Question for the Youtube Q&A
Hello people of the fog !
Here you will be able to ask your question regarding some Design balance.
After that, the team will choose some of them for the YouTube Q&A.
Rules:
- One post per person
- Spamming is not allowed
- Troll/off-topic questions will be deleted
Thank you !
Comments
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I'm a little nervous and I don't really know what to ask you however one thing comes to mind. Do you all have a list that we can all see of the cut killers that didn't make it into the game.
I've been interested about this ever since I have heard about the teacher or the Smasher5 -
What do you think about giving Vigil (that got hit hard by the last change to exhaustion perks) the additional effect of reducing the cooldown of perks such as Alert or Premonition?
Also, I would like to know your thoughts on the current state of sabotage.4 -
Have you ever experimented with specific cosmetics being used to be more/less stealthy? I use Claudette because she is my favourite character just due to her generally anxiety-induced looking self but I love the idea of having darker clothes to hide whilst wearing brighter clothes when I want to distract the killer.
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Is there any plans to rework totems beyond just placement?8
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I generally play survivor and tunneling is very frustrating for me. So when I play as a killer, I deliberately try to avoid tunneling but hooking different survivors rather than focusing on a single survivor and eliminating him from the match doesn't feel rewarding. Do you have any plan to reward killers who do not camp and tunnel?
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Hi!
I have two questions:
1 - It's very frustrating the delay that takes until you find a lobby with good ping. Do you think to do something to solve this? Dedicated servers will be launched?
2 - I like to play with my friends and is very frustrating to have to create a lobby every time the game is over. Will this be resolved?
I'm from Brazil and I don't speak english very much, so sorry for my English.
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Any plans on fixing the report forms so I have some type of recourse against the constant abuse I suffer literally every game?6
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Are there any plans to increase base gen regression speed?Currently I can break a gen at 90% go on a multi minute long chase that ends with a hook only to see it still above 50%Not to mention the perks that have no effect versus good players like overharge and Lullaby. Pop goes the weasel is nice but the timer ruins it and also causes the player to have ro possibly ignore other survivors on the way to a gen.Theres also gen tapping mid chase which completely screws the killer for attemptingbto slow prigression in the first place.Thanks for reading.PS: its been 7 months and pigs add ons are still broken.6
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As more and more teachable perks are coming into the game, would you guys consider making more default perks for survivors/killers, also, would you be able to take suggestions from players at some point for perks (and then if these are not balanced, you guys could do it as you see fit to make them so.)?
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Is there going to be a buff to freddy, or a full rework?
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Could we have specifics on the Freddy rework?
We understand that there is a major overhaul but it'll be nice to have some confirmation for his upcoming buffs.5 -
Are there plans to buff the Pig and perks like Streetwise, Leader, Hex: Huntress Lullaby and Fire Up?4
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Are you planning on buffing/reworking The Pig? Her RBTs need to be more deadlier since they are easy to get off.
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Lore questions.
One thing really bother me for long time. Did survivors and killers were transfered to Entity world physically or mentally?
There is some arguments for both versions, so I can't really decide which one is correct.
If survivors were transfered physically, it would be fitting with lore, as always no body was found after disappearence. Like, Jake and Doctor.
If survivors were transfered mentally, it would be fitting with Bill, David Tapp and Pig, since we know that they died in their worlds. There was funeral for David Tapp, Bill's body was seen by other survivors after his death (this also true for Pig, aka Amanda Young). And also, according to L4D lore, Bill was asymptomatic carrier of zombie virus. Long story short, he couldn't turn into zombie, but he still can infect healthy people. So, local zombie-apocalypse would happen, if Bill was transfered physically.2 -
Are you aware of the bug on ps4 wherein a survivor is not able to move since the beginning of the match?
Also, the trophy Whiffing to Success is bugged. You score towards it even when the you're not in chase and the killer whiffs as you vault anywhere on the map. I don't think it's intended to work like that.4 -
Do the survivors have any actual down time around the campfire? Or is it match after match for them? If they do get a breather, would be cool seeing them enjoying a Taco Tuesday or something of the sort at the start up screen. Just throwing it out there.
