doctor's power

I feel like his power is so underwhelming and boring. shock shock and more shock. I really think he needs to have some variation in his repertoire to be a bit more upredictable and scary. He is crazy he could do so many tricks with the survivors to spice it up. Are the devs just afraid that this is too hard to balance or they just don't care to mix it up a bit?

Comments

  • They said doctor is next on the chopping block rework list.

  • @SilentSpectre said:

    They said doctor is next on the chopping block rework list.

    Oh really? i thought that was the spirit

  • She's under consideration, but Doctor is first in line.

  • @SilentSpectre said:

    https://forum.deadbydaylight.com/en/discussion/comment/826687#Comment_826687

    She's under consideration, but Doctor is first in line.

    that's nice to hear then. he really needs it

  • The shock is used a lot as it's his only tool to stop a window vault or pallet drop. I doubt that itself is going to be changed much.

    The one thing we know that's going to happen is that his addins are going to be given a working over as they now have established a standard as to how many addins each killer should get and Doc does NOT follow that standard.

    Anything beyond that is just speculation.

  • @Jimsalabim said:

    I feel like his power is so underwhelming and boring. shock shock and more shock. I really think he needs to have some variation in his repertoire to be a bit more upredictable and scary. He is crazy he could do so many tricks with the survivors to spice it up. Are the devs just afraid that this is too hard to balance or they just don't care to mix it up a bit?

    He's the next killer to get tweaks, and they'll be buffs so we shall see what happens. :)

  • @FrenziedRoach said:

    The shock is used a lot as it's his only tool to stop a window vault or pallet drop. I doubt that itself is going to be changed much.

    The one thing we know that's going to happen is that his addins are going to be given a working over as they now have established a standard as to how many addins each killer should get and Doc does NOT follow that standard.

    Anything beyond that is just speculation.

    i understand but i do hope he will get some extra abilities to use t hat use that electricity to use other than to "shock"... be creative devs

  • @FrenziedRoach said:

    The shock is used a lot as it's his only tool to stop a window vault or pallet drop. I doubt that itself is going to be changed much.

    The one thing we know that's going to happen is that his addins are going to be given a working over as they now have established a standard as to how many addins each killer should get and Doc does NOT follow that standard.

    Anything beyond that is just speculation.

    Considering they nerfed Nurse base power after promising only to change the add-ons, I wouldn't be so sure.

  • @SilentSpectre said:

    https://forum.deadbydaylight.com/en/discussion/comment/826722#Comment_826722

    Considering they nerfed Nurse base power after promising only to change the add-ons, I wouldn't be so sure.

    Doc isn't nearly the same tier as the nurse.

    If they want to tone down how annoying he is, the most likely thing they'll hit is his static field in treatment mode because it's influence has the biggest impact on the game - especially when the doc is running a Terror Radius/Anti-skillcheck build.

    Personally, I just hope they do a little QOL where hiding survivors in Tier 3 near the doc giggle maniacally to themselves. That would make my day.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/826774#Comment_826774

    Doc isn't nearly the same tier as the nurse.

    If they want to tone down how annoying he is, the most likely thing they'll hit is his static field in treatment mode because it's influence has the biggest impact on the game - especially when the doc is running a Terror Radius/Anti-skillcheck build.

    Personally, I just hope they do a little QOL where hiding survivors in Tier 3 near the doc giggle maniacally to themselves. That would make my day.

    you're not really demanding for your own main killer. Don't you agree he needs more than just a crazy laugh? He needs some major overhaul of his shock ability if anything.

  • @Jimsalabim said:

    https://forum.deadbydaylight.com/en/discussion/comment/826790#Comment_826790

    you're not really demanding for your own main killer. Don't you agree he needs more than just a crazy laugh? He needs some major overhaul of his shock ability if anything.

    Aye, you're correct, I'm not demanding anything for my main. Doc is my boi and I love him to death.

    But here's the thing - I know him so well that I know that in the hands of a good player, he's pretty damn good even at the red ranks (he's not S tier like Nurse or Spirit, more like A tier). If you do anything to boost him, you run the danger of causing him to be OP.

    If you think he's only got the shock in his toolkit though, you're sorely mistaken. He's got some of the best locating powers in the game as well as an addin that gives him some real mind-game potential.

  • I think the way he plays is mostly fine, but he could do with some buffs. His shock has some pretty stupid drawbacks and his illusions could do some more things other than just stand around. I've had a list of changes for some time now that would bring Doc out of mid tier and up to the top 5.

