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Live Q&A: 3.5.0 PTB/Update

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  • CornHubCornHub Member Posts: 323

    Is there a chance killers will spawn closer to their hex totems, as survivors still spawn closer to it than killers which makes it impossible to protect.

  • ZagridZagrid Member Posts: 783

    Will the largest maps in the game (ormond, mother’s dwelling, most cold wind maps) be looked at to bring them more in line with the more balanced smaller maps now that killer pressure is going to be more important considering a lot of killers are incapable of putting enough pressure on those maps?

  • wichael_wyerswichael_wyers Member Posts: 190

    With the new Hex: Ruin changes sounding like they may have potential in an ideal setting, there is still a concern for it remaining as a hex perk and being broken early into the game. Have you considered perks, similar to Corrupt Intervention, that may block totems from being touched for a set amount of time in the beginning of the trial? Or even have this as a passive for killers?

  • HomemadePoopieHomemadePoopie Member Posts: 24

    With unique chase music on the rise, will we ever have the option to choose the classic chase music instead? This Poop wants options!


    Thank you!

  • gnehehegnehehe Member Posts: 89
    edited January 14

    I understand you had to do something against "pop+ruin" combo, especially for top tier killers like Spirit and Freddy that can easily kill all people with 3 left gene as soon they had 1st quick chase.

    I guess you also reworked ruin for several reasons (new players, passive power) and did not touched pop because this perk design is awesome ("you do your job as killer, you get time reward / you fail as killer, this perk does nothing for you").

    However, do you plan to add another short objective for survivors before they can start fixing generators (e.g. finding a tool, 20-30 seconds "wasting time" at start) ? Some low tier killers, especially trapper (fun to play btw), do need something like this.

    Bye, see you on twitch :)

    Post edited by gnehehe on
  • SluzzySluzzy Member Posts: 1,086

    What are your plans to fix matchmaking? Right now it is a cluster of a mess. I think your nerfs to your top skillful killers and now the most popular killer perk is about to be nerfed has caused a lot of chaos around the red ranks in particular. Also, are you still planning to add crossplay between PC and console gamers?

  • DepressedClownMainDepressedClownMain Member Posts: 924

    Since use rate and matches with less experienced players are being used as the base for changes, will there be more nerfs to the meta?

  • kreeper124kreeper124 Member Posts: 451

    Would it be possible to change the new Hex:Ruin to only activate a dull totem after 2-3 gens are completed? Or even just one gen? This will help it have a higher possibility to survive until the late game. And if not, would it be too OP?

  • SteelDragonSteelDragon Member Posts: 745

    why did you nerf ruin when it was obvious killers were using it to slow the game down and NOT because of gatekeeper?

  • Yung_SlugYung_Slug Member Posts: 2,151

    Ruin was one of the only perks killers had to slow down the early game. Now that it no longer serves that purpose, will you look into buffing other perks that can serve that purpose or will you be moving away from a slower early game and towards a longer late game?

  • matt6996matt6996 Member Posts: 82

    What is usually your ideal mindset when making reworks to killers and buffing them??

  • megdonaldsmegdonalds Member Posts: 735

    You did very well with Demogorgons and Onis chase music for example but tbh the Doctors one sounds quite bad compared to all the others. Will you change or improve it a bit?

  • IhatelifeIhatelife Member Posts: 4,745
    edited January 14

    What was the motivation to having a cooldown after hitting survivor with shock therapy? In the PTB it feeled like a poor and annoying feature.

  • DeanIcityDeanIcity Member Posts: 155

    Why was the decision to nerf ruin now? I'm curious on the timing of things and was hoping that you guys could let the community in a little on how you guys prioritize some of these decisions?

    I believe that game health and player experience dictates this but I'm curious In terms of short term and long term visions.

    Can you guys give a brief explanation on how you guys try to put this puzzle together?

    Thanks.

  • ppo8820ppo8820 Member Posts: 763

    Are there plans to slow down gen speed now that ruin has been changed?

  • thesuicidefoxthesuicidefox Member Posts: 8,016

    Why would you keep it so that you need to Snap Out before you Mend considering the goal is to make Doc less frustrating to play against and this is one of the most frustrating aspects of the killer?

  • ZenoraZenora Member Posts: 5
    edited January 14

    With the ruin changes some killers with less map pressure will struggle more due to some maps being big and by the time they go across a map to find a survivor gens can be 70%-100% finished. Will you be reworking maps to be a more viable size anytime in the future or are the maps staying as is?

  • KhroalthemadbomberKhroalthemadbomber Member Posts: 1,066

    With the idea of the changes to Ruin being "ripping off the bandaid," if certain Killers ARE shown to have been reliant on Ruin for success, how quickly would we see changes on those Killers to help combat their new lack of ability to passively slow the game down?

  • silverwolf4455silverwolf4455 Member Posts: 475

    Love the Lery's visual changes (design team has been knocking out these reworks) but the doctor chase music seems a bit lackluster. Is there any chance you will be changing it? A youtuber by the name of Mr. Envy has made music for several killers including the doc and it's really good. You should check it out and maybe get in touch with him.

  • Doc_W__HOLLIDAYDoc_W__HOLLIDAY Member Posts: 2,347

    How do you guys decide which killer (including their add-ons and perks) is up next for rework? Do you guys base it on community requests/feedback, do you base it on your own opinions about a specific killer, or a mix of both?

  • GeminiCrowGeminiCrow Member Posts: 54

    Are the upcoming Tomes now going to be related to 4 main characters every time? Or is there more lore related to secondary characters coming soon, too? (PS: Hoping for the return of some objective-based Events in the future!)

  • Mudzkip1221Mudzkip1221 Member Posts: 5

    Why did you choose to focus the new Tome on David and Spirit mostly? Why not go through the 4 OG survivors and 3 OG killers then the rest? Is there a system behind the final decision? Also, I hope you're working on fixing the 'Dead Hardy' challenge.

  • thefallenloserthefallenloser Member Posts: 410

    Will you guys be changing the ways gens are completed, to make it more interesting an fun for both sides? Since people have a problem with both gen times and the monotony of completing them, there should be something to address both of these.

  • oh_0koh_0k Member Posts: 610

    Why keep ruin a hex totem when it's no longer has powerful effect that warrants it being able to be taken away at any point

This discussion has been closed.