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  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047641#Comment_1047641

    Quantity over quality, I wouldn't mind either but they shouldn't spawn extremely close together.

    I personally think it's just important for killers to have counterplay at loops. If the devs just decrease the number of pallets, the gameplay might evolve too much into killers just trying to break all pallets until survivors have no defence other than windows anymore. I don't even mind two pallets like 3 meters next to each other, as long as the pallets remain mindgameable, so the killer has counterplay.

    In fact, I wouldn't mind some kind of double pallet structures, if these structures were still mindgameable. Hell certain loops or structures can have as many pallets close to each other as the devs want to, as long as the killer has some form of counterplay. Structures with multiple pallets that are rather safe until you break one of the pallets could also be interesting. It would make for some interesting, new loops in my opinion. But I don't know if these kind of loops or structures would even be possible, but I could definitely imagine that. I feel like Hawkins has pallets that alone are pretty bad for survivors, but chained together with a nearby pallet can make for some interesting loops, though chaining two pallets together is rather rare.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046873#Comment_1046873

    Just make maps not have an insane amount of loops and I'd be a universal killer buff.

    I would argue it's not the amount of loops, but their safety. In my opinion, they could even increase the amount of pallets that spawn on a map if those pallets are almost all mindgameable.

  • @Mr_K said:

    We making a list of builds the Devs need to look into?

    I don't think killers are allowed to have fun at the survivors expence.

    Really? You had to make yet another one of these type of posts here? Like why lol?

  • Your post is pretty good. I agree with your take on a second objective, the Hallowed Blight Event was a prime example as to how a second objective could butcher the entire game. Though I do think a second objective would still be possible, it should just probably not take as much extra time to complete as these flowers during the event did.

    However, if there was a second objective to be added, the devs would have to work on so many other aspects as well. Some very weak killers might still end up needing some small buffs, but more importantly, the killers that are already strong, would become broken with a second objective, so they would need to be nerfed in some way, which could have the downside that they'd become less unique or less fun to play as. Tunneling and camping would also need to be nerfed in some way. And the devs would have to make sure that the second objective would not be any harder to complete for solo survivors than for swf survivors. Even maps would have to be looked at, as maps like Hawkins will probably end up being to good for killers, whereas maps like Bloodlodge or Haddonfield might still be too good for survivors.

    The idea of making skill checks harder and adding quick time events is something that could be very interesting, the only problem I see is that it will hurt new players too much. New survivor players already struggle a lot in chases and such. Of course, new killer players do as well, but that's what balances the game out at low ranks as well. Which is why the actual skill of survivor and killer should always lie within the interaction of these two opposing sides. If the objective of survivors would also become harder to complete, this will probably end up in teams with new survivor players not making any progress at all, and simply dying to the killer one after the other, not depending much on the killers skill level at all anymore.

    That's why I personally still think the best way to balance the game better for killers is to individually buff weaker killers and improve maps a bit so they become a bit fairer. Also, if killers are more powerful and maps are smaller, the interaction between the killer and each survivor will be more frequent. And that's exactly where the skill of the players should come into play.

    I personally still don't think the game is in such a bad state as some people seem to believe. The game does have a fair amount of killers that are still viable, even without Ruin. But it is a problem that so many killers are not viable at the highest level of play, and that certain maps just feel a bit too unbalanced.

  • Oh Spine Chill actually does state that you also receive increased vaulting speed, so I guess that makes it even less likely that perks like Leader speed up the action of Any Means Necessary.

  • Have you used the combo yourself already? If so, was the bar you can see while resetting a pallet yellow or the normal light blue color? Because if it's the normal color, than it probably doesn't get sped up. Though of course the devs might just have forgotten to make the bar turn yellow.

    However, perks like Leader specifically tell you what actions exactly get their speed increased, like healing or cleansing speed. Although Spine Chill's description also doesn't seem to say that you get increased vaulting speed, even though you do. So I am really not sure, but I would believe that this is not the case, because for balancing reasons, and having to revisit older perks for synergy. I doubt perks would affect actions as specific as those from a perk.

