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.
What helps you decide which killer to rework? Are you currently working on the next killer/map now?
Will the devs allow the killers to place their hex totem by themselves in the later patch?
Is the Doctor’s chase music in the PTB the final version that will release with the Live update? Both Demogorgon and Oni had their music changed/finalised for the main release, is it the same case here? The current music sounds rather unfinished/simple.
Are there any plans to adjust the delay that the Doctor can attack after shock therapy?
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
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?
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?
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
What was your inspiration behind The Clown's elephant skin?
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.
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?
Would you share what you have learned from this PTB about the changes to Hex: Ruin.
If the ruin changes are not final yet, can you add a consequence to survivors cleansing similar to haunted ground? I'm thinking gens explode and instant regress 15/20/25 %
Since the old Ruin was designed to impede gen repairs at the start of the game, why not replace it with something that at least serves the same purpose?
New Ruin only encourages survivors to rush the gens even harder to avoid the automatic regression.
Given that The Doctor received unique chase and menu music, what killer would you like similar changes to next?
How are you handling chase music for the licensed killers? Myers and Demo already have their themes, but will Bubba, Pig, and Freddy get themes from their movies or completely new themes? I'm assuming GF will get a new theme :P
What is the reasoning behind the Snap Out of It changes?
Please keep your posts related to the 3.5 update, thanks!
Are you making any adjustments to the Rift shard earn rate for Tome II through XP or shard gains for completing harder Level 3/Level 4 challenges?
When it comes to the new rank rest system, did you ever consider that the majority of people might end up getting stuck between red and purple ranks? (could we assume this is also a reason for prolonged queue times?)
Considering the balance "changes" lately that have been made to perks, killers, & survivors, etc...for the "fun" experience...
What is the "goal" experience for your community collectively of the game when considering "balance" changes? Fun? Horror? Strategic?
First of all the new Lery's looks amazing.
You addressed the Hex: Ruin change, without talking about that it's usually use as a way to borrow time on really large maps such as Ormont, the Asylum or the Red Forest Realm.
Do you plan on redesign old maps or fix the unbalanced of some maps ? (map scale aswell as problematic windows you fixed on the new Lery's for example)
Will the old (original version) of Lerys before the rework still exist as a possible map spawn or will the reworked Lerys be the only one to exist now?
Are there any plans to make maps more consistent with size and lighting? Some maps make being a non mobile killer really difficult, due to the size (Red forest maps, azarovs, Yamaoka maps)
For a better understanding: Do you have stats for usage of ruin for newer players?
Assuming equal distribution, when red ranks have a 80% usage and all ranks have 45%, there would be 36% usage for ranks 5-20. Expecting newer players to encounter ruin less likely than that.
What would also help to get better understanding (also regarding queue times): Do you have stats regarding rank distribution along all players? (maybe along all players that play at least once a week or something)
Can u guys make the auto-regress from ruin count as Kick the generator?
I want synergy it with Overcharge or Pop Goes The Weasel...
The New Ruin by itself is extremedly weak for being an HEX, but even more if i can't combine it with more perks.
And because that, because is an HEX and can be cleansed, i don't wanna hear anyone saying this make it overpower, if you think that, cleanse the totem.
Will the new Hex Ruin possibly become its own general perk based on the negative feedback regarding said perk replacing what we have now, or will you do something different?
Are you going to change the movement again? Like you cant moonwalk anymore and thats really sad because i liked to moonwalk. Id appreciate it if you'd bring it back c:
Why do you have totally diffrent approaches to balance for example you balance nurse on some 0,1% of players while new survivors can not be bothered to learn how to hit great skillchecks?