oh man, get it pronto.

    I use Freddy, Plague, Clown (not as often anymore because of how rubbish I now admit he is), and life got SO MUCH BETTER once I unlocked Lightborn. Being able to mitigate one of the survivors most obnoxious defences alleviates so much stress.

  • Raven014Raven014 Member Posts: 652

    Yeah, workin on it. I need to play billy more anyway. I've got his adept and stuff, but still need his perks. (Already have Enduring from the shrine).

  • Or just help the newer survivors learn how to work against ruin or cleanse totems, just saying.

  • theArashitheArashi Member Posts: 368

    I don't see them even looking for the totem to be honest.

    When I play survivor I usually just hit great skillchecks anyway so it doesn't affect me but survivors rushing gens as fast as possible is just sad sometimes.

    4-5 minutes in - gates are powered and everyone depips and ends with maybe 10k points.

  • ThaznarThaznar Member Posts: 828

    Peanits you do realize that most veteral players can power through Ruin like it's nothing and those who can't can bring Stake Out as a fail safe perk. Gens will pop very quickly and most killers in the game are unable to stop it. If last gens are far apart it is GG and even 3 gen strat is bad. You really need to think about secondary objective for survivors to make the game more dynamic evet at a cost of reducing gen times back to 60s. Holding M1 for 80s is not fun for anyone and gets old fast. New objective should promote map exploration - finding parts and tools to repair gens maybe?

  • ThaznarThaznar Member Posts: 828

    Sad part is sometimes there is not even enough time to use Pop, because you need to chose - chase a survivor or go to the gen to pop it.

  • woundcowboywoundcowboy Member Posts: 81

    Read my other post. They will eventually find ruin, but that small amount of time can be the difference between winning and losing. That’s the purpose of the perk.

  • WeederickWeederick Member Posts: 562

    Preferably, add an objective that is easy for beginners and hard for vets. No idea how that could work. Maybe a stealth objective. Maybe a stealth phase before survivors can repair generators (similar to deathgarden). Maybe a repair cap for certain times, at which its better to start another objective. One that could help the team. New totem functions could be one. Cleanse a totem and see the killers aura, heal up, remove scratchmarks from the currently chased survivor.

    Would be cool to always have an interactive game even if you're not chased. And have impact, even if someone else get tunneled by doing special totems etc.

  • edgarpoopedgarpoop Member Posts: 696

    OP is missing the entire point of Ruin. It's not meant to last more than a minute or two. It's meant to give you time to build your pressure and help make sure you don't lose the game in the first 60 seconds. The game is usually over if 2 gens pop before your first hook. No amount of gen pressure or map pressure will change the fact that most pallets are safe, and you're mostly at the survivor's mercy if they play conservative at pallets early and don't make a mistake. The games usually last about 5 minutes when the killer doesn't use Ruin against the SWF group I play with. The game just isn't long enough for them to do anything. Ruin at least makes one of us get off a gen.

  • ThaznarThaznar Member Posts: 828

    Exploring the map in order to find 2 components required to repair a gen: gen parts and tools would be more than enough. Also that would encourage survivors to explore th map no just sit in one spot for 80 s holding M1. There should be random crates with gen parts scattered on the map and random tools stations so all survivors can acquire their own items. Of course aura of these boxes and tool stations is not visible lest survivors bring a map. WIthout gears and tools gen repair action should be blocked or hindered 50%.

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