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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/952015#Comment_952015
Well think about it. You get a survivor main who dumps points into a certain killer, leveling them up without playing them. Then they start playing at rank 20 killer, but could be rank 6 survivor with map and loop knowledge.
That rank 20 killer goes into match with 4 perks top tier against rank 20 survivors who are new to the game. How do you think it goes?
on top of that, you can be a rank 18-20 killer with no prior game knowledge and still easily 4K with the right killer ( hag, billy, oni,spirit). I know because I see it all the time.
I kinda did the inverse of what you said and dump points into Survivor as a Killer main to get strong Survivor perks. I get curbstomped because I still suck as Survivor.
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I actually would rather Surge just get better numbers than synergize with Pop/Overcharge. I'd like for it to be usable on its own and not just when paired with other specific perks.
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Ehhh, I think there are maps more in need of a re-work than this one. Like Haddonfield. Or Corntopia.
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I wait for the opponent to say it first.
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Survivor - Most of them?
Killer - Either Spirit or Plague (assuming she gets cured of her disease)
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Everything here be just my opinion.
Increase crouch speed to 100% - 100% miiiight be a bit too much? I'm down for increasing crouch speed, but maybe to, like, 96% or so. Maybe I am wrong and 100% is okay, though. Since the numbers are just placeholders, I'll say that I am fine with increasing crouch movement speed a bit.
Auto-grab occupied survivors while ambushing - I actually think it is okay to have to uncrouch to grab someone. It gives the Pig the choice of either going for the ambush or going for the grab but not both. As long as it is not better to uncrouch just to hit someone idle period, I don't think we need to do something like this.
Lion sound moved to end of charge - Thumbs up from me.
Passive/Active RBT states - Ehhhh, can't say I approve of this. Unless I am misunderstanding this, to me, this just reads like a glorified "increase the death timer by 30 seconds compared to how it is now," which I can't get behind. If you reduce the passive timer down to 30 seconds, though, then this kinda just becomes identical to how RBTs function now as far as timers. All you are really doing, from my point of view, is just rearranging when the timer is counting down and when it is idle. Could you elaborate on how your idea is not simply just "RBTs effectively have a timer of 180 seconds?" Or, I guess to put it into less of a number talk, how is this idea differentiate RBT death timers from how they currently function Then maybe I can see what I am misunderstanding.
EGC timer slowed by 50% while someone has an RBT - I actually think only slowing the timer still has the potential to put the Survivor in an unwinnable situation. I think you need to pause the timer instead to make this a safe thing to do (which, mind you, I am a strong advocte of).
Add-Ons
Increase the time search for Boxes by 1/2/3/4 seconds - I think 7 extra seconds can be worrisome (granted, numbers are placeholders, as you said). Currently, the two Gear add-ons raise the search time to 17ish seconds, whereas this can raise it up to 19. Maybe this would be fine with the increased timer, but as I am not a fan of that atm, I am not sure how I feel about this. Maybe if you just stuck with 3 and 2 (resulting in 5 seconds, only EVER so slightly worse than current Bag + Crate), it would be safe.
Reduce passive timer by 10/15/20/25 seconds - This hinges on my understanding of the passive/active system being correct, but I don't think any of them are worth using, not even together. Raising the total time to 180 seconds makes these not do anything meaningful. I know the numbers are placeholders, but I can't judge these add-ons without the numbers.
Counterclock-wise Skill Checks - I don't think these would be worth using. Doc at least screws up the skill checks in other ways to make CCW skill checks more annoying, but I think in a vacuum, just mixing in CCW skill checks with regular ones isn't going to accomplish much against good Survivors.
RBTs inflicting status effects - I don't like them as they currently are, and they seem no different here, so I don't like them here either.
Shutting off Jigsaw Box Auras after passive timer runs out - This is an interesting one. I don't really like the passive/active system, but this seems pretty cool to me.
When a Survivor removes an RBT, regain one - Not sure how I feel about effectively infinite RBTs with no strings attached. I think you would have to reduce the starting inventory as a downside.
Silence vegitation/breathing while crouched - Noooot sure this is worth an add-on? Particularly a very rare add-on? Could be mistaken on this one.
