MarKrTheDemigod
MarKrTheDemigod
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I would like to see some addon pass on the Doctor. His addons are not bad (not counting the meme tapes), but most of them are 3 copies of the same effect, only the magnitude grows with rarity. I would keep one of each but I would like to see more actual variety.
Not really sure what exactly the new effects should do…since doctor is M1 killer, something that could help in chases could be good. Maybe something like "When a survivor is hit with Shock therapy, there is x% chance to apply (some status effect) for Y seconds" could be one addon.
Doctor's power revolves around Madness levels and skill checks, so addons might apply some effect to survivors as long as they are at certain Madness level or buff the Doctor in some way every time a survivor misses a skill check.
I don't know, just something to get rid of the "copy" addon system.
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I have this issue too. It only started happening after I installed some custom icon pack. The problem keeps persisting even if I revert the pack back to vanilla icons.
It also loads the icons back if you click on any of the perks, even without swapping presets.
This only happens in the loadout screen, I've never got an icon problem in a match HUD, so it is just a visual thing but annoying nonetheless.
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I also wonder if it affects Pig's Jigsaw boxes. If yes, then they could be placed very close to each other, reducing the time required to get rid of head traps.
Even if it doesn't affect the Pig, the first post explains very well why this is detrimental to several killers and it should be changed.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644753#Comment_3644753
I used that word because people are just letting tunneling happen and not really doing much about it apart from complaining on websites that have nothing to do with the forums which the developers tend to read, hence the "wake up" part. Also, it was a little remark on the perk "Wake Up!". If you interpret that phrase as something so serious, you do you.
"I used that word"? Did you forget to switch forum accounts or something? lol
Anyway, the idea of the mode is good but so far my experience (only have played as a survivor so far) is similar to what has been said - killers usually camp hooks. So, you either get hooked and wait for the others to come to help and watch them get downed too, then wait till the hook timer runs out and you die. Or you just ######### on the hook to get out of the game faster.
Also, it feels weird that the killers can see their objectives (gens and hooks) but survivors cannot see theirs. This seems to be especially beneficial for killers such as Billy or Oni, who can use their power to quickly move from a gen to a gen, emerge out of nowhere and down survivors on gens with a single hit.
Personally, I just go through the event Tome, try to get the challanges done as fast as possible and ignore other stuff.
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I mean...I am by no means a top tier player and I play Survivors or Killers based on which side has the BP bonus given (which for me is almost always the Killers). I don't have all killers unlocked (so I lack quite a bit of perks) and those killers that I have are all between levels 1 and 3.
If I join a lobby with 2 players lvl 40+, 1 player 80+ and one lower-level player, I usually skip too. I know that people say that the player level number doesn't mean anything but from my experience they simply have more hours on their belt, so they are way better at looping and these games then often end with 4 survivors escaping, while t-bagging me frantically at the exit gate while me having maybe 3 hooks. That is, unless I specifically tunnel that one lower-level player and kill them off to get some advantage on my side, but I don't like tunnelling so I try to distribute the chases at least a little bit so that even the lower-level player can have some fun.
You could say that I may learn more from better players but for me the best learning experience is when the match is a challange but not a frustration and these games are just pure frustration.
So I don't know...should I be punished for skipping a lobby like that? Isn't it better if a player leaves the lobby and someone else, who's willing to play that match, takes their place rather than having a player go AFK because they want to leave the match as soon as possible but don't want to face the "time out" for skipping a lobby?
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I mean, sure, they could do more perks at once, or dedicate a whole update to rebalancing perks for all I care. Although, I think the more perks get balance changes in one update, the more likely it is going to create a huge mess in balance because there will be more likely some new perk combos with potentially OP effects.
I wanted to suggest to do the first wave where perks with less than 1% pick rate would get a balance pass, but holy hell, that is 56 perks for survivors and 31 for Killers :/
So yeah, it would be complicated, but needed nonetheless...
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@SkeletalElite said:
Buckle up would get buffed every update and it would remain useless every update.
They could buff it to 100% haste for 30 seconds (they would never do that), and it'd still be worse than unbreakable. It might sometimes be better than WGLF, but still would be debatable.
It could get some additional effect. E.g. faster healing from Dying to Injured state or the killer's aura could be visible to you for the whole duration of healing, not only after the healing is done. It could also provide extra BPs in altruism category.
Perks could get complete rework if needed, I really don't care. As long as the perks become more useful in general.