  • The killer is already playing against the clock though. So increasing the chances of wiggling out of the killers grasp is not a good idea. Because if you manage to do so, you make the killer lose so much time and momentum.

  • Yeah I personally think he is totally fine balance wise. I can definitely see why his insta saw addons would need nerfing though, but his base kit is perfectly balanced at the moment.

    Of course, if the devs decide to somehow create a second objective with totems, or managed to rework most maps into a balanced state, he will be one of the few killers that will most likely need a small nerf.

  • @Archimedes5000 said:

    Do you really have a problem with game being 1 minute longer?

    Why cant I decide if I want to die or not.

    Are you scared of being 1v1 by an injured survivior or what?

    Nobody is scared to 1v1 an injured survivor, but yeah, people don't want to drag out a match that's already over. People want to move on to the next match.

  • @[Deleted User] said:

    According to the devs you should just give them 2 gens for free and just focus on others lol.

    If it's strategically smart, then you should do it, according to the devs. Sometimes it is smart to let one or two gens go if they are very far away from where you are chasing survivors, and try to apply pressure on the remaining 5 generators that are all closer to you.

  • @Hero_awesome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147

    Classic DBD dev move instead of offering advice or addressing the issue you make a sassy remark. It's fine I know your not playing in red ranks. That's why you don't balance for them.

    Damn I am a killer main myself, and do think that weaker killers need help and that many maps need some balance improvements, but people like you are not helping to make a valid point for killers. All he did is point out that they probably weren't gen rushing if one of the survivors was just running around and not doing gens at all.

  • @MegHasCuteFeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147

    you do realise that 2 people can finish all gens in 200 seconds right?

    That is if the killer fell asleep, one of them is running Prove Thyself and survivors can teleport from one gen to another.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046668#Comment_1046668

    Funny how some ppl argument with "Just apply pressure", it nonsense. You need chase, killer cannot just run from gen to gen, killer needs chase and chases are so long and safe for survivors that killer waste so much time. Apply pressure is chasing and gens are so fast that killer doesnt have time to chase and hook every survivor 3x. Then killer is forced to camp and tunnel. Its all fault of that stupid gen times.

    You can apply pressure though. It's not a myth or anything. Injuring a survivor and then trying to get other survivors off of gens is a good strategy. You need to try and spread the damage.

    If killers are able to apply enough pressure on maps and are able to end chases quick enough, they can keep up with the fast generator repair times. In fact, the more map pressure you apply, and the more frequent you hook survivors, the slower generators will be repaired. The problem is that some killers can't end chases fast enough or apply enough map pressure, and that many maps are still rather unbalanced.

  • @andyollolloll said:

    Killers have asked for DS to be nerfed as it is used in over 80% of matches but BHVR have yet to respond.

    Welcome to having a team member wasting time to do a sabotage two hooks daily, moris, keys and hatch mechanics.

    Wait from what stats do you have that information, that DS is used in over 80% of all matches?

  • If this is the case, and I do hope so despite some concern I have now, then the devs really need to try and balance maps better, as well as buff all the weaker, unviable killers in my opinion. I don't think gens need to be adressed simply because we do have some killers that are alreay viable. Except maybe on the most unbalanced maps. I wouldn't mind if they used dull totems as some kind of second objective, but I think that balancing maps and buffing weaker killers would be the better solution.

  • Perhaps. But there's no doubt to me that at the moment there are too many killers that are completely unviable against optimal survivors. And the same can be said about survivor, I would say that even before Ruin nerf, it was probably still easier to reach red ranks as survivor than as killer.

    I guess if killers had more viable options to choose from, and the thousands of survivor players that are at red rank but don't belong there would also get "filtered out", it would be a good thing. But alone the fact that survivors of all kinds of skill level can reach red ranks is a problem.

