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WickedMilk03

WickedMilk03

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WickedMilk03
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  • @SquidFacedMan said:

    Just as it says on tin. It seems a bit daft that she can do this without it being telegraphed.

    Perhaps speed up her limb shaking idle animation by 3 or 4 to give it a more horrific juddering appearance like she's having an "out of body" experience.

    That would make her so not fun. Learn to adapt.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/663101#Comment_663101

    It is indirectly raising it, allowing survivors to have more than 1 million bloodpoints available to spend.

    but it costs to increase it

  • @PolarBear said:

    The bloodpoint cap is never going to be raised.

    this isnt raising it

  • @Kerbert said:

    Based on the stats the devs released a while back, the survival rate of survivors at rank 1 is 80%. Thats why we call the game imbalanced.

    Oh even more reason for this ######### to be fixed. Thank you for the info

  • @Peanits Hey people actually like this one kind of. If you want to be inspired I hope to provide.

  • @Chicago_Prime said:

    https://forum.deadbydaylight.com/en/discussion/84313/is-this-why-the-devs-are-scared-of-balancing-no-offense-devs-ha

    I’m sorry but this is TERRIBLE. when I play SWF killers quit alllll the time, but they don’t care if they lose??? Loool OK. How about you go play civilization. Plus that gen idea is terrible, left 4 dead did that back in 2008. “I have 3 seconds in game hours GG” killers literally fly across the map and hit you, yeaaa “skill” I’m done.

    You left 0 actual reasoning to why you disagree.

  • @HatCreature said:

    Pay 10k BP to take out 10K BP, so if I want to deposit 10k I will need 20k first?

    I know the BP cap was to prevent hackers from giving themselves unlimited BP so I think the Blood Bank would need a cap too to avoid the same problem. But having 1 Mil in your Blood Bank is still really good if you already have 1 Mil since that gets you to level 37 I think, 2 Mil should get you past Prestige 1 a decent amount.

    Better anti cheat but I want a not OP way of storing my points.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/659499#Comment_659499

    Yes, but not the cut up parts... I also think plague is hot if you ignore the diseased part.

    Kinda wish we had a pre death spirit skin or a pre-plague plague skin. I would get those in a heartbeat

    are you 13 years of age mate?

  • The perfect killer, and for many reasons. I have a discussion about making perfect killers. I used her as an example. Fun for both.

  • @RaginRendon said:

    I'm always seeing players complain about swf 24/7 and it's getting quite annoying, and I’m pretty sure the developers are getting quite sick of it as well. I understand that communication can provide a huge advantage but not every s.w.f group is a toxic try hard team that’s so determined to win. Also, the chances of running into a S.W.F group are slim, so stop making it seem like you play against S.W.F groups 24/7. I have played against S.W.F groups and yes it can be annoying asf but you gotta study & learn your opponents so that you can make sure they don’t succeed; this is something that you should do in general anyways.

    A killer does not care if they lose and it is their fault. They care if they lose and its the games fault for being imbalanced.

  • @OdiumDevoniX said:

    Well we are in desperate need of a secondary objective, so as for me a 50/50 killer and survivor main, I will agree to any secondary objectives, even if there OP lmao

    Why do you think it is OP, and for which side would it assist most? killer I assume.

  • @prayer_survivor said:

    Actual game: 1 objective and 40% of escapes. If the add a second objective and don't nerf killers the number of escapes will be about 20%

    Survivors take little skill compared to killers and they usually just mess around all the time. Survivors choose to mess around because gens are not fun. That is why the stats are like that. If they were forced to play their best whilst having fun doing it and making it longer then it fixes the problem.


    If a swf team wants to win then they will. But gens arent fun. Being chased is.

  • @Frosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/658825#Comment_658825

    Ok, i can run with that. Lets say that generators needed parts to be completed. Maps could say have at least one vehicle somewhere to rob spark plugs from or something like that. Other parts could be found say in the basement or even just scattered around like totems, not impossible to find but not glaringly obvious nor always in the same spot. And the "repair" phase would be installing these parts. Maybe a jerry can would need to be found and brought to the gens, and the running action is blocked while carrying for the first 3 gens because gas is heavy.

    Further more maybe certian tools could be found like a ratchet or funnel to speed up these actions, but there would only be one of each a game.

    Not saying its perfect, but something to start a conversation around.

    I like this except instead of not being able to walk

    do this number: No walking while carrying gas, the survivors have to get gas canisters from white chests.

    There are 3 white chests per map with equal distance between them.

