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
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?
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?
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
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.
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
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
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.
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
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
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?
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?
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?
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?
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?
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.
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?
Comments
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
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?
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?
Some great questions so far. Thank you, keep it up!
After last rift, how is it planned now on to keep the events? And will they reward free cosmetics too?
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
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.
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.
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)
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
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.
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
What killer are you planning to add chase music to next?
The new Lery's is amazing aesthetically speaking. Can we expect future map reworks to get complete visual overhauls just like Treatment Theatre?
Will other maps be getting overhauled in terms of visuals and aesthetic features in the future like Lerys was?
Apart from the doctor Is any other killer getting there own chase music when the update comes out?
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 ?
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
After the Ruin change, will there now be some change or addition to help Killers in the early game ?
Why are you insisting to implement the Ruin change despite a large portion of the community telling you the new Ruin is bad?
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?
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?
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
Do you not consider that the sound and scratchmarks are broken? They were not on the list of known issues in ptb.
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?
Any plan to adjust gen times?
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?
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?
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.
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?