    In the end I believe no one will be able to ignore the fact that queue times for survivors are much longer than for killers. Making more killers viable and improving map design would probably solve this problem.

  • I think it‘s very balanced, and I really hope more maps will be brought to at least a similar balance level like Lerys. Killers have fair counterplay on Lerys during chases, and the map also has a reasonable size for killers to apply map pressure. Some killers are still a bit weak on that map, but that‘s more an individual balance Problem of the killers themselves.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042647#Comment_1042647

    Many people would disagree as they claim that using Noed, Franklin's, blood warden or even spirit fury enduring combo is toxic.

    That's just ridiculous. These perks exist, so you can use them. No matter if some people don't like going against them or not. I hate going against OoO, but that's no reason for me to call it toxic.

  • I mean for me they have at average probably been somewhere between 5 and 8 minutes. So not that bad. Still, considering the queue times, it's pretty obvious the devs need to start buffing more of the weaker killers and balance more maps properly. And certainly not nerf any of the remaining viable killers.

    Or create a second objective with dull totems in some way.

  • It certainly isn't. No perk in this game is toxic, people are allowed to play with what the game offers you.

    And it's only fair for survivors to have a perk that can counter slugging like that.

  • Having totems buff killers is a really nice idea. NOED at the moment, whether you like that perk or not, is a necessary evil since it's pretty much the only reason for survivors to do totems.

    Personally, I think one good way to achieve balance in this game is too balance maps better, since smaller maps means killers can apply more map pressure, and more mindgameable loops means killers have a fair chance of downing survivors fast enough to keep up with the fast gen times. But I guess it would also be nice if they somehow managed to make dull totems more meaningful.

  • You really think that's an unsafe pallet though? The loop around it is a bit too big for it to be an unsafe pallet. Unless the killer has Bloodlust of course. There's no position the killer can be in where he can hit a survivor if he properly predicts whether the survivor will slide over the pallet or not, since survivors have enough time to slide back again simply because the loop the killer needs to go around is too big.

  • This is exactly why in my opinion, if the game ever got a second objective, or if most maps were reworked to be much more balanced, alongside buffs to weak killers, tunneling and camping would definitely need nerfs in some way.

  • @KrispiesChicken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041504#Comment_1041504

    On the contrary. Killers are able to mind game in first person, they could make it so when you worked on a generator your POV switched to third person, and while running you could still look behind you just like in real life. Your view could still be altered so you're not just stuck in a front view the entire time. This would still make the game playable and loops mindgameable.

    I guess if you could still look behind you some loops could still be mindgameable. I still think this would hurt survivors way too much and throw the game's balance out of the window though. This game has been designed with survivors third player view in mind from the very beginnning.

  • Never care for what these people say. They just want you to feel bad, perhaps because they lost to you and can't deal with it. Or because they have some mental health issues and have fun in trying to bully you and make you feel bad or something.

    I'm rank 1 and have had a few matches where I played one of the killers I'm not that good with in which people questioned my rank at the end. In the post game chat of one match where I played Spirit, one of them actually got really agressive and insulting, like he was trying to assert his dominance, because he won against me and wanted to make sure I knew that I sucked at the game. Even after I explained that I didn't play Spirit often, he kept trying to insult me, which made it obvious that his only goal was to try and bully me. Which is just laughable and embarassing.

    So never, ever take anything serious what these kind of weirdos say. And probably don't try and argument with reasoning, because these people either just try and ignore or don't have the brains to understand it. I never got mad during the post game chat with that one player, if anything just making fun of them. In a not insulting way. It seemed like he was the one who got upset at the end, ironically.

    I'm also pretty sure there are many more normal people than toxic people playing this game. It's just that it's the toxic people that we more likely remember.

  • Just try and ignore them. Why care for what people like that say in the first place?