    A survivor can drop the gas canister (but obviously dropping items takes long so you would need to pre drop it before you get caught)

    The killer and survivor can both see a dropped canisters aura.

    The killer can break the canister: resulting in the survivors having to go all the way back to the box.

    Gasoline would be required after a gen is completed.

    Gens would only be 60 charges.

    Once a gen is repaired it cannot be regressed and the killer would have to instead worry about the gas.

  • An objective that requires the survivors to be on the move more often, resulting in more stealth based gameplay, more time for pressure lacking killers to stand a chance. Shortened gen times however. A required secondary obj.

  • @Frosty said:

    A secondary objective, that was non-mandatory for escape, but offered enough of a reward to off-set the potential risk.

    lets get suggestions going.

    Like if lockers could also be searched, and random lockers would contain scraps of clothing, and once a character has a complete set it would unlock the corresponding article of clothing to be worn. And perhaps sacrificing a survivor carrying a scrap of clothing would drop a scrap of a killers outfit.

    this just wouldnt help. If a swf decides they only wanna win they could still do it. Or what if your teammate goes for clothes instead of going for a hooked teammate. Angry you would be.


    A real secondary obj must be added. One required to escape.

  • @cleit68 said:

    Roles in survivors would change this. DIfferent stats so everyone focused on a different thing. For example Dwight repairs faster but isn't as fast as meg but meg runs faster and isn't good at repairing. That way meg's job would be to loop the killer but a good killer would kill dwight first.

    Either that or making teachable perks work better when used by original survivor than by others would small nerf survivors and matches won't go as fast.

    I kinda like this alot... It depends how it is executed though.

  • @YoshiBoi said:

    You won't get banned, i find it a bit unfair cause it helps you a lot, especially with the killer.

    i would only use survivor bc i dont know how to use kb+m yet lol

  • @FiftyCalReaper said:

    No, but you'd be an ######### for it. Giving yourself an artificial advantage rather than playing on the same level field as everybody else. Bravo sir bravo.

    Let me guess "I'm just used to mouse and keyboard." Good for you. Then play on PC.

    Why are you insulting me XD. I just dont wanna re buy the game and restart considering I have 2200 hours. The problem is that Im not used to keyboard and mouse at all. I would do this in hopes that it would help me get better with it. Of course when I got better I wouldnt need to use it.

    It would only be used as training.

  • honestly i haven't tried setting it up yet but i got the pc, and it doesnt seem like it would be hard to set a mouse and keyboard up to a console

  • @martin27 said:

    I think this should of come out after dedicated servers

    Maybe it should but its just about a month after it that they're releasing yes?

  • @anarchy753 said:

    **Very minor, nonspecific spoilers for Stranger Things ahead, as should be clear from a post discussing the lore of a character from it.**

    I'm not a fan of Stranger Things, but I forced myself to sit through it about a month ago when it was glaringly obvious this was the next chapter.

    However, with the full announcement of the Demogorgon's power today, putting aside my dislike of the series, the power is just... dull.

    We have a creature that comes from another dimension. It's controlled by a god-like being that completely dominates the minds of it's victims and can destroy them at will. The creatures in the dimension seem to spread infection that can grow more of themselves within the bodies of victims.

    And it's power? It can dig holes.

    Yeah, open and shut holes, oblivious when closing them, it has merits, but it's just such a generic power for a creature with so much potential.

    The entire series revolves around the upside-down, a dimension accessed through gateways. The generators could have spawned split between the two dimensions, increasing the time survivors take to find them, confusing them about what choices are right, a more physical separation than Freddy's dreamworld. However the only hint of the upside-down is a blue overlay during certain interactions with basically no impact.

    I'm not saying he might not be fun, or strong, (that largely remains to be seen and relies on how the pounce feels to use) I'm just saying for the potential this chapter could have brought, solid meh.

    Map pressure and chase cutting are good for killers. I am glad they did what they did. No one wants a new pre freddy.