RBT activation causes scream + 45 sec Oblivious - Ehhhh, this kinda just promotes tunneling the Trapped Survivor and runs counterproductive to the goal of RBTs (stalling), which is my problem with current add-ons like Slow-Release Toxin and Face Mask.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/952727#Comment_952727
I don't have to convince anyone but survivors. Killers are never gonna like this new build of Decisive Strike because it hinders them which is the point for almost every survivor perk.
Also I may add, a solid minute isn't so bad considering you aren't just standing there watching the downed survivor. Also I should mention that the timer would run out if the survivor got healed into a injured state. YOU can get a couple things done until then. It barely takes a minute to heal someone into a injured state not including med-kits.
With all things considered, this does technically give someone a 'free health state' with the exception they land the skill-check.
A couple of scenarios I can see this being problematic for KILLERS:
- Survivor keeps last DS to clutch end-game hatch escape.
- SWF survivors use it to get time to finish last couple gens or power exit gates.
- Use it alongside Jane's head-on perk then use it to force DS from locker. (which should be patched. don't like forcing DS from locker.)
Scenarios to benefit survivors:
- Insidious basement face-camper to escape.
- Looping killer almost whole game on last hook to get sweet DS to then escape.
- Killer purposely avoids you until timer runs in fear of DS, crawl to safety to get picked up.
The proposal is final until further notice. Maybe if someone want's to put their 2 cents in to make it operate the same but with less controversy amongst killer mains but the way I see it, that's how it will always be. Survivors complain about everything too but that's just the way it is.
"I don't have to convince anyone but survivors. Killers are never gonna like this new build of Decisive Strike because it hinders them which is the point for almost every survivor perk."
Everyone's input matters, not just the input of the side you are trying to buff.
"Also I may add, a solid minute isn't so bad considering you aren't just standing there watching the downed survivor."
If you aren't just standing there watching the new Survivor, you are freely allowing the downed Survivor to be picked back up, which effectively makes DS a fourth hook state. The current DS allows you to circumvent the slugging by not tunneling the unhooked Survivor; this has absolutely no workaround to that except for actively triggering DS.
"With all things considered, this does technically give someone a 'free health state' with the exception they land the skill-check."
This is why Mettle of Man was changed. This is why DS was changed. This is enough to show that this is a bad idea.
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"Lets just be honest and frank here (same thing, right?) the hatch made the game FUN."
Before the Hatch was able to be closed, Hatch stand-offs were a thing. They were terrible. The only way you could do this without reintroducing Hatch stand-offs would be to take away Hatch closing but also not give the Killer the ability to grab someone out of the Hatch. Which would be stupid because that is giving the last Survivor more power than the Killer.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952364#Comment_952364
You used something impropable as an arguement, so yeah it is the same situation
Body blocking is not improbable, though. It is not a guarantee, but it is a reasonable strategy to try.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/952363#Comment_952363
Killers wait out DS most of the time anyways so what's the really the difference here?
Just because the timer starts when that survivor is downed on their last hook? People learn from patch notes and take it with them when they queue. Not hard to play a slightly new meta to a asymmetrical game.
The quarter sliced skill-check may not be the best trade-off to some but it certainly beats the current state of DS in which killers wait out timer to then eventually, successfully hook you as their trade-off. You have to understand the struggle for both parties here and if you can't accept a small game change to a perk not everyone is gonna have, then you're at a disadvantage in understanding how survivors work. We already talked about SWF and the premise of that in which all I have to say is predict if they're SWF or git gud.
Most of the men/women in this forum are killers mains trying to keep the current loophole for killers that is DS so they have a fairly broken upper-hand in dead by daylight. Which is really one of the most unbalanced things I've seen. The fact that Decisive Strike doesn't have a defense against killers idling the timer is just absurd. With this new rework, you can still idle the timer like always can but you'll have to do it even longer for the survivor's last hook as it doesn't activate till downed to dying state and you can have this survivor on the ground on their last hook at any time of the game, that being start-game, mid, or end.
That's really the only BIG change and if you think about it, it's not that significant if you take all the other killer perks I mentioned into account to defend against this.