  • I feel like this would destroy survivors. The game is balanced around survivors having a third person view. Many mindgames would not be possible if survivors were in first person view.

  • I don't know. I've been playing this game a lot and am still having a lot of fun on both sides. I do think that more maps need to be made more balanced and that weaker killers really need some buffs now, but in general the game is still fun to me.

    I personally never really feel like I have to tunnel or camp, though I do try and play as effective as possible, so I do resort to proxy camping or slight tunneling if it's the best option in a given situation. Meanwhile, most killers I've faced haven't tunneled or camped in any way, unless again it's the obvious way to go for them in a given situation, like when they only find the survivor that has been unhooked and no other survivor.

    The survivor queue times are the only thing bugging me a bit at the moment. They are like 5-8 minutes on average, I'm guessing. A sign to me that some improvements to maps and weaker killers do need to happen.

  • Personally I love going against Doctor. I enjoyed going against him before as well though. I just like the entire idea of him, A Doctor driving survivors insane by electrocuting them, and I think it's implemented very well in the game. He's a lot of fun to verse in my opinion, and the fact that he is actually threatening and powerful now makes it better.

  • @gamerscrybecauseofme said:

    https://forum.deadbydaylight.com/en/discussion/124828/an-mmr-system-for-dead-by-daylight-can-never-work

    There is only one factor in this game that separates the great players from everyone else. What happens in a chase! For killers, it's their ability to get you into dying state. For Survivors, it's how quickly they can either escape the killer or how long they can waste his time. Not a single part of this game requires any other measurable skill.

    If they base skill measurements around the chase element of the game, then we will begin to see better matchmaking along the lines of, the killers that end chases quickly v the survivors that escape fast/waste killers time.

    Much better. I hate playing against and with potatos that get downed in 20 seconds and I get bored when I can loop a killer around the shack or other good loop for a few gens. I want to play against killers that are great in chase and against survivors that are more adept than 2 runs around the shack.

    Fundamentally, it's bulletproof. Killers, for the most part, aren't going to lengthen chase unnecessarily (outside a few perks which will need mitigating for) and survivors aren't going to fail chases purposely, so it's largely bulletproof as a way of measuring skill.

    What's worrying me, is how are they're going to decide what survivors get matched together, as the OP suggested, there's too many factors, I can see it leading to more bad matchups initially. Depending on what in game data they use, this could really make or break the game. As an example, will they be looking for players that rescue or safely rescue? There's a massive difference. What about players that run out the gate at the earliest opportunity, rather than helping a team mate on his first hook, but were really good at hitting great skill checks? There's just so much! I am not sure keeping how it works as a secret, but hopefully that's just a temporary thing until they've tested what works best.

    If there's anyway for players to add input to what constitutes skill at playing, I would like to know how @Peanits

    I wouldn't say chasing is the only skill you need in DBD. But it probably is the most important one. Stealth for example can also take some skill. And there does seem to be quite a difference at how optimal gens can be done. Not saying that repairing gens takes skill, but time management of survivors would probably need to be considered. Even when going for unhooks survivors can screw up, like making unsafe unhooks or getting seen by killers when attempting to go for the unhook.

    For killers, map pressure can arguably be almost as important as chases.

  • A lot of these points to me are also reasons why this game can never be perfectly balanced, or why it isn't a fully competitive game.

    It was obvious that the devs could never create a ranking system that perfectly presented your skill level. But I am still helpful that their new MMR will be an improvement over the ranking system, somehow working with the average succes rates of a player, whatever these successes are. But I'm not sure how to feel about the fact that we can't see the skill rating of people we are facing.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039332#Comment_1039332

    OP was asking for more of a delay.

    I agree with you that it can be used to help a loop, but so many other killers close gaps better with lunges/dashes/projectiles.

    A nerf like op suggested wouldnt help

    Well I am the OP lol.