  • I hope the new players stick with it. I have high hopes for dedicated servers

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/611743#Comment_611743

    It would not stack with the Order add-ons. At first I thought it was fine because you would have to run an Ultra Rare and Very Rare add-on, but as I thought about it and feedback from here, I realized that the Very Rare Order add-on would make it easy to hold the game hostage.

    https://forum.deadbydaylight.com/en/discussion/comment/611909#Comment_611909

    He'll be weaker though. The devs prioritizing Survivor fun over everything else has to led to some pretty crappy Killers. We've gotten three new Killers and two reworks. Legion was horrible pre-rework and had stupidly powerful add-ons. The rework made them more fun to play against, but they're still garbage. Plague looked like she would be decent, but turned out to be garbage. Ghostface seems to be ok, but nothing really too special. We got lucky with Freddy's rework because it didn't destroy him and kept him at mid tier. That's three misses, one hit, and one semi-hit. I'd rather take a decent Killer than one that is very fun to play against but also happens to be garbage tier. We got better Killers when the devs were designing them with the purpose of "breaking the game".

    Also, annoying is subjective. Not everyone thinks like you and your friends. I actually like playing against Doctor (and apparently so do the devs).

    This would make him stronger and more fun. AS I HAVE EXPLAINED. And dude up there and a few more in here agree

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/611272#Comment_611272

    Can't he already do that though? He can already bring two Calm add-ons or Purple Calm+Purple Order and perks like Distressing, Unnerving, and Overcharge.

    Which is exactly why my changes should be implemented. So hes not annoying.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/609897#Comment_609897

    You won’t gain as much Madness if you’re far away from Doctor. It’s supposed to increase very slowly until you get too close to Doctor. You’re not going to reach Madness 3 very quickly, so you won’t to worry about having to Snap Out of It a hundred times per game. He also cannot control all four Survivors at once. He can go after 1 or 2 while the others snap out of Madness 3. Madness also does not affect opening gates or jumping in the Hatch, so he wouldn’t trap the last Survivor in the game.

    so what he'd do is, camp 3 closest gens get a guaranteed win.

  • Im saying if they are all played right, hes weak

  • Imagine insulting one of the weakest killers in the game XD

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/608971#Comment_608971

    But survivors also choose if Hag can TP too, since they have to trigger the trap in the first place. (Exception being rusty chain.)

    They dont choose. The hag chooses because she has to place them strategically. Its not the choice to run over the trap because most of the time the survivors wont know its there.

  • @SnakeSound222 Sorry forgot to reply to the other part lol. The thinner shock should be like 3.5 meters in width. If survivors got used to it, he would still be able to catch up in a loop with these changes while shocking anyway. It wouldnt really be about the survivors dodging it because if you aimed it in front of them and they backed up, then you would either get a hit or catch up to them to take a pallet and get a hit.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/605691#Comment_605691

    I like this better. The teleport makes him a discount Hag.

    If you think about it, its the survivors choice wether he uses it or not. If they snap out, he cant use it. Whenever theyre snapping out, hallucinations wont pop up so he cant cancel your snap out. It also sends back to no madness so itll take a long time to get them back to 3. The survivors can choose to stay on gens and give him the ability to teleport OR take 25 seconds to go back to no madness and inevitably slow the game some for the killer. Thinking about it, he shouldnt hardly be able to use it unless the survivors are dumb. Are pigs traps supposed to kill? no they are supposed to slow the game but they can kill.

  • @DocOctober I honestly wasnt even thinking about the addon changes when I made this.

    I have asked all my friends and they think hes annoying (of course because they dont play often) and I (a rank 1 2100 hr no life) find him annoying to verse, and dont think hes that strong at all.

    The whole point is to make him more fun to play as and against. (with some viability:)

  • @BirdmanOwO I didnt want to have to give him teleportation but the devs make huge maps so its only fair. Also read through my explanations to see why its 25 seconds. Yes its a long time, but you can choose not to snap out and could still work on gens in lvl 3 w my changes. The only reason you would snap out is to prevent him from teleporting. Pick your Poison. If the team is good then they can keep him from teleporting around. Also since it goes from 3-0 it would be a while til he got it back passively from the survivors.

    Right now it is 16 seconds to go from 3-2 and my change makes it 25 to go to 3-0. His tracking capab would stay the same. His base ability would actually be usefull. The annoying parts would be thrown away and he would prosper as a top tier killer that requires SKILL to play as.

    I consider that an absolute win.

    (Also I wanna add, I like the whole, you can snap out as long as you want however it wouldn't work with mine because people would just do the shortest time to cancel his teleport and then that wouldnt slow the game at all for doc but great idea :)

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/606249#Comment_606249

    Players will eventually get used to the thinner shock. How thin will your shock be? I was thinking keeping the same width but increasing the range and movement speed to at least 105% would not guarantee a hit after being shocked most of the time but still give Doctor a strong anti-loop tool.

    You’re not using the illusions to their full potential if you’re only using them to slug. Use them to see what gens, totems, or gates they’re working on.

