Live Q&A: 3.5.0 PTB/Update
Comments
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I was wonder if all the maps will be updated like Lery's. I would love to see new assets for older maps better lighting effects and higher resolution.
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What changes to Ruin, Lery's, or Doctor have you made based off of the Player Test Build feedback?
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I know everyone is going to ask about the fact that without ruin 4 gens will pop in 3 to 4 minutes in a lot of games, so I am going to ask something not about Ruin:
When will this broken matchmaker be fixed? We need a specific date or expectation. Unlike other issues, this one has been heaving catastrophic repercussions on the game, and isn't the kind of thing that can really be left to "When we get around to it" it needs immediate and solid action.
I know generally you guys don't give dates or like to promise things since they change, but this needs to be the exception. There needs to be some show of genuine commitment to this because people are starting to quit the game because of it, not like the ones that threaten to over ruin I mean people are quitting and not saying goodbye or anything just giving up and playing something else after trying out like 30 games and losing every single one of them to people much higher rank.
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With the hex:ruin change all hexes now require time to reach full effect. Which is a good thing but with how quickly hex totems seem to be cleansed it really limites their effectivness
Is it possible that hex totems will be relooked at and be given a respawn timer or simular mechanic that softens the blow when the totem goes 30 sec into the trial?
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What was the process behind reworking the Doctor and Lery's?
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In the Dev update there was mention that the new ruin is good in late game. However, it feels as if Hex totems rarely make it to late game.
Is there any discussion or effort to change all totems to be harder to find? There have been many suggestions about how to make totems harder to locate. I'm not talking about new hiding spots, but making them harder to see in some way?
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When you track the stats of killers and survivors - along with the addons or perks used - and notice something being used ad nauseum or almost never, do you consult well known community members (streamers, active forum users, known content creators, etc.) for their opinions on them along with their reasoning for the amount of usage, or do you have your own analysts for that?
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Since we are now getting events through the Rift, what are your plans regarding the firecracker items?
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Are there any plans of buffing weaker anti-gen perks, like surge?
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About Tome II, why Jane, David, Spirit and Doc and not, for instance, Wraith, Hillbilly, Meg or Dwight? Doc is most likely because of the rework, and Spirit maybe for the pick rate. Is this correct? And the others?
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with the Ruin changes can we now finally remove the notifications that survivors get on which hex totem are up when they get hit or work on generators. Just maybe the Hex will stay up long enough to have fun with it instead of survivors go searching for it right away
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Any plans to address the underlying issues of why ruin was such a heavily used perk? Some people think it's gen times, some think it's map design. What are your thoughts and is there any plan to do something about it since it's a pretty evident problem?
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New Lery's look's amazing and what I would expect for all maps because of that "sinister look", but I've noticed that some vault windows are made of briks (below it) wich makes them seem breakable (wich would confirm the breakable window leak), is it for a new killer or a new mechanic?
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After last rift, how is it planned now on to keep the events? And will they reward free cosmetics too?
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Is there any chance the stun time between static blast and being able to use an attack will be decreased? Currently its 2 seconds short of decisive strike and feels a bit rough
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Do you ever have a thought/plan about adding more Objectives to Survivors? Or at least a way to slow down the Gen progressing but not extend Gen time.
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Since Ruin is used in 80% of red rank games, and you reworked it despite not ever saying it was too powerful, only annoying; would you consider adding a baseline mechanic to the game which accomplishes a similar result as ruin, ie a secondary objective, but less annoying so that killers don't have to use most of their perk slots for Gen pressure.
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With ruin no longer able to hold the front killer players are seeing more sad limitations on killers..seeing as you wish to keep the game from getting boring for survivors..would you agree adding tools and removing certain limitations off killers would probably be the best solution? I ask because it would fix variety and let killers themselves hold more sway over the match instead of perks as well as enhance gameplay across the board
(Tried to keep it short but wanted to be clear)
Post edited by immortalls96 on3 -
Will you guys look at map design, some tiles and areas can go on for a very long time such as ironworks of misery, some farm loops being super close together etc. and the killer cant do much besides abandon the chase, they're not infinite but they're huge time wasters
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With all of the doctor QOL changes that you've made, would you consider making it more noticeable from the killer's perspective when a survivor is in a certain tier of madness? Sometimes, especially in a hectic chase, it can be hard to tell if you have put a survivor into madness 3 just from looking at the static around the survivor's icon in the hud.
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Is the game hard to balance since at the low ranks it's a killer sided game and in high ranks it's survivor sided? Asking because I want to be a game dev :3
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What killer are you planning to add chase music to next?
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The new Lery's is amazing aesthetically speaking. Can we expect future map reworks to get complete visual overhauls just like Treatment Theatre?
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Apart from the doctor Is any other killer getting there own chase music when the update comes out?
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What are your plans concerning the doctor ?
