How will you assess the impact of the changes made to Ruin?
The new Ruin, since playing with it, seems to benefit high pressure killers (Hillbilly, Nurse, etc.). Previously Ruin was used to compensate for low pressure killers.
Would you consider again changing Ruin, taking away its annoyance factor and simply making it increase generator completion time, adding more seconds to generators per perk tier?
Will there be changes to items like ruin ?
It's a pretty simple fix, make totems slow down gets. At start of match gens move at half speed and each cleansed totem makes them go 10% faster. Once all totems are cleansed gens move at 100% speed. Simple, gives a secondary objective but doesn't change the core mechanics
Will other maps be getting TLC like Doctor map in the future?
Why is doctor's chasing music so awfully annoying?
Ruin was changed to decrease how much its used. Are there any plans to rework some of the other perks that players rarely use to increase how much they're actually used? IE: monstrous shrine, no mither, etc.
Since the new Rift is with DLC characters, are you planning to offer said characters for a lesser price (especially shards)?
Will there be other gen slow down perks in the future?
Do you think it is a good idea to include a natural mechanic in this game that would slow down gens now that Hex: Ruin won't slow them down anymore? Such a mechanic could be to give survivors a repair debuff at the start of the match or blocking all gens for a few seconds every time a gen is completed.
Are the queue times going to be fixed in 3.5.0? As survivor it takes too long to find games but as killer it's almost instant. Both red ranks btw.
Will you update some perks like hex: ruin to be more effective in the game, for example for it to regress every survivor action that's not fully completed such as healing, exit gates, searching, and more?
Also have any plans for hooks in the level since of they're spawning locations?
Continue doing good work ya'll <3
How do you feel about people screaming about ruin
Now that you have the Doctor reworked and gave him music, will music be given to every Killer periodically and in what conditions will they have to prioritize which Killer will receive chase music (etc) for them? Will the music come with changes to the Killer, or could be given without changing the Killer due to balance needs?
The addition to Doctor was great, have you seen Mr. Envy's work for fan made chase music?
Now that the rift has closed, do you have any data about how people did that you're willing to share? For example, the least completed challenge or the average percentage of the rift that players completed by the end, both killer and survivor side. Were people that bought the rift pass more likely to complete more of the challenges?
We know that generator times are too fast for killers and too boring for survivor to bring the time up. Are you testing any secondary objectives/ necessary additions to give more time for killers?
Could you create a new add-on for the doctor for charge faster his blast?
so in the response of the ruin changes are you going to make killers stronger in chase so they can keep up with the speed of gens?
Do you plan to reduce the size of largest maps ? This would definitely help after the hex: ruin rework.
Are you folks aware that the nurses ability dose not work with most structures in the new map?
How do you plan on following up on the Ruin nerf?
Since Gatekeeper was adjusted, are there any further plans to update the Emblem system? In my opinion, it is very easy to pip as Survivor and difficult to pip with many Killers. This causes a large skill gap at Red Ranks.
I really love playing killer but sometimes it's stressful and gen's pop way to fast. Without ruin to slow the game down are there anymore idea's to slow gen times or include more gen slowing perks like ruin?
Since your making the game easier for survivors, will you be doing anything to make the experience for killer at least more enjoyable?
With Hex: Ruin being reworked, a lot of Killer players are finding the game far more increasingly stressful. Are you thinking of any plans to slow down the game in some way like a second objective anytime soon?
Because of Hex: Ruin changes, are there plans to balance out time for killers to get some momentum in match?
Are you guys considering to change the hex mechanics because the hex totems arent so powerful but easy to to break?
Why does Snapping Out Of It reduce Survivors to Madness 1 where Doctor's addons no longer work?
What changes are you going to make to the Doctor's game-play mechanics for the live release, and how will they be different from the PTB version?
You'll probably ignore this question, but I'll ask this anyway:
Ruin was designed to help killers with gen times. Like Bloodlust, it was a bandaid patch for a key issue.
Are you going to adress the main issue behind the perk's introduction? Or are you going to change the game to a late game hex (most of those are weak/useless unless in very specific builds) without addressing the issue of how efficiently gens can get done?
If anything, this will encourage gen rushers since they cannot afford to lose progress.