    If I use the illusions to get info, once I arrive to the person its just pallet looping that I have little control of. As I explained previously, its like wraith... Very good tracker, thats about it

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/607118#Comment_607118

    I don't care what Tru3 has to say in that matter, he's neither the god of the game nor the best player of it. His opinion is not worth more than the opinion of others.

    As far as I'm concerned, as an original, longtime Doctor main, he does not need changes besides some simple QoL stuff. Stuff not even our devs can ######### up, which they tend to do too often with their reworks.

    The only reason i brought true into this is because he plays both sides and has a great understanding of the game. Yes he could settle for simple small changes but that doesnt address that he is annoying to verse.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/606635#Comment_606635

    Well to me, the Doctor does not have those problems, neither had Freddy. It has always been a question of whether or not you've mastered them and what I'm reading here is that you did with neither.

    And I never gave a damn about Tier lists, they are never objective.

    I specifically watch true talent, the god of the game and he agrees that using treatment to prevent vaulting is basically useless or very difficult without using addons. Mastering him would still only give him the slightest advantage. You cant consistently use the power. In order to master him you would need to get good at knowing when to use it. That means you cant use it forever right? youd be being looped a majority of the time and if not its kind of the survivors mistake instead of your skill. Thats the problem I want to fix. Its also not that freddy wasnt good or bad, its just that he was annoying for literally everyone. Now doctor isnt nearly as annoying but I know noobs will certainly have frustrations and as rank one, its not that I cant outplay him, its that hes just this basic killer but annoying. I enjoy a chase from every killer except for doctor and billy. Billy because he requires hardly any skill to be top tier. Kinda annoying ngl :)

    Anyways point is: I wanna buff docs base ability and take out the frustrations he has + give him some necessary map pressure because many of the maps are huge. Similar to how they did freddy.

  • Oh sorry i never read her lore and only played her back in the day lol

  • @Jago said:

    Yes to the teleport on hallucination <3

    Lets bring nurse style on every killer so Sally can be peaceful a little bit.

    Sally?

    Also if this is sarcastic I will explain myself by saying 1) survivors would basically choose whether they let doc tp or not do gens for 25 seconds. 2) some maps are just huge and we need killers who can get around so the game is more balanced :)

  • @DocOctober said:

    Just like with old Freddy, it seems the main problem is with you not knowing how to play the Doctor. He is definitely NOT weak and this is coming from a Doctor main who mastered him even before he got his Doctor Cube.

    Yes, he could use some QoL buffs, like more default range in his shock (yellow Electrode-level at least) and maybe some buffs to his Add-ons, but I quite disagree with most of your proposed changes, except for the idea to teleport to his Hallucinations (which could be his second ultra rare).

    I wouldnt want an addon to be the only thing making him viable, it sounds like a fun ability. Its no new news that shocking at loops is very difficult without addons... That is why I thought of this bullshoe. The problems with freddy were: annoying to play as and against, and misunderstanding of his abilities from newer or inconsistent players. Freddy's ability was boring asf.

    To me Doctor has those same problems. He really isnt viable. Now I form my own opinions but Im sure if you were to watch any tier list ever, doc wouldnt be high, simply because his ability just doesnt work w out addons and his ability to slow the game is weak as hell in high ranks because everyone knows how to do skillchecks.

    Explain to me how you think it wont work or wont be fun and we'll go back and forth. Have an open mind please :)

  • @looking said:

    https://forum.deadbydaylight.com/en/discussion/comment/606454#Comment_606454

    No, no, and again no. The madness must remain as it is. Repair on 3 stage. NEVER. Quick repair of generators and so there. Madness must remain as it is. That makes the Doctor a Doctor . Teleportation won't do anything. You will not frighten anybody in this game except for the 20 grades.

    fearing change is a trait most have. I have explained how this would work multiple times. It would BUFF doctor and make him overall less annoying. How do you not like that? Fair for everyone whilst stronger.

  • @looking said:

    https://forum.deadbydaylight.com/en/discussion/comment/606449#Comment_606449

    I don't like the new Freddy. Yes, he's strong, but he doesn't trust the red ranks. Wait a bit and it will again become something very average. Old Freddie was original, he was unique and it also had a little bit to alter, adjust. The only good thing about the new Freddy is the pallets. But trust me smart survivors rarely get into their bait. That now gives dream ? It's almost Legion strength. It doesn't slow down like before. Traps too - I didn't notice much slowing down of the survivors. Clown slows much stronger. I do not deny that doctor needs to be polished. But your suggestions are not very good because you don't know it well.