I understand where you're coming from but you can't JUST view this rework as only a disadvantage to your small agenda. Survivors has 4 tasks roughly depending on the survivor while killers have 3.
Survivors should help others (heal, body-block, flashlight save), Do generators, Avoid/Loop killer, and power exit gates and this all will change depending on what killer it is and how they play to help prioritize whats more important.
Killers only have 3 tasks: Hunt Survivors (Chase/Find), Hook them, Kick generators and maybe defend totems which is a different subject for a different thread.
There's not much that killers have to do and this accounts for 4 survivors with all of them a slightly different or drastic play-style. The killer perks you guys have now is pretty fair for this new Decisive Strike rework and I 100% believe you guys will do just fine in the fog.
The rework would only slightly challenge your skills as a killer and in the end, make you a better player. Just because it hinders you a bit more than usual, doesn't make it impossible to secure a kill.
This will be my final conclusion. If killers want to provide their feedback, they may. Just be sure it is a debatable argument with a valid point made that hasn't already been discussed or they'll be ignored. Simp.
turn at this thread for survivor/killer balancing instead:
https://forum.deadbydaylight.com/en/discussion/115438/why-the-complain/p1
"Killers wait out DS most of the time anyways so what's the really the difference here?"
The difference is that Killers who don't immediately tunnel the person on death hook are put in a really awful situation if the person has DS. Either they give the person a near-guaranteed extra health state or they make that person unhookable for a solid minute after being downed. That is a HUGE upgrade and close to the previous DS which they moved away from for a good reason.
"Just because the timer starts when that survivor is downed on their last hook?"
Yes, literally just because that. It gives that person a huge timer boost for NOT being tunneled, which is the opposite of what the devs want with this game.
"People learn from patch notes and take it with them when they queue. Not hard to play a slightly new meta to a asymmetrical game."
Tell me how the Killer adapts without having to start bringing in OP Moris. The one idea you suggested, trying to slug all 4 players before everyone is on death hook, both punishes the Killer emblem badly and gets annihilated by Unbreakable.
"The quarter sliced skill-check may not be the best trade-off to some but it certainly beats the current state of DS in which killers wait out timer to then eventually, successfully hook you as their trade-off."
The Killer is not even favored in the situation you are describing unless the timer is close to running out when downed. The Killer would still have to give Survivors a chance to pick up their fallen mate. Your idea raises the chances of that by an immense amount, bringing the perk WAY closer to the free health state the perk is NOT supposed to be.
"Most of the men/women in this forum are killers mains trying to keep the current loophole for killers that is DS so they have a fairly broken upper-hand in dead by daylight."
And you're trying to turn DS into an overpowered and undisputed strongest perk in the entire game, bar none. Your idea punishes the Killer hardcore for not wanting to proc DS. That is very bad. At least with old DS, only one person had that luxury. Here, EVERY survivor with DS gets that potential benefit.
"The fact that Decisive Strike doesn't have a defense against killers idling the timer is just absurd."
That is BY DESIGN. So that Survivors do not get a free health state. They changed the old DS for this exact reason. Are you suggesting that the Killer has to play into DS every time someone brings it in?
"That's really the only BIG change and if you think about it, it's not that significant if you take all the other killer perks I mentioned into account to defend against this."
No. It is insanely significant. The only thing that meaningfully defends against it is a Mori.
"The rework would only slightly challenge your skills as a killer and in the end, make you a better player. Just because it hinders you a bit more than usual, doesn't make it impossible to secure a kill."
I do not agree at all. It gives a massive boost to a Survivor who holds on to it that makes it either an extra health state or an extra hook state. That is horridly unbalanced.
I'll put it to you like this. If you can convince me that having to leave someone on the floor for a solid minute after downing them no matter how long it took for them to go down to avoid giving them a free health state is a reasonable thing, I will wholeheartedly stand behind your idea.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952343#Comment_952343
Well then lets go onto balance discussions telling people Bubba is fine because you can 4k with him without perks
That has nothing to do with anything.
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/950260#Comment_950260
The difficult skill check is a perfect trade-off to make it fair for both parties. It literally takes a quarter off the landing point.
Also what do you mean sub-optimally? Killers are suppose to go after different individuals depending on the scenario unless you're the type to tunnel survivors which is why you're giving a negative response.