    See my only concern is that more and more people will feel like there is too little counterplay against Doc because he can just shock you whenever you approach a pallet, so all you as a survivor can do is keep running around the loop until the Doctor catches up to you and then gets a hit. Which is why I suggested the increased cooldown. This way, survivors could try and dodge your shock, and afterwards still have a short time to reach a pallet or window to use against a Doc.

    This does work occasionally even now, but in most cases, you outposition yourself when trying to dodge Doctor's shock therapy. So by doing that he gets a hit against you anyways. If Doctor had a slightly longer cooldown, survivors that manage to dodge his shock therapy would have a short time where the Doc can't attack them, being able to get to a pallet or vault before he can hit you again.

    Pretty much just making that one counterplay of survivors a bit more viable. But as I said, this is a very early post on this matter and it was more just meant as a just in case post. Just in case the devs do feel like Doctor will need a nerf, I think this would be by far the best way to nerf Doctor. Because he would still be very strong in chases despite this nerf.

    The more I play as him, and especially against him, the more I agree that he doesn't need a nerf though. Some survivors have shown me some good counterplay while playing as him in the meanwhile, and it seems like most people agree that he doesn't need a nerf.

    I think he will only end up needing a nerf if most maps become much fairer for killer. Simply because his map pressure with Static Blast becomes better the smaller a map is, so at some point it might be needed to town down his chase potential just slightly. But we'll see about that.

  • @emptyCups said:

    Nah

    I really dont want any more killer nerfs

    Sorry you dont like his power to stop loops

    But if you wanna give it a longer delay then make it injure survivors. Because shock is already pointless as is and I might as well just toss a hatchet instead to avoid 3 minute loops.

    Try and shock survivors whenever they are about to reach a pallet, and loop them around pallet loop. Trust me, at most normal loops you'll have to do this two times approximately, and then you'll catch them and get a hit against them. Unlike with old Doc, you can now catch up to survivors whenever they go for another loop if you deny them the pallet with your shock therapy whenever they approach the pallet.

  • @Eye66 said:

    Pretty much all killers has easy "just run" counterplay, the game is so crazily survivor biased you can only die from your own direct mistakes, so get better at chases and stop trying to nerf things unnecessarily because of your inexperience

    Again this nerf is suggested by me from my experience as playing him, not against him. You can deny it all you want, won't change the factual fact though.

    I do think this game still needs a lot of it's maps better balanced, and there are quite a few killers that still need buffs, especially Leatherface and Clown. But I don't think this game is nearly as survivor sided as you say. There is a fair amount of killers in this game that are still fairly viable, even against really good survivor teams.

  • @2LuvRias said:

    Personally I haven't got an opinion on if he's op or not.

    I am however having trouble countering this new doctor. I know that not all that much has changed but he just seems much tougher to escape from

    Well to be fair counterplay shouldn't allow you to escape from a killer in most cases, but should simply allow you to survive in chases as long as possible so you waste more time of the killer. The less time you can waste against a killer, the stronger the killer probably is in chases, which is something killers need to keep up with gens.

  • I like how this post ended up being about just how all killers are op though.

    I disagree though, if a survivor team is actually good, not having any weak link, than killers need both good chase potential and strong map pressure to have a fair chance at winning. Especially with how fast gens can be repaired.

    Doctor to me seems like a perfectly balanced killer.

  • I honestly feel like this would be too much work and change for simply buffing Clown's map pressure. If anything, I could see the devs wanting to use this idea for a power of a new killer. But the idea is nice and unique.

    I do really hope they give Clown some way to apply proper map pressure in the future though.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033887#Comment_1033887

    I wish it was true. But if that were the case then the ruin nerf wouldn't have been put in so quickly.

    Edit: I wish it was equal for both sides.

    I mean killers have received some nice buffs over the past as well. And with Ruin, honestly I haven't seen many posts about Ruin. I think that change happened because the devs realised that it was much more powerful at low ranks than at high ranks. And I agree that perks shouldn't be so differently powerful depending on the ranks of survivors. I just think the nerf happened to early personally.