    New freddy should have a reduction on gen speeds by default when asleep i think. Also dream snares are underwhelming. At the same time most killers are underwhelming. My doctor is not underwhelming bc he can stop a loop, and can either gain map pressure or slow the game and its the survivors choice whether they give him one or the other. Similar to plagues broken forever or damaging vomit.

  • @looking said:

    https://forum.deadbydaylight.com/en/discussion/comment/606437#Comment_606437

    The speed of the Doctor in the treatment is small. She could have changed. But it was not too hard for the survivors it is necessary to Change the speed in the treatment or make the instant charging of electric shock. Survivors look back and see how I'm trying to get an electric shock. They just have time to maneuver. I mean smart survivors. I don't like the idea of changing the radius of impact. Even taking a beam of 20 meters which is quite wide - hit them one and get pretty hard. So I think it is also useless to improve as well as a second tape - it's all garbage. The survivors twist, turn, and avoid the blow. The radius of the stroke should remain unchanged. As well as madness. And I just don't want to see all the killers teleporting. And Yes, without the radius of the electrode is very small. Very. slightly increase it.

    Its pretty easy to land actually. What mine does is make it harder to hit but 10x more rewarding and doesnt punish for missed hits. You can continue to go around and will eventually catch up like usual except you can end that chase quicker by trying to get them w shock at the same time.


    With the teleport thing. It shouldnt be much of a problem, you can choose to snap out or not since you can work on gens at level 3 regardless. So if u snap out you wont need to worry about hallucinations. Also the game needs to be scarier. That would scare me if the hallucination came to life

  • @AhoyWolf said:

    I don't want another killer with teleport ability, I want something original, we already have 3 killers that can teleport. (Not counting Spirit)

    Well sadly thats what needs to be done since the game is poorly balanced. Some maps are huge vs others and killers have alot of weight on their shoulders. If objectives werent so quick and if maps werent so huge, screw the teleport, but at the same time this is in a unique way. Its like something out of a horror movie. It would be scary to think something is fake and have it pop up and wack you. Thats the interesting part. Also if you play it right, the doc shouldnt hardly be able to use it but instead it would help slow the game by forcing survivors to sit through a 25 second timer

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/605921#Comment_605921

    He is talking about Doctor's movement WHEN charging Carter's Spark. In case you didn't know, Doctor moves at 77%(3.08 m/s), So he loses 33%(38%) movement speed when using his ability at loops. For high-level doctor players, Doctor treatment movement speed and switch mode speed is kind of irrelevant because you can switch modes while walking and you only change modes to do a single shock, then you go back to punishment mode. He's suggesting to buff 77% movement to 105% movement. If that change was implemented, it would improve him a lot and it would make very fluid to play instead of clunky killer he is now. Hopefully the add-on rework improves doctor a bit as he is very underwhelming to face.

    Illusions aren't useless, they're great tracking tools, and they improve killer's ability to juggle multiple survivors. His afflictions need no change. Low-rank survivors hate doctor because they suck at looping and skill-checks, though I have no clue why would you balance the game for players who aren't good at the game. They'd lose to killers who have no power anyway and killers they face don't know how to use killers powers effectively either.

    @looking said:

    https://forum.deadbydaylight.com/en/discussion/comment/606419#Comment_606419

    The game should never focus on low-rank survivors. It won't give her any progress. Survivors must learn. The killer must be strong in high ranks. Maybe the Doctor isn't your killer. He's the best for me. Even my Spirit is worse. If I see a SWF I take the Doctor. And the corresponding build. Believe the Doctor as is original and good and only a little it should be corrected. You want to say that the nurse and Billy is not scary for the survivors of low grade??? For me, Billy's worst killer. I almost never get away from him . And 80 % I run away from the Doctor earning almost always 2 drops. Simply very difficult in the game.

    @looking said:

    https://forum.deadbydaylight.com/en/discussion/comment/606404#Comment_606404

    The doctor doesn't need your ideas. It's quite good, and I played them on the red grades without problems by doing -4 and - 3 to change the rank system. But the fact that survey do the DS and just die on the hooks. In addition, now I have little time I can afford no more than 4 matches because it is a very long search for the lobby. Repeat once more. He has three problems - long charging electrode, a small radius of impact without improvements, and the frequent inconsistency of the strike and the behavior of survivors. But I'm waiting for dedicated servers and maybe this problem will go away.And illusion should have a red glow like the doctor himself if it is really in order to frighten the survivors. It is useless to improve a horse. It is high time to remake or remove it altogether. I have 859 of them. Don't make all murderers into Witches. The doctor only needs a little polishing. And it requires a lot of experience playing it.