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White_Owl said:
What do you think about giving Vigil (that got hit hard by the last change to exhaustion perks) the additional effect of reducing the cooldown of perks such as Alert or Premonition?
Also, I would like to know your thoughts on the current state of sabotage.0 -
Dear Devs,
Currently in the game there are some fairly bad loops in the game that are known as "infinites" ironworks and cowshed are two maps that can be mentioned... has any work been done or is there work in progress to remove these loops from the game?3 -
Can we get a monthly/alltime leaderboard? Even a simple one would be fun, showing off kill ratios for those that have at least xx amount of games with that killer or an escape ratio for survivors.
Only count full 4survivor games with no DCs. Eventually maybe you can do something more detailed but for now I'd like to know how the best are doing.
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Do you have any plans in the future for leatherface buffs? Such as reduced charge time, keeps chainsawing after hitting a pallet, reduced terror radius, increased movespeed, etc.
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Any plans to add additional game modes?2
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I want know if a seccion only for the lore is posible.
Thx devsPost edited by DaYoguie on4 -
Are you still working on remaking old and creating new tiles? Can you show us some examples? Some maps like Shelter Woods or Red Forest lack variety.
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Any chance of implementing a stiffer punishment for people who constantly dc? I see it far to often anymore as both a killer and a survivor player.
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At the current state of the game, without Hex: Ruin, generators are just flying if the killer takes a bit too long to chase down a survivor, especially with all those loops and pallets. Any plans to change that without just increasing the time needed to repair generators?
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Are there any plans to address unfair looking inconsistencies through windows and across pallets?Many hits across pallet vaults overly favor the killer, as the survivor is hit unless they're already most of the way across. On the flip side, chainsawing survivors vaulting across pallets usually detect the pallet before the survivor somehow, even at the very beginning of the animation.Similarly, windows seem to work the same way, but it's especially unfair when chainsaw hits go through windows, when visually unfeasible.As it is now, killers would rather bloodlust through window and pallet loops than to vault or break them, making it almost impossible to break LoS and lose the killer in most maps.5
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Are the people who got the dlc's before the store update getting something?2
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I have to ask. Any plans for a Quality of Life frame rate adjustment for console. After 2.0 it got really bad especially on certain maps. Is it possible to remove texture from some these maps or would that be to time consuming? Several of them are nightmares to play on for both sides. Shelter Woods makes me want to cry every time i spawn in to it.
Post edited by fcc2014 on6 -
Will Benedict and Vigo ever be in a chapter as killer and survivor?
Or will doors ever be implemented?5 -
When you will bring back pink perks??2
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Hello! My question is a lore-related question.
How long has the Entity been kidnapping people and taking them into it's realm? Has it been kidnapping us since the beginning of man? Has it taken any other organisms besides just humans?0 -
Is map design something you will be working on to help balance the loops in some maps?
4 -
When will you rework the skillcheck mechanics? They are no challenge anymore since 2 years. Here are only some suggestions:
- make it more random and harder in general
- don't always show the great skillcheck zone
- pointer should sometimes go counter clockwise
- add skillchecks to cleansing totems, open chests etc.
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Hello amazing developers, I have a question from the previous Q&A thread!
@not_Queen Have the DbD team tried making a mechanic where in any instance you stop healing, you'll have a steep regression penalty? If they've not tried this idea, could this be a possible nerf to all healing actions instead of just Self Care? I really think this would help out with the Self Care situation and it doesn't punish you for just stopping for a brief moment since you wouldn't have lost much progression!
Thank You!2 -
The following question is fairly asked in ranges 1 or half ranges (1-10). The killers in high ranges (1), we suffer that the most experienced survivors repair a generator very easily and if these survivors go in SWF I think that the repair is much easier. A killer aims to chase a survivor while others repair and if this survivor has a strong enough map, the killer suffers too much. In this part, as MClean said to Jendenisse we will have the "rework of the maps - redesign" since possibly the redesign of the maps may give the killers more time to catch the survivors, I do not mean that the killers always have to do 4k.
Therefore my question is:- Will there be changes soon or will you put it on the priority list about any changes to the generators or new targets?