I do not agree in the slightest. This is a big boost for DS in exchange for a slightly harder difficulty.
I mean that the Killer has to leave every Survivor on death hook slugged for a whole minute to avoid proccing DS because the timer does not start until they are downed, regardless of whether or not you tunnel them. Does that sound remotely reasonable to you?
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952319#Comment_952319
Honestly, it is not that simple and sometimes the person takes a hit while saving you so no bodyblocks
I didn't say it would be simple. I said it was something you can do.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952303#Comment_952303
The killer can just go to the side
So can the Survivor?
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952280#Comment_952280
Not really because killers are faster than survivor and unless they are hooked in front of the exit you cant force a body block.
It is very possible to body block.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952261#Comment_952261
If a person is on struggle on end game collapse and the other survivors come to rescue him you will just tunnel him and mori
That falls on teammates to keep that person alive then, no?
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@kid187em said:
https://forum.deadbydaylight.com/en/discussion/comment/952263#Comment_952263
My point is 1 slight buff and 3 nerfs does not equal a buff. It's not some crazy op buff either.
Replacing Static Field with Static Blast is arguably a buff. Field does very little once everyone is at Madness Tier 1. And the interaction I mentioned is probably the one saving grace Doc has for people who know how to effectively use it. This change makes that easier to do.
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@kid187em said:
https://forum.deadbydaylight.com/en/discussion/comment/951978#Comment_951978
No more grabs, no more finding survivors with your static field, getting a 1 minute cool down on your power when most matches in the high ranks last about 5 minutes. Oh yeah what a buff. 🙄
You kinda just ignored my question, but okay. You understand that Shock Therapy is not on a cooldown, right?
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/952246#Comment_952246
It is quite a big deal because most bad killers dont get anybody on second hook before the end game collapse and get a lucky down when the last gen pops, so this change would literally allow any killer to deny DS and Unbreakable and get an undeserved kill
If the Killer gets no one on 2nd hook before end game collapse, how are they to mori someone during EGC when you need to two hook someone to mori them during EGC?
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/952040#Comment_952040
"Scrub mentality" being a thing only applies to competitive games, which is not DBD's case.
The disparity between the rate at which survivors and killers improve is too great to balance around a hypothetical highest level. It works on more competitive games because of their 1v1 nature. Say it's a fighting game. You can check for matchup outliers at tournaments and characters that don't get used at all and balance accordingly. At a low level the only thing you need to do is stop zoning characters from dumpstering all the scrubs, which is relatively easy to do from a design standpoint.
Now think about DBD. The learning curve for a new survivor player is MUCH steeper than for a new killer player. Survivors who can't run tiles get dumpstered, killers who can't run tiles dumpster survivors who can't. And since it's an asymetrical game with two very distinct roles, it's a lot different to make the right design choices so that matches aren't that different at opposite ranks.
Another problem is how few people are actually decent at the game. Apart from a very small minority, few people play to improve, because of the lack of a competitive nature and ranking status in the game. In League of Legends, you climb because it's cool to show off your elo. In fighting games, there are quite a few cosmetic rewards, at least in the ones I play. But most importantly, improving feels a lot more rewarding in those games than DBD. We don't have a legit ranking system. People can't even define what a win is in this game. You can only start balancing around the highest level once you have more competitive integrity (which involves less randomness, better map design, a good ranking system and more people taking the game seriously which will never happen imo) and better design failsafes to keep it from ruining the experience for less skilled players. You should not balance a party game around the best 1% if it will make the game objectively worse for everyone else.
TL/DR dbd is not as honest or rewarding as a competitive game as legit competitive games and should not be balanced around the best players at the cost of everyone else
" 'Scrub mentality' being a thing only applies to competitive games, which is not DBD's case."
I don't see how. It is more than possible to have a scrub mentality for less competitive games. Getting mad because the die roll didn't favor you in a board game when you went for a greed play instead of something safer.
From what you're describing, the solution would be to simply be more lenient to Survivors at lower levels and then remove the training wheels as you reach higher groups to make things harder and force them to gradually improve. If they don't play to improve, then that's entirely on them.