    If more maps were reworked, and more weak killers were buffed, this would have been much less of a problem, I'm sure of that.

    The devs do seem to know that maps are still a problem though. So it's not like they are ignoring our feedback now. Maps are one of the biggest balance problems in this game. I can just hope they buff some other weak killers as well in the future.

  • @TrappersTears said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033527#Comment_1033527

    I'm not saying you are saying that. It's just my mentality. If it isn't OP why nerf it? People will always complain about something not having counter play when it comes to killers but over the last few patches killers have been hit hard enough atm. No killer should be touched anymore until they fix map sizes, totem spawns, and something about gen speeds. If it ain't broke don't fix it.

    Well I agree with you there. I do want devs to balance more maps and buff weaker killers before they nerf any other killer. If anything, I just thought that if more people would complain about Doctor not having enough counterplay, this is the change I would like to see.

    No idea why some people here are going absolutely nuts though. I even said in my main post that this more about if the devs decide to nerf Doctor.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/123936/one-tiny-nerf-to-doctor

    Gtfo. Absolutely pathetic if see any more nerfs to n killers I swear to god I will n quit n this game and so will a massive u bunch of others. Your survivor mains have succeeded in destroying the game for the killer and you are still wanting more nerfs.

    ALL KILLERS NEED MASSIVE BUFFS TI PERKS AND POWERS ETC.

    Oh look, another little nerd just going crazy over a nerf I suggest.

    I guess you'll have to deal with it though, don't you? These are forums and I am allowed to post on matters I want to post about, and I am allowed to have my own opinion. I even said this is more about if the devs decide that Doctor needs a nerf in the future, and this does not exclude any buffs killers should receive next before nerfing any more killers.

    Also, no I'm not a survivor main.

    Oh and you really think all killers need massive buffs? Even the top tier killers? I could say that sounds pretty killer biased. The weaker ones sure. And many maps need to be made more balanced. But I don't think killers like Hillbilly need any individual buffs.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033810#Comment_1033810

    Every Killer can be countered.. That's the reason why you need to play both sides to understand the mechanics of it. You need to play Doctor, So you would know how to counter him when you play as a Survivor, Vice Versa.. As i mentioned above, The Doctor doesn't need a nerf.. He needs a buff, And if you have problems against him as a Survivor, I have two words for you which you Survivors always leave on the chat "GET GUD"... Stop posting BS like these. Its not helping.. Just look how many disagree with your BS post.. It only shows your bias towards one side..

    I think I covered everything in my other reply, but holy hell this is getting ridiculous. I get it, you think I'm just talking BS and that I'm a horrible, stupid person, simply because of my opinion on this matter. This is simply my opinion, nothing more. I am not biased, I just gained a different opinion on this topic based on my experience of playing as Doctor. Never said this is fact or anything. People like you are the real problems on these forums, treating others like crap and attacking them just because they have a different opinion.

    I am also fully aware that most people disagree with me, and I'm totally fine with that. It makes me happy in fact. I can deal with other people's opinions, and respect them. And I even admit that some people made some good points as to why this nerf would be unnecessary, which makes me definitely consider that my nerf might not be needed at all. I'm always open to other people's argumentation.

    Unlike your posts though, that are just created to insult me. In a laughable way I might add.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033810#Comment_1033810

    The devs have to look somewhere for killer nerf ideas, and I don't think it's coincidence that the nurse, legion, and Oni all got nerfed around the same time forum posts were being made about them.

    Well sure that's true, but in that case many people complained about those certain things. If they see that many people are unhappy with something in this game, the devs will at least take a look at it. I just meant they won't just see my post and think that that's a great nerf, then go ahead and implement it. Pretty much everyone here disagrees with me.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033783#Comment_1033783

    I did actually, and it was pretty damn stupid.. If there is something needed to the Doctor, that is to be buff on the delay between his Shock and M1 Attack.. Everyone who plays Doctor on the Red Ranks knows this is a problem especially on Jungle Gyms, Because after shocking the survivors they have 1.5 Seconds before they can loop but it takes you 3 Seconds before you can even hit them with your M1 Attack.. So stop posting BS like this.. It's people like you who destroys the Killers in the first place..