@Gandor said:
Sounds very reasonable. Just one thing though - there are perks that fulfill their niche and they should be taken as such. Like thana is generally garbage-level perk. But still it's good on killers like plague and legion (exclusively these 2). This will make the pickrate for these 2 perks bad even if the perk is decent (not OP) on their target killer
Nieche perks are obviously a thing and should remain such. But I would give to such perks some weaker side-effect that is not very strong but would provide some benefit to any killer, not only the one who uses the nieche build for it.
I would argue that if a perk is only viable for 2 killers on the whole roster, the perk is designed poorly. Even here some changes could be made. I think the main problem with Thana is that many killers are not fast enough to keep the stacks on survivors and so they don't get much value out of it. E.g. it could be that each time a unique survivor loses a health state, you gain a stack and each of these stacks passively expires after X seconds. It would still incentivize dividing hits among as many survivors as possible but its value would not be hampered by the speed of which you can hit survivors or by survivors healing all the time.
But again, I really don't care how the perks would get changed as long as they become at least decent in general.
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So why not just remove it? If anyone thinks they get tunneled because of whatever in their name tag and they ask the devs to make their name tag invisible to everyone, isn't removing "TTV" from your name tag the simplest solution?
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I don't stream nor watch streams so I don't know this - do you get the "TTV" in your nname automatically, or do you have to put it there yourself?
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Thanks a lot! :)
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340327#Comment_3340327
I am also GMT+1 and you are right. At 9pm, the incentives are on killer. Even +100% most of the time. Pick any other time of day and you get +100% on survivor. That's a rule with very few exceptions. There are many more killers then survivors - because soloQ is still nightmare and if you want to have at least a little bit of fun, you have to play at prime time with your friends. Otherwise there's no shot.
Also when can survivors opt out of playing against say 10 strongest killers? Just to make queue times absolutely horrendous on both sides...
I mean, sure, but I have an 8-months old baby so I don't get to play sooner than she goes sleep. So "pick any other time of the day" is not an option for me. Although, your comment makes me realize that my point of view has been skewed.
The option for survivors to opt out of playing against certain killers is, in my point of view, not the same as the killer opting out from swf games. Killer is always alone and cannot coordinate with anybody to get advantage they would otherwise not have. Apart from their specific power and addons, Killers are more skill-based. Sure, some Killers have just stronger powers and addons than others, but a well coordinated team still has a good chance against them.
Survivors in swf groups, on the other hand, gain an advantage that they would otherwise not have. They can use builds that don't use certain perks because those perks can be to a large degree (or sometimes completely) substituted by voicecoms. This goes for many killer-revealing perks and actually many aura-reading perks in general. Coordinating certain maneuvers and actions (repairing gens, taking protection hits, unhooking, healing, body blocking...) is much easier with swf. Some killer perks lose a lot of their value when playing against swf groups - e.g. Fearmonger, because the blindness effect is sort of useless when the survivors can call out the things that you can normally see with auras while repairing gens. The first survivor to come into contact with the killer can call out whatever perks they noticed the killer has, so others can be adjust their tactics during chases.
But as I said in the beginning - I don't think we can expect any "opt in/out" options. So some measures to counterbalance the mentioned advantages would be nice.
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I'm not saying noone will play killers. There will always be people who will play killers, the numbers might just drop a lot. I usually get to play at around 9pm (GMT+1) and I always have the +100% BP bonus active on killers. I enjoy playing killers more than survivors, so it is OK for me, but I also want to complete tome challanges and daily quests from time to time and the waiting times for games a survivor are sometimes already several minutes for me, while as a Killer I rarely wait more than 15 seconds.
It is true that I feel the game is matching me with either very weak teams, or very strong teams, which I suspect is simply because there are not enough killer players, so the game needs to start matching people of different skill levels. And when I get several of those games against stronger teams in a row, it really makes wanna quit for the day, even more so with those toxic t-baggers.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/363985/let-killers-opt-in-to-swf-matchmaking
SWF are a fundamental part in survivors. Not all SWF are tryhards. DBD is one of those games where many players want to enjoy the matches with their friends. If there is no SWF in this game anymore this game will die.
The thing is that it IS fun for survivors but it IS frustrating for the killers. Even more so when you have those types who T-bag you once they jump through any window or drop any pallet, once you finally down one of them, the others go immediately for a flashlight save or start sabotaging hooks so you cannot hook anyone. It way easier to coordinate these things when you're on voicecoms.
Saying that "not all SWF are tryhards" might be true but it feels like there are more tryhard swf groups.
If the situation gets so bad that out of frustration even more people will rather play survivors than killers and wait times for a game get stretched to 10+ minutes, do you think it will be healthy for the state of the game?