@Thomasthetrain said:
https://forum.deadbydaylight.com/en/discussion/comment/952040#Comment_952040
DBD is a game that requires a relatively high skill floor.
To be decent at the game you need a lot of practice and patience,Imo.
Imagine if we started balancing ONLY around red ranks.
It would be much harder for a new player to "git gud", you know.
This is my opinion tho, I understand why some people would think its better to balance around high ranks only.
This applies to other games that balance at high level, though.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/951956#Comment_951956
First of all, he wants to remove the emblem penalty, which is the only current penalty to using them. Also, he wants to make the ability to kill survivors during the endgame collapse basekit, what is simply stupid. Both these changes have a much greater impact than putting mories on second hook, so yeah buff
He wants to make killing Survivors on death hook during EGC. That is really not a big bump in benefit compared to just hooking someone on death hook.
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@Thomasthetrain said:
https://forum.deadbydaylight.com/en/discussion/comment/952015#Comment_952015
Its way different in DBD's case.
I mean, look at how many new players think killers are incredibly OP and we know how the wind blows at red ranks.
What makes it way different? What you describe can easily be attributed to just scrub mentality, which is not uncommon in games in general.
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Two times I manually disconnected, I was stuck due to a gamebreaking glitch. The third was because I was suddenly called away to something out of the house.
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A minute is plenty of time already.
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@Thomasthetrain said:
The thing is:
if you balance only around high ranks,new players are gonna find themselves not having a good time and that would send away potential customers.
Devs said they try to balance for all ranks.
That being said, I think Oni needs the last fix to his flick reverted.
That would be a good start. 🙂
I still don't understand this idea that balancing around high-level play makes low-level players unable to enjoy the game. Many games do this successfully; what makes DBD unable to do that?
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@kid187em said:
I'm still waiting for the killer rework that allows the killer to do gens. The devs will say because the survivors found it annoying having to do the gens by themselves. They'll call it a killer buff too.....
In what way is allowing the Doctor to more efficiently M1 a Survivor after blocking the pallet/vault not a buff?
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/951596#Comment_951596
You get one blast a minute. It’s a huge nerf.
At the end of the day he’ll be an even worse M1 killer than he is now.
You are confusing his new Static Blast with his regular Shock Therapy attack.
His current Shock Therapy attack is not tied to a cooldown. His new big Static Blast, which is replacing the passive Static field, is what has the cooldown.
The big thing now is that he can zap someone with Shock Therapy to block vault/pallet and then M1 them more efficiently because he no longer needs to switch stances to get the attack in.
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@DepressedClownMain said:
Your way of doing so buffs them
Elaborate?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951736#Comment_951736
Well ok then what will the offering do
Nothing because the devs can just get rid of it.
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I've heard that the Trapper add-ons that darken the Bear Traps didn't work before. Don't know if that is still the case.
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OP didn't even mention what side they play.
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I can just turn off messages on my PS4.
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Didn't the original Ebony Mori let you kill everyone without having to hook them?
Didn't the original Brand New Part just let you insta-repair any Generator (at the cost of the toolbox, though)?
No thank you.
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Most Killers (including Freddy) move at the same speed. A small number move a bit slower (Huntress, Hag, Spirit), Myers moves slower than that while in Tier 1 Evil Within (but moves like most Killers beyond that), and Nurse is the only Killer who walks slower than a Survivor (not counting blinking).
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/946786#Comment_946786
No the item goes back to the White Ward survivor no matter what this way. Easy enough to code.
So then how would the second guy know if an item on the ground belonged to someone with a White Ward or if it can be taken out with them?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/930422#Comment_930422
I think you're the one that's biased. If moris could be basekit they would be, but they can't. It is the Entity's job to kill survivors and the killer's job to hook them.
The description of Cypress Mori is "You worked well. The last one is yours." The Entity is clearly okay with sharing some of the spoils as long as the Killer does their job of feeding the Entity. So that is not a good reason to not make Cypress base kit.
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I feel like every one since Clown's (except maybe Plague) has been pretty top notch. Doctor's is also pretty solid IMO.