    I guess in a normal conversation I would ask you why you think my suggested nerf is stupid, but I guess that won't amount to anything in this case here. All you can do is get all personal and offensive towards me for having an opinion you don't agree with. You really think that's what gets people to take you serious? You're most likely the perfect example for why some normal people don't take gamers all too seriously in general.

    if you disagree with my suggested nerf, fine. But no reason to call it stupid and get offensive just because you don't agree with the nerf I suggested and my argumentation as to why I suggested this small nerf.

    To be fair, I don't understand your argumentation of why you want his shock delay decreased. I think it's totally fine personally. In the worst case you just have to try and aim it at where survivors are running at. I'm not sure what you mean when you say survivors have 1.5 second before they can loop again. They can loop normally whenever they get shocked, but they can't drop a pallet or vault a window for 2.5 seconds after they get shocked.

    Also, the cooldown of the Doctors shock therapy is 1.5 seconds, not 3 seconds, if that is what you are referring to. The Doctor releases his shock therapy, one second later survivors get shocked if hit by the shock therapy, because of the 1 second delay. A half a second later your cooldown wears off, so you can now hit a survivor or charge another shock therapy attack. And 2 seconds after that the shock of the survivors that were hit by the shock therapy ends and they can interact with pallets and vaults again.

  • @Supr3_Angel said:

    Ok buddy in resume, don’t give options that will make most of the people mad, in this case, 65% of the people will disagree with your idea including me so please quiet and think first before saying something like that again

    Actually, I'd argue it's more than 95% that disagree with me here, and that's totally fine. That's what forums are for as well. To see what opinions people don't agree with at all. However, some people here were able to reply to me in a normal and civil way, some of them giving arguments as to why they disagree with me. Which is always welcome in threads. And again, it makes me happy to see almost everybody disagreeing with Doctor needing a nerf.

    And then there are the people who just get immediately offensive and upset about someone else having an opinion that's different to theirs, sometimes even insulting those people. And I don't care one bit about those people. Of course they can reply to me, I just don't see how anyone would take these kind of people serious. I certainly don't. Especially since we are talking about a video game. A freaking video game. How does one get so personal about that?

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033753#Comment_1033753

    Oh please stop with your reasoning, you Survivor main.. These kind of post are the reason Killers Power, Add-ons and Perks are getting nerf is because of survivor mains like you who claims to be Killers.. Stop with this BS post.. Because you're nothing more than a survivor main claiming to be a killer just to nerf another Killer when in fact the Killer needs a buff not a nerf.

    I'm not a survivor main. No matter how much you want to believe that, lol. And these kind of posts aren't immediately the reason killer powers get nerfed. Only if the devs see that many people agree on certain issues. The devs do have brains themselves. They don't just go and look for the next suggested killer nerf on the forums and then implement it.

    I do tend to think about both sides though, which is why I made this post, simply because I feared survivors might not have a fair amount of counterplay against Doctor. That and I wouldn't want the Doctor to be nerfed in any wrong way so it ends up making him too weak again. But I guess if people do that they must be a survivor main. But actually, no that's not the case.

    I do get this is an early post on this matter, which is why I stated in my main post that I'm only talking about a scenario in the future in which the devs decide that they need to nerf Doctor in some way, because people feel like the counterplay against Doctor is too little. And that this would be a good way to simply add a bit more counterplay to Doctor, without hurting him in any significant way.