Will you change more addons to add more variety as well as better sticking to its new power ?
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Will the archives have more bloodpoint rewards and rift fragments rewards than last the tome and part 2 of this will it be easier this time to reach tier 70 on the rift? I know a lot of people had trouble reaching just because they didn't have the time to do so
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After the Ruin change, will there now be some change or addition to help Killers in the early game ?
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Why are you insisting to implement the Ruin change despite a large portion of the community telling you the new Ruin is bad?
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Lore-wise, how would you justify a killer's power rework (such as Freddy or the Doctor)? Is the Entity involved or are the killers that change by their own will?
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You guys outdid yourselves with Lery's rework.I was quite ''shocked'' at how beautiful and atmospheric everything looked.You guys plan to do all maps in game like that?
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Will there any generator progress nerf or genrush nerf? On high rank players tend to genrush and able to pop 3 gens on early game
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Do you not consider that the sound and scratchmarks are broken? They were not on the list of known issues in ptb.
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The backlash from the ruin change was twofold. The first part was normal for any change that occurs prior to actual game play. The 2nd part was what caused the most heated discussions. Many players felt slighted the way the announcement was written. Do you plan to at least try to look neutral in the future?
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Any plan to adjust gen times?
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Is the current plan to rework each map with a rework of its associated killer? For example would Ormond not receive a change until a hypothetical legion change is due?
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What efforts are being made to restore balance between killer and survivor PIP requirements?
I would be classified as a survivor main but I do play killer quite often and it's so difficult to pip as a killer lately. The imbalance can be seen in the matchmaking as well where as a red rank survivor, I rarely get a red rank killer. Was this a result of buffing survivor bp rewards last year?
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You've addressed the biggest bad survivors' frustration with the Ruin nerf, it was used in 80% of matches so I can understand the reasoning behind this change, but by this logic, will survivor perks that are used in around 80% of games (as there are perks like that) also get changed ? Some great changes to reduce the killer's frustration could be made.
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The early game impact of Ruin was removed. Were there ideas about how to change it to still be an early game perk that simply didn't work well enough (or were stil lfrustrating) or was it intended to change it to be a mid-game perk? And are there plans to get more early game perks either changed or added in the future?
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Why do you believe the Ruin nerf was necessary considering that all you had to do to counter old Ruin was to go find and destroy the hex totem? I thought the point of a hex was to have a perk with very strong abilities (Gen slowdown with Ruin, Instadowns and eventually Mori with Devour, Instadown and a speed buff with Noed) but that these abilities can be negated if survivors go and find the totem.
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What helps you decide which killer to rework? Are you currently working on the next killer/map now?
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Will the devs allow the killers to place their hex totem by themselves in the later patch?
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Are there any plans to adjust the delay that the Doctor can attack after shock therapy?
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you changed the gatekeeper emblem in this update. are you planning to change the chaser emblem for killers that get punished for using their m2 power like plague billy leatherface
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Since the doctors chase music sounds a bit repetitive like a siren, do you plan on releasing a cosmetic for doctor that features a red siren on his head? Can this feature rotate the killers red stain to resemble the rotation of a classic siren light? Can this cosmetic be called the whambulance?
Will you ever consider more community input in future cosmetics?
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Next challenges point towards Jane, David, Spirit and Doctor's storylines, why did you chose them? why not ie Doctor and Ming, who's the one that was released with him?
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so the ruin change is controversial but if 80% of people use the perk theirs a good reason for it. I don’t use it but understand why everyone else does. Instead of changing it did you look at why people use it because some killers need ruin especially at red ranks like trapper, hag, Michael. I use corrupt but still struggle and tier 1 myers isn’t going to fun fun anymore. So instead of changing ruin why not change other perks to help with early game instead of leaving just corrupt as the only early game perk. Skillchecks aren’t hard to hit it’s just practice but that’s the case with everything in the game. Not everyone can loop for 3 gens at rank 20 but easily can happen at red ranks
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What was your inspiration behind The Clown's elephant skin?
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Why do you guys feel like any delay at all between the Doctor releasing his Shock Therapy and the survivor getting shocked is necessary? I enjoy the other elements of his update, but something that always kept me from playing Doctor more is that this part of his kit in particular feels clunky and unresponsive.
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What is the real reason for the ruin nerf?
You say 80% of red ranks are using it.
The real question is why are they using it that much?
It is to keep the game goin longer than 5 minutes, which is gonna be created by the ruin nerf.
Especially killers that are slow or need set up time (hag and trapper for example).
The gen speeds are way to fast in red ranks (i play both sides as rank 1), that is the main reason so many killers use it in red ranks.
And according to 1 of your explanation you talk about newer players helping vetran players.
So basically it is done to help swf groups to so they can be more optimal than they are allready most of the time.
So my question i want to ask remains the same as i started with.
What is the real reason behind the ruin nerf?
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