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock to at least 105% (yes, this is a different stat from movement speed while just walking in Treatment mode). He can lose a lot of distance from just trying to use his shocks. Currently he moves at 85% speed while charging up the shock, which is way too low. 
    3. Remove the shock delay. This is really dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
    4. Significantly shorten or remove (if it wouldn't make him too strong) the transition between switching modes.
    5. Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on). If the pallet spawns standing up, then the Survivor can drop them (similar to Freddy's Dream Pallets).
    6. Have the Order series of add-ons make the illusions perform some kind of action to make up for illusionary pallets becoming part of his base kit. The common version should just have the illusion run towards the Survivor and swing at them. The uncommon version should have the illusion lunge at the Survivor and will switch to Treatment mode when near a pallet or vault location. A new rare version (Order - Class III) would allow the illusion to kick a gen or pallet or open a locker and then start looking for the Survivor. The very rare/Iridescent King version would allow the illusion to perform any interaction and then start hunting down a Survivor to initiate a fake chase. There is a chance to have a second illusion appear close by to catch you off guard. The Iridescent King version would also let the illusion's attacks pretend to hurt you (would most likely activate at Madness 3). This part might sound a bit confusing, but you would look and act like you're injured from your perspective. You would look completely normal from the Doctor's perspective. After the effect wears off, there would be an increased amount of electricity on the sides of the screen to tell you that everything was fake. If you happened to use something like Dead Hard and you got hit or the effect wore off right after, the image of Doctor's face would appear as you get pulled back to your previous position to tell you that it wasn't a hitbox or internet issue and that you were dealing with an illusion. You can have Survivors waste their DH on an illusion. They could also end up wasting a pallet or running for a "hook save" based on what your illusion was doing. 
    7. This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with the Order add-ons (they increase madness gained from the static field).
  • @SnakeSound222 said:

    I think the way he plays is mostly fine, but he could do with some buffs. His shock has some pretty stupid drawbacks and his illusions could do some more things other than just stand around. I've had a list of changes for some time now that would bring Doc out of mid tier and up to the top 5.

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock to at least 105% (yes, this is a different stat from movement speed while just walking in Treatment mode). He can lose a lot of distance from just trying to use his shocks. Currently he moves at 85% speed while charging up the shock, which is way too low. 
    3. Remove the shock delay. This is really dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
    4. Significantly shorten or remove (if it wouldn't make him too strong) the transition between switching modes.
    5. Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on). If the pallet spawns standing up, then the Survivor can drop them (similar to Freddy's Dream Pallets).
    6. Have the Order series of add-ons make the illusions perform some kind of action to make up for illusionary pallets becoming part of his base kit. The common version should just have the illusion run towards the Survivor and swing at them. The uncommon version should have the illusion lunge at the Survivor and will switch to Treatment mode when near a pallet or vault location. A new rare version (Order - Class III) would allow the illusion to kick a gen or pallet or open a locker and then start looking for the Survivor. The very rare/Iridescent King version would allow the illusion to perform any interaction and then start hunting down a Survivor to initiate a fake chase. There is a chance to have a second illusion appear close by to catch you off guard. The Iridescent King version would also let the illusion's attacks pretend to hurt you (would most likely activate at Madness 3). This part might sound a bit confusing, but you would look and act like you're injured from your perspective. You would look completely normal from the Doctor's perspective. After the effect wears off, there would be an increased amount of electricity on the sides of the screen to tell you that everything was fake. If you happened to use something like Dead Hard and you got hit or the effect wore off right after, the image of Doctor's face would appear as you get pulled back to your previous position to tell you that it wasn't a hitbox or internet issue and that you were dealing with an illusion. You can have Survivors waste their DH on an illusion. They could also end up wasting a pallet or running for a "hook save" based on what your illusion was doing. 
    7. This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with the Order add-ons (they increase madness gained from the static field).

    I like your number 6 idea. it mixes up the entire gameplay of him. and make it a lot more versataille.


  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/826774#Comment_826774

    Doc isn't nearly the same tier as the nurse.

    If they want to tone down how annoying he is, the most likely thing they'll hit is his static field in treatment mode because it's influence has the biggest impact on the game - especially when the doc is running a Terror Radius/Anti-skillcheck build.

    Personally, I just hope they do a little QOL where hiding survivors in Tier 3 near the doc giggle maniacally to themselves. That would make my day.

