You said nerf but buff

Hello dev, why you see nerf the killer if in reality you bud it, I speak about the doctor, now it's too powerful I think for a balancing survivor and doctor he should not see where the survivors is when he use he's habiliti and also with the sound when we calls out he can't detect them because the surviver never can win the game again him.

Comments

  • So same issues as with old doctor.

  • Did they ever say nerf? Or just adjustments to make him "less frustrating to play against".

    Which turned out into a buff! (which i'm glad happenned)

  • Pro Tip: Let yourself get all the way up to tier 3 madness and then snap out of it easily since that bar doesn't reset on fail anymore. Also spread out all the survivors, to minimize the blast effect.

  • I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.

  • @Peanits said:

    I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.

    I think the word you're looking for is "cube".

  • Doctor is fine he can track really well but gets no help in chase he can stop vaults and pallet drops but it takes great timing so its skill based hes still a m1 killer

  • @elvangulley said:

    Doctor is fine he can track really well but gets no help in chase he can stop vaults and pallet drops but it takes great timing so its skill based hes still a m1 killer

    He has 115% speed he's not a defenseless baby at chase.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180259#Comment_1180259

    He has 115% speed he's not a defenseless baby at chase.

    Hes a 2 hit m1 killer

  • Compared to any other Killer, Doc has the biggest arsenal.

    Basekit randomly placed and reverse skill checks.

    Tier 1/2/3 rank ups cause survivors to scream and reveal their location to the doctor.

    Tier 1/2/3 Madness give Increased Skill Checks by 33/66/100%

    Tier 2/3 Madness give hallucinations in the form of Illusionary Doctor

    Tier 3 Madness makes the survivor unable to repair/heal/sabo/search or cleanse totems until they snap out of it.

    Tier 3 Madness also causes survivors to scream randomly/reveal their location to the doctor.

    Shock Therapy can prevent survivors from vaulting and dropping pallets.

    Static Blast is basically a 2nd chance perk that allows the Doctor to instantly find someone he lost in a chase.

    With Distressing and the right add-ons you can increase the Doctors Terror Radius to 58 Meters+ which turns allows Static Blast to always find at least 1 survivor.


    I could keep going, but Doctor is hands down one of the strongest killers in the game currently.

  • @Ivaldi said:

    Compared to any other Killer, Doc has the biggest arsenal.

    Basekit randomly placed and reverse skill checks.

    Tier 1/2/3 rank ups cause survivors to scream and reveal their location to the doctor.

    Tier 1/2/3 Madness give Increased Skill Checks by 33/66/100%

    Tier 2/3 Madness give hallucinations in the form of Illusionary Doctor

    Tier 3 Madness makes the survivor unable to repair/heal/sabo/search or cleanse totems until they snap out of it.

    Tier 3 Madness also causes survivors to scream randomly/reveal their location to the doctor.

    Shock Therapy can prevent survivors from vaulting and dropping pallets.

    Static Blast is basically a 2nd chance perk that allows the Doctor to instantly find someone he lost in a chase.

    With Distressing and the right add-ons you can increase the Doctors Terror Radius to 58 Meters+ which turns allows Static Blast to always find at least 1 survivor.

    I could keep going, but Doctor is hands down one of the strongest killers in the game currently.

    Most killer mains disagree but if he is good he was janky and frustrating for a long time from what i hear i couldn't imagine having to stance change timming static shocks is hard enough

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180380#Comment_1180380

    Most killer mains disagree but if he is good he was janky and frustrating for a long time from what i hear i couldn't imagine having to stance change timming static shocks is hard enough

    Shocks dont even have a cooldown anymore.. by the time he finishes his animation, he can shock again.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180398#Comment_1180398

    Shocks dont even have a cooldown anymore.. by the time he finishes his animation, he can shock again.

    Good nurse is what happens when you make a killer janky overlying difficult to play and unfun so doc getting qol changes to make him fair to play against and fin to play as is great

  • @Peanits said:

    I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.

    That's nice you don't use those words, but the community wants to know the interesting part. Through, I like figuring of it's a net power increase or decrease myself because I like analyzing changes. ๐Ÿ˜‹


    Typically when I hear you're changing something, I wanna know if it's a net power increase or decrease.

    Nurse was a net power decrease, but is still very strong (just annoying to play sometimes).

    Doctor was a net power increase, was really annoying and is now pretty fun.

  • Doctor is fun. As others said, spread out. If you see this guy, just run the opposite direction and hope for the best.

  • Community called it a nerf. Community is also either made up of monkeys or swf hit squads.