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regarding the creative side of the community who designs clothing ideas for killers/survivors, and people who create new killers/survivors ideas as in new chapters, will there ever be some contests where you can design your own chapter and create clothes for already existing killers/survivors where winners get their submissions featured into the game (maybe for the clothes contest no one is a loser and every existing killer/survivor can get some clothes, maybe some can get more than 1). In short:
- will there ever be contests where you can put your creativity to the test, and winners will be rewarded with their creations coming to life into the game?
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Have you thought about adding colorblind mode? Now after playing the BBQ event it's a fact you can change hook colors, so it would be nice to let us color blindness affected killers choose our own colors for gens, hooks, totems, tracks. Thanks
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any plan to hide the killer perks on match scoreboard and can be show only when all survivors dies or escape?
I think it would be change balanced against SWF, Thanks!
Post edited by pandorayr on8 -
First time asking a question here, but there's only three that I'm interested in asking and I hope you don't mind my brief explanation on why I'm asking. I'm speaking from a relative newcomer in actual play, but i've been following the game for a good while now.
1: Do you think that there should be a punishment in play for an unhooked Survivor, such as a timed penalty to action speed, to give more incentive for the Killer to go away from the hook? As it stands, if the Killer leaves or gets lured and the survivor's unhooked, that's about it and we're back to square one a lot of the time.
2: I understand wanting to give the Survivors means to better escape the Killer or 'fight back', such as Pallets, Flashlights and Decisive Strike. However, do you feel that, in the case of Decisive Strike, that it's too easy for it to be abused by people at a higher level? I understand that you want to give a Survivor a one-time get-out-of-jail card for a hard skill check, but when a Killer functionally has to double their effort to get a Survivor to a hook, and there's four of them in a single match, it can be a bit much for most Killers to handle.
3: I understand that this is more a higher level issue, but as it is now generators can be done pretty fast by Survivors working in coordination with Survive With Friends, and while perks like Hex: Ruin and Overcharge can help, it doesn't change the fact that there are games where a Killer simply cannot do anything about it, especially if they're slower or more setup-focused ones like Doctor, Trapper, Pig and they already lost three gens for one hook. Is there any thoughts on changing Progression Speed, or do you feel that this is more complicated than a few numbers?
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Will there be cosmetics for Michael and Laurie relating to the new "Halloween" that is releasing in October?2
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Do you see Leatherface buffs in the future, I know @BasementLeatherBoi already asked but I thought I would just add to this
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Is there a buff for sabo coming, imo it's kind of useless right now.
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Can you make a separate mode for SWF and killers with increased buffs, instead of going the "buff solo players and killers to equate SWF" route that you seem to be currently in favor of?
For many players, I think we enjoy the horror aspect of the game with minimum information on both sides (and its simplicity), rather than the typical multiplayer competitive action games that are already abundant in this field. I think having two separate modes that are independently balanced for each will allow all types of players to enjoy the game, while making them much more balanced overall.
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First off I love the game, but I really wanted to ask;
In terms of balance and addressing pacing issues, do you have any solid concepts that you feel will improve the play experience ( additional objectives, interactive points to provide info, alternatives to hooking). I know the player base can be demanding when it comes to so called "buffs/nerfs" , but I'd like to hear ideas that don't involve perks.2 -
What do you think about limiting swf loadout? Where no more than one player can use the same perk during a match. And swf perks would be locked in before entering the killer lobby. So it will be impossible to change their perks. This does not affect solo players.
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Will you ever add xp boosting offerings?
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Why is bloodlust getting nerfed isn’t the point to stop loops and by nerfing bloodlust loops become even longer3
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How does the design process of new perks or killer abilities work? What do you guys look for or want to do when making new perks for all killers or an ability for a new killer? What goes into consideration and have any perks/abilities been scrapped for not being what was wanted or intended?
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Are you currently working on, or planning to work on, performance optimisation for consoles and lower-end PCs?
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Are Devs aware that there are two Decisive strike bugs/exploits that allows the killer to basically avoid all effects caused by this perk? Are they getting any love?
1.a timed swing (left-click) when carrying the decisive user which consume the perk during the swing animation
2.hook vacuum, it consume the perk during the hook animationPost edited by GreySin on5