Yeah, it basically saves you a few seconds when you'd want to kick a gen (minus the 5% per kick that Ruin doesn't provide) and even stops you from using stronger (gen kick) perks like Pop or Eruption.
When I play bubba, play the gems aggressively chainsawing to get close, this will eventually force them off without you being very close and you instantly rotate to something else. This gives the regression of ruin while not having to waste much time, making ruin very useful.
@@JoSimmso Except for the fact that you're baiting that you're coming to them so one person gets off a gen and you waste all that time going towards a gen you never actually commit to and 3 other people stay on gens. Doesn't work the way you think it does buddy.
@ it’s situational, if 3 others are on gens you have to create map pressure, either get an easy down or pressure the important ones to create deadzones
They should keep old Ruin... Hit great skillcheck to avoid regression, + it should be no hex, but regular perk... Then Survs show how good u are in objectives
I honestly think ruin should be base kit for killer since it's effect is so minimal. Then again there's many things I would make base kit for killer to add to the horror aspect.
The main thing I would add would be to make the Survivors all in first person. Of course you would have to rebalance the game, but it would add so much too the horror aspect of the game. Imagine. Doing a generator with your character forced to look forward at the gen with the ability to turn you head side to side to an extent. Suddenly, you look to your right should and see Ghostface peering from behind the corner while you are in first person. That would be scary, that would make the game more fun.
They made it so weak, and I still have games where it's gone in under 30 seconds. If a perk can be turned off that quickly it should be 200% regression speed again.
Yeh, Undying/Devour is a much stronger combo with Penti than Undying/Ruin. Ruin isn't a huge issue for survivor-teams who are sufficiently gen-efficient and know not to cleanse, while Devour practically forces them to cleanse.
Ive always been an advocate for increasing the regression to 200%. People tend to forget that it is a hex perk, and as such you can lose the effects it provides anytime. It also cant be used with any kick builds so that further limits the perk...
@@qbangamerr5871completely agree. Incentivized leaving gens to let them regress and focus on chases. Rewards applying pressure to the team more instead of holding a 3 gen and constantly kicking gens
I assume you are referring to the first ruin nerf (this perk has been nerfed 800 times), in which case I would say that ruin was OP tbh. But for the interation where it regressed gens at 200% I thought was perfectly fine, considering it is a hex
200% is where it should be. You have to remember that this is a hex and on top of that, you lose out on the instant 5% gen regression when kicking. Plus this perk can't be used with kick builds
A lot of killer perk are weak now are the devs survivors sided lol all the second chance perk for survivors the killer has to sweat way to much imo gg tru3
@@TrU3Ta1ent Ruin is oppressive in a 3v1, ruin is also oppressive if the survivors decide to cleanse because u can back it up with penti. Ruin can be oppressive in another way by simply existing inside of your 3 gen or 4 gen (rng). Even if they cleansed ruin and undying, its a lot of time wasted + penti can come into effect. And then u can use crowd control or blood favor too for a full hex build. If u're playing as an S-tier killer, thats even better because S-tiers (blight, nurse and billy) also defend 3 gens and ruin/totems effectively. If u dont want to run a full hex build u can just use ruin and eruption and some other 2 perks. Ruin punishes survivors for making rotations. Survivors make rotations, they arent "gen jockys". You make ruin look bad and its ur fault.
If RNG is against you, even three hexes can be gone within 20 seconds of a match. You're always better off with reliable perks like Deadlock or Pop since survivors can just spawn directly in front of your hexes.
@@marcusbourchier2245depending on your build I could see ruin working But not as an actual perk as a way to get odd survivor to actually look for totems for maybe penti stacks Because I feel like it’s one of the hex’s that’s immediately noticeable
Even if Ruin wasn’t a hex it’s impact on the game is negligible.
Yeah, it basically saves you a few seconds when you'd want to kick a gen (minus the 5% per kick that Ruin doesn't provide) and even stops you from using stronger (gen kick) perks like Pop or Eruption.
When I play bubba, play the gems aggressively chainsawing to get close, this will eventually force them off without you being very close and you instantly rotate to something else. This gives the regression of ruin while not having to waste much time, making ruin very useful.
@@JoSimmso Except for the fact that you're baiting that you're coming to them so one person gets off a gen and you waste all that time going towards a gen you never actually commit to and 3 other people stay on gens.
Doesn't work the way you think it does buddy.
@ it’s situational, if 3 others are on gens you have to create map pressure, either get an easy down or pressure the important ones to create deadzones
They should keep old Ruin... Hit great skillcheck to avoid regression, + it should be no hex, but regular perk... Then Survs show how good u are in objectives
I honestly think ruin should be base kit for killer since it's effect is so minimal. Then again there's many things I would make base kit for killer to add to the horror aspect.