    I'm actually happy to see that pretty much everyone agrees that Doctor does not need any nerf. So please stop with these immediate and ridiculous accusions towards people that have a different opinion than you.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/123936/one-tiny-nerf-to-doctor

    NO! Just NO! Stop posting BS like this. In fact he needs a buff since the delay between his Shock and M1 is too damn long.. They should remove the delay, and that's the only time you could say The Doctor has a chance on the red ranks.. Stop posting BS like these and claiming you play him a lot, you survivor main..

    Yet another angry nerd that immediately needs to get offensive. It's not really healthy that opinions of other people regarding a video game get you this triggered.

    Also, these are the forums, people are allowed to post their opinions on certain matters. I've clearly explained why I would suggest this small nerf to Doctor in my main post, showing that I do have experience with playing Doctor. I didn't just make these observations up. Did you at least read the actual thread?

  • @Supr3_Angel said:

    you are a killer main and you are asking if they can nerf the doctor after they buffed him? You weird man, don’t you see they will nerf other perks such as Pop, NOED, etc. You are asking for something that may lead DBD to the end of the road, no killers = no dbd, no killers = no servers, got it? I’m trying to not get mad at this points but you guys with those st#pid questions and opinions that are against killers in this moments, It’s just d#mb

    Again, so offensive. That's really not healthy if people with different opinions on a game get you so triggered. I just made this post because I got the feeling that more people might start complaining about Doctor not having enough counterplay, so I wanted to suggest what I would nerf if the devs decided to have to nerf Doctor. Since this change would only make a certain counterplayof survivors slightly more viable, and nothing more.

    This also has nothing to do with any other balance changes. In fact, I wouldn't want to see any more nerfs to any killer before they buff some of the weaker killers, and maybe rework a few more maps.

    I'm also not sure why you are saying NOED or Pop will be nerfed. All they said is that they want to maybe nerf the synergy between slowdown perks, the perks themselves will not be nerfed. And NOED isn't even a slowdown perk .

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032524#Comment_1032524

    And i forgot another one. His shock is only horizontal. It does not work vertically like the blast. For example, in the farm, you can't shock people on harvester to prevent vault when you're on the ground. Another example is the small hill.

    I guess that's not really counterplay but more just depending on where you are on a map, but nevertheless something that can be considered when talking about the effectiveness of his shock therapy in chases, that's very true.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033545#Comment_1033545

    Everyone understands everything you are saying because you keep repeating it. Everyone else is telling you though it's not needed. And it is comparable to legion because it prevents an attack after using the ability. That's common sense.

    Yeah I do repeat myself, but that's because I still often feel that people don't quite understand why exactly I am suggesting this change, regarding the way Doctor works and plays, and what exactly I would want to affect with this nerf. That and because I am replying to many different people. Some people that tell me it's not needed didn't really seem to understand what this change would affect, and what not. That's why my main post was fairly long, I tried to cover all aspects that are associated with the nerf, in order to explain my reasoning of this nerf as good as possible.

    Everyone is entitled to their opinion, and I both respect their opinion and am actually happy to see most people agreeing that Doctor does not need any kind of nerf. Still, I wanted to point this potential nerf out, and I want to try and explain why I think this nerf might be good.

    Also, Legion slows down to a snail's pace when he enters his cooldown, whereas Doctor can still just follow survivors with his normal movement speed, so I would argue that these two cooldowns aren't really compareable.

  • @Supr3_Angel said:

    Bruh, don’t come here with your statement of nerfing another good killer, because we don’t need more f#ck#ng nerfed killers man, we are actually in a very bad situation problem with matchmaking problems and more killer’s perks getting nerfed and u come with the idea of nerfing the doctor? Again?! Yeah it seems that you are a survivor main, why would u ask for more nerfs for the killers? You crazy definitely a bad idea to post that in this specific moments u st#pid.

    This post is honestly just sad. I don't feel like I should need to explain that forums are there for people to express their opinion. If you don't agree that's fine, but calling me stupid? I can only laugh about that. And no I am not a survivor main. I main killer.

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