    It would be pretty scary if doctor got weakened. The thing with doctor madness is that the so "called" impossible skill check build isn't impossible. Just like Hex:Ruin, It raises skill-cap of generator. I mean generator have like widest skill-checker in the world. Doctor makes them slightly harder, but it's still pretty laughable skill-cap increase compare to Hex:Ruin. I find that madness doesn't do much in my experience because a lot of the afflictions are easy to ignore through skill and experience. For example doctor is one of 3(?) killers to be able to apply affliction "exhausted", however most of exhaust perks are used at the start of a chase. Lithe impairs you from window looping so you have to use it at the start. Balance landing is used for stagger reduction and sprint burst has to be used at the start of a chase. only dead hard get impacted by his add-on. The only affliction that does anything is red glow affliction. This requires wall blockers to be effective and you can achieve the same effect by hiding it when you turn corners on wall-blocker loops that have potential mind game. The static field build up add-on is sort of only way for doctor to pinpoint your exact position by increasing your madness up. I understand people have tried to use it for 3 generator strategies, but I feel like survivors mess up their generator priority if you 3 generator yourself. It is there fault if they get 3 generators and they fail to use their numerical advantage to finish their objective.

    Madness as a concept and Hex:Ruin are honestly balanced for rank 5-20. It's skill-cap that used to work like 2 years ago. For rank 1 red survivors, I am almost never have anything less then silver in my objective category, Skill check need to be like Hex:Ruin+Lullaby 5 for any good survivor to really start messing up on them. i feel like you should have iridescent in 3 major categories in most games even if your team is bad. Maybe madness should be like the further you go into madness, the smaller skill checks become until they become like great skill-check size. By doing this, you could then remove snap-out to prevent abuse from static field add-on's. I had another silly idea that makes skill-check indicator move faster the further madness you are but I'm not sure how that would impact gameplay. In any case, most of doctor's game-play revolves around shocking at loops and using information correctly and if this got weaker in any possible margin then doctor changes would make him weaker.

    If the spirit complaints are anything to go by, they better not be messing around with M1 killers or they could really messed up the game.

    @SnakeSound222 said:

    I think the way he plays is mostly fine, but he could do with some buffs. His shock has some pretty stupid drawbacks and his illusions could do some more things other than just stand around. I've had a list of changes for some time now that would bring Doc out of mid tier and up to the top 5.

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock to at least 105% (yes, this is a different stat from movement speed while just walking in Treatment mode). He can lose a lot of distance from just trying to use his shocks. Currently he moves at 85% speed while charging up the shock, which is way too low. 
    3. Remove the shock delay. This is really dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
    4. Significantly shorten or remove (if it wouldn't make him too strong) the transition between switching modes.
    5. Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on). If the pallet spawns standing up, then the Survivor can drop them (similar to Freddy's Dream Pallets).
    6. Have the Order series of add-ons make the illusions perform some kind of action to make up for illusionary pallets becoming part of his base kit. The common version should just have the illusion run towards the Survivor and swing at them. The uncommon version should have the illusion lunge at the Survivor and will switch to Treatment mode when near a pallet or vault location. A new rare version (Order - Class III) would allow the illusion to kick a gen or pallet or open a locker and then start looking for the Survivor. The very rare/Iridescent King version would allow the illusion to perform any interaction and then start hunting down a Survivor to initiate a fake chase. There is a chance to have a second illusion appear close by to catch you off guard. The Iridescent King version would also let the illusion's attacks pretend to hurt you (would most likely activate at Madness 3). This part might sound a bit confusing, but you would look and act like you're injured from your perspective. You would look completely normal from the Doctor's perspective. After the effect wears off, there would be an increased amount of electricity on the sides of the screen to tell you that everything was fake. If you happened to use something like Dead Hard and you got hit or the effect wore off right after, the image of Doctor's face would appear as you get pulled back to your previous position to tell you that it wasn't a hitbox or internet issue and that you were dealing with an illusion. You can have Survivors waste their DH on an illusion. They could also end up wasting a pallet or running for a "hook save" based on what your illusion was doing. 
    7. This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with the Order add-ons (they increase madness gained from the static field).

    I think number 1 and number 2 is kinda enough for doctor to be pretty scary to face. The rest of the stuff is sort of overkill and not really needed. Doctor has good soundbites to make the game feel like horror game, but he himself isn't very strong. Who knows if that will ever change.

  • True. Although I DO hate Doc’s power at the moment because it’s annoying to hear screaming EVERYWHERE, he’s still pretty good with his canceling and such.