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I think a good compromise for something to be base kit would be some sort of audio notification similar to Premonition/Spine Chill/Small Game that plays periodically as long as the Killer is within "camping range" of the hooked Survivor. Barely helps SWF at all, not worth a perk, and would be outclassed by actual Kindred, but also has the benefit of warning Survivors against camping stealth killers.
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/951185#Comment_951185
Sounds like you can't handle losing to me. If you're struggling with nurse, try other killers. How can you expect to get good at the game if you're only comfortable vs-ing green ranks? I used to get stomped by players like that as well, but every loss I have, I learn more than I would if I stomped a team of noobs.
"How can you expect to get good at the game if you're only comfortable vs-ing green ranks?"
It's more like "being comfortable vs-ing players you are intended to be matched up against instead of people out of your league."
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Getting someone at the Jigsaw Box is a good way to catch them while vulnerable. You don't need to hunt them down to do so if you use BBQ. If you are actively patrolling the boxes, you are either already in a dominant position or you are wasting precious time.
Deliberately tunneling someone right off the hook is usually pointless unless someone decided to unhook said person right in front of your face, especially if you played around Borrowed Time by crouching.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/951522#Comment_951522
Its a combo many killers use for a basement build. The goal for that is obviously to hook survivors into the basement, so its harder for their teammates to get the safe.
They run
Agitation, Mad Grit, Iron Grasp and often Ruin. Some Leatherface would instead of ruin or Mad Grit use Insidious for camping.
This is kinda popular now especially because of the rift challanges like "Hook 5 Survivor in the basement".
Kind regards
I personally run Weasel instead of Ruin because if Ruin goes early, you are basically going perkless as long as you are not carrying someone. If I'm gonna meme, I'm gonna at least make sure I have one perk that always sticks around.
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@Waffleyumboy said:
Last year
First thing that came to mind when I saw this.
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Anyone who has Undetectable (Wraith, Pig, EW1 Myers, Ghostface, Demogorgon barely) can avoid being highlighted by Rancor.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/950615#Comment_950615
I've gotten maybe 5. 2 of which are a friend with bad RNG. Everytime I face him I switch to Pig because he knows me too well on how I play non stealth killers.
https://forum.deadbydaylight.com/en/discussion/comment/950630#Comment_950630
*bows before the Pig God of RBT Kills*
To be fair, I imagine there was a high amount of potatoing involved in those kills. Six seems like an outrageously high number of RBT kills to get in one session (even considering that I only played Pig that session).
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@ImmortalReaver said:
https://forum.deadbydaylight.com/en/discussion/comment/949601#Comment_949601
The roar should still be there but activate later on in the charge.
I think something should be done about the traps. I have about 600 hours into the game and I've only seen MAYBE 2 bear trap kills.
To be fair, I was playing only in low purple ranks (8-7), but I managed to get six trap kills yesterday playing as Pig.
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Someone should give Clown booty proportional to Jane's.
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@Majora said:
Doctor is getting huge nerfs and slight buffs. Survivors will experience alot less madness overall. Most importantly doctor is losing his treatment grabbing.
He was the only killer that could grab people that do the easy unhooking fakeouts and other grabs since dedicated servers ruined grabbing. Losing his grabs and passive terror us a huge nerf to a weak killer
Oh yeah and they are removing his exhaustion add-ons in favor of a skillcheck gimmick. Guess will be back to survivors unhooking right in doctor's face and with no reprecussions using DS and BT
I'm not convinced Static Field inflicts a meaningful amount of madness past Tier 1. Static Blast seems like a step up to me. The only minus we've heard so far is the loss of the fakeout grabs, but that is not close to a dealbreaker IMO.
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I could be wrong, but I think they said they would elaborate more on Doc changes in early 2020.
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@CrtKazz said:
Amanda’s secret is awesome on extra jigsaw trap add ons. I usually use sloppy with it too so they are mangled then when they get the bear trap off I know where they are And they are mostly still injured. I’ve dashed many a people with this add on and them not knowing. Underrated add on.
You probably would have gotten them just as well, if not better, without Amanda's Secret.
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The majority of the changes they've stated so far appear to be pluses for the Doc. Unless they're hiding a "105% movement speed" announcement, it seems like this is going to be a net plus for him.