The main thing I would add would be to make the Survivors all in first person. Of course you would have to rebalance the game, but it would add so much too the horror aspect of the game.
Imagine. Doing a generator with your character forced to look forward at the gen with the ability to turn you head side to side to an extent. Suddenly, you look to your right should and see Ghostface peering from behind the corner while you are in first person. That would be scary, that would make the game more fun.
@@Dizzifying1It would also balance loops as well. Now you can’t use check spots to see if they’re around the corner. You would have to make guesses
Sadly, this game isnt horror anymore :D
They made it so weak, and I still have games where it's gone in under 30 seconds. If a perk can be turned off that quickly it should be 200% regression speed again.
Yeh, Undying/Devour is a much stronger combo with Penti than Undying/Ruin. Ruin isn't a huge issue for survivor-teams who are sufficiently gen-efficient and know not to cleanse, while Devour practically forces them to cleanse.
Ive always been an advocate for increasing the regression to 200%. People tend to forget that it is a hex perk, and as such you can lose the effects it provides anytime. It also cant be used with any kick builds so that further limits the perk...
Only way ruin would be good is if they buff to 200% it's literally awful even as Blight forcing people off Gens with tinkerer it hardly regresses.
The original Ruin was better. Had a small skill check to hit. People complained and it has been messed up ever since
Ruin before the nerf was stronger most people would agree i think, plus incentivized and rewarded good play as killer
@@qbangamerr5871completely agree. Incentivized leaving gens to let them regress and focus on chases. Rewards applying pressure to the team more instead of holding a 3 gen and constantly kicking gens
I assume you are referring to the first ruin nerf (this perk has been nerfed 800 times), in which case I would say that ruin was OP tbh.
But for the interation where it regressed gens at 200% I thought was perfectly fine, considering it is a hex
Ruin needs to be 200 % like before or at least 150 %
200% is still half of a survivor repair speed, and 150% still garbage and uselless
@@azura6804 well what do you want then? you want it equal to survivor repair speed which is 400% ? Cause thats definitely too strong
They need to bring it back to 150% or 175%, and it'll be decent.
@@leno7492 its A HEX my guy they literally can get turned off for the whole game
200% is where it should be. You have to remember that this is a hex and on top of that, you lose out on the instant 5% gen regression when kicking. Plus this perk can't be used with kick builds
Hex Ruin is ok but only if survivors are too lazy to look for it . I like to use it on my Twins sometimes.
In this match it showcases how even if the survivors leave it up and don't cleanse it, it's effects are not substantial enough to be even relevant.
@lockedin9307 I think it works better on killers that can protect it easier tbh bit ruin definitely needs a buff.
I use ruin with surveillance to make it a constant information perk. It works really well on my Dracula with his high mobility.
then they find the totem and u got 2 uselles perks
@@azura6804 that’s true for any hex. You can still kick gens to get value from surveillance.
A lot of killer perk are weak now are the devs survivors sided lol all the second chance perk for survivors the killer has to sweat way to much imo gg tru3
Buddy really doesn't understand ruin
100% regression on gens let go of untill hex is cleansed then it does nothing. Anything I miss?
@@TrU3Ta1ent Ruin is oppressive in a 3v1, ruin is also oppressive if the survivors decide to cleanse because u can back it up with penti. Ruin can be oppressive in another way by simply existing inside of your 3 gen or 4 gen (rng). Even if they cleansed ruin and undying, its a lot of time wasted + penti can come into effect. And then u can use crowd control or blood favor too for a full hex build. If u're playing as an S-tier killer, thats even better because S-tiers (blight, nurse and billy) also defend 3 gens and ruin/totems effectively. If u dont want to run a full hex build u can just use ruin and eruption and some other 2 perks. Ruin punishes survivors for making rotations. Survivors make rotations, they arent "gen jockys". You make ruin look bad and its ur fault.
Onryo question. Does brutal strength work when she is in stealth mode?
It does. Same with wraith, ghostface etc
Nothing was wrong with ruin 2.0 the situation survivors complained about with it was less then 10% of games
You always run it with undying. It alone can potentially be a waste of perk right of the start of the game.
If RNG is against you, even three hexes can be gone within 20 seconds of a match. You're always better off with reliable perks like Deadlock or Pop since survivors can just spawn directly in front of your hexes.
@@marcusbourchier2245depending on your build I could see ruin working
But not as an actual perk as a way to get odd survivor to actually look for totems for maybe penti stacks
Because I feel like it’s one of the hex’s that’s immediately noticeable
He had undying
Better off using pentimento with ruin.
Good players immediately go back to the totem they cleansed once they see the penti you would need at least 2 - 3 totems for them to break.
Should have had pimento you could have slowed it down real nice
Ruin is amazing vs solo but tbh swfs are just OP at the top level
They’re all going to laugh at you!