    Regardless of how good you play him, he just isnt viable. His shocks are basically useless.

    Even if someone was really good at freddy before rework, he was still annoying to play against yes? Its not that this would nerf him for low ranks, it would actually buff him in all ranks and make him less annoying in all ranks.


    Yes the hallucinations are good trackers but theyd be alot better if you could teleport to them considering he has little map pressure, and the game as a whole isnt that scary AND hos madness works as a tracker by default

  • @looking said:

    I fully support the idea of a snake sound 222 posts: 1,387 and is strictly against your idea of the wicked milk 03 posts: 145

    Most likely you play more for the Survivor and do not know the doctor.

      I don't like the idea of teleportation at all. I play the doctor, and he's my favorite killer. It is quite strong, but depends on improvements. You just don't know how to play it. Need to know time. But it certainly needs changes, its main drawback is the processing speed and the charge rate of shock. And Yes, of course, the impact is very small, add 25 %. The charge time of the electrode changes. To remove madness from 0??? You really don't know how to play it. This is the main thing that makes a doctor a doctor. Never. Madness 2 should remain always. And it is not necessary to multiply the teleporting assassins. You want to make them all the same. I do not know English , sorry I wrote through a translator.

    I actually mainly play killer. I have 2160 hours in the game. I have played as doctor and do not enjoy him. With addons his shock can be useful but otherwise its very easy to counter. Clown, for example, can throw the gas at you but youre most likely to get to the pallet regardless. Same thing. That part is fixed. I also find him annoying to verse as a survivor whenever i play survivor so I got rid of the annoying bits and made it into a "pick your poison" type ability + making his default ability stronger. Your english was fine mate <3 Also Ive been arguing w that dude up there for a bit on why it would work if you wanna go through all that. Also keep in mind he is very difficult for lower rank survivors because of the hard skillchecks, and misunderstanding of how his abilities work. whereas high ranks know exactly how to get around all his abilities.


    My changes make him more fun and less frustrating to play as and to play against.

  • I think she has the most control over the match vs every other killer but can still lose from the m1 effect. She can keep placing and placing and they can keep running and running and because of that she is not 100% i think. If played very smart you can still get your cheeks clapped even if you are one step ahead. I think alot of survivors just dont know how to verse her properly or arent ever prepared to?

  • @Atrushan88 said:

    @WickedMilk03 It's quite similar to Hag, because the illusions appear usually right in front of the person. Saying you have control over whether to "give him his power or not" is not really true, unless you got away from him, and SOMEHOW no illusions spawned before you tried snapping out of it. They last quite a while as well. Snapping out as the generator was almost finished would be smarter because he very likely COULD have NOED, not to mention that gives him a better view of you going to the exit gates allowing him to prevent it. But again, it could spawn before you started snapping out of it. And ALSO again, he could use this in a chase. The fact that he could go crossmap is ONE of the reasons it's even better than Hag's ability. Not to mention he has all the other extra stuff on top of this teleport you're trying to give him. Hag has ONE thing, and that's teleporting, and she can only do it if survivors let her, and it can be cancelled with flashlights. You're giving the Doctor a teleport that appears without the doctor having to do anything other than what he should already be doing(chasing survivors) and removing the slow while using his shock therapy to make him a faster fire and forget Hag. He might not have as much control over where it spawns, but he'll likely get hits much easier due to the fact that it always spawns in front of the survivor, and he's faster.

    Its just not hag at all. Hag can consistently place traps all over the place and bounce from trap to trap guarding them at the best spots so they cant be looped long. As doctor due to randomness, yes you will see the survivor, yes you will more than likely be able to loop him from where he spawns and you'll have a sec to think "where do I go?" Hallucinations are not spawning in every second, its like every 10 seconds. That gives you around 10 seconds to start snapping out yes? So if we also take in consideration that if the killer is already in a chase then they will not tp to the hallucination unless they know its the injured one. If you get into a chase while you have hallucinations going then there are lots of mindgames to be made.

  • @Mak0 said:

    I think the Clone teleport should be an add on it be like Dream projection

    dream projection isnt an addon, its a base ability. And why give one decent killer map pressure but limit the other to an addon that inevitably does a similar thing in a different way?

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