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340259#Comment_3340259
I would rather scrap Luck as whole. We don't need RNG on top of RNG
Or that. But there are perks and offerings that affect this so the perks would need to come up with different effects, offerings too, or they could scrap them. But since they would need to come up with replacements for perks, I think it is more likely they would change Luck or keep it as it is rather than remove it.
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I know that frustration but I think they will never add such an option for the reason you said - almost no killers would opt in for this. I agree that it clearly shows how unfun this is for the killers.
What they could do, however, is applying some nerfs to survivors in swf, or buffs to killers who play against swf. The game knows who is grouped up. So, it could be that SWF players have their buffs last shorter time, or that nerf effects last on them longer, or have their perk levels down to 1, or cooperative actions are slower by X%...
Or the killer could get buffs - bloodlust kicks in faster, stuns are shorter, kicking gens regresses them faster than normal...
It could be even scaled with the size of the group, so two groupped people would have smaller nerfs than four groupped people.
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Luck affecting more than self-unhook chance would be a great change. In order to better represent some sort of a "luck" factor I would suggest it to also affect:
- every time a skill check is triggered, a chance that a Great skill check window will be X% bigger
- every time a skill check is triggered, a small chance that the whole skill check window will count as a Great skill check
- chance that a well hit Great skill check will give an extra +1% progression bonus
- a small chance that that a perfectly hit wiggle check will make the killer drop you immediately
- chance that every time a scratch mark should appear, it won't (leaving less consistent path to track you)
Something like that. These chances would be 0% by default and they would increase by perks and offerings - stacking additively.
It would require to make a balance pass on Luck-effecting perks and offerings to make sure that the Luck cannot be stacked too high, or somehow limit the Luck effects. E.g. if "skill check counts as great skill check" is too strong, then the chance to get that one may not be the whole Luck stack but 50% of the stacked Luck.
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@Thralfazuz said:
Just don't play the twins wait till they are reworked
I'm not gonna wait several years until the Devs finally decide to deliver on that promise. I generally have a good experience playing the Twins, only this one was a really frustrating one.
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@Blinckx said:
Prestige has nothing to do with skill.
Do what you should do with any other killer, leave him on the ground and chase the one with the flashlight or focus over others working on gens. If his tactics is to force you in a chase and then stun you, just ignore him or slug him until he bleed out.
If someone run a build like that, probably his role is to be chased but, on the other side, his build is not good enough for repair fast and you can ( and should ) put more pressure on his team mates who are probably run a gen build ( and maybe are less skilled to loop you )
Let's say they are still in 4. This guy is on the ground waiting to stun you with the pallet, another one is near with the flashlight and two are working on the gen. If you keep focusing on him, you are wasting time and make no pressure.
What you shall do ? Start the chase over the flashlight one for exampe, in this way you force one of the two working on the gen to come and rescue the slugged one at some point, meaning only one now is working on the generator and if you manage the catch the one with the flashlight try to hook him and force the other to risky save ( trade hook or tunnel out one of them asap )
Never, with any killer, never ever follow someone who provoke you or tbag you or flashlight click you or taunt you, is what they want. Aim for the weak or aim for those repairing gens
I know prestige doesn't represent skill levels, but you prestige characters by spending bloodpoints and you get those by playing. So if a person has some character at level 9 or whatever, they have most likely played more hours than I have, and so they are likely to be more skilled and knowlegable.
And yes, I know the ropes. As I said, I was tired and I made mistakes, including focusing on this one T-bagger in particular even when I know that this sort of "tunnel vision" is a mistake. I was wondering if the perk can be countered in some way. E.g. if there is some trick with positioning that allows to pick up the survivor and be out of reach for the pallet stun or something. But it seems there is no such thing...
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I haven't played any games against high-skill players (I've only played for about two months, so I'm quite there yet), but I think many of the complaints about the Pig come from people wishing she was a stealth killer or wanting her traps to be reliable killing tools.
Anyway, I would suggest:
- make her charge attack count as "basic attack", so that there are more options to combine the charge with perks
- give her back the lower base terror radius which she originally had. As far as I know, the official reason for increasing the terror radius was that all Killers with the same base speed have the same radius, but then there are Killers with the same base speed but lower radius (e.g. Sadako), so I don't see a reason for this.
- maybe some new addon, or additional effect to an existing addon: once RBT is placed on someone's head, that person can only see the aura of the box that is at that moment farthest away from them. They can also search other boxes if they stumble upon them, but only one aura box would be visible to them at any time. If they search the box with visible aura and the key isn't there, they will see another aura of a box that is at that moment farthest away from them.
Other than that:
1) This could work
2) Addons already do this. I kinda like that the addons either affect the traps, or the ambush, so you can adjust these to your playstyle.
3) I think this could work. Although, it should be either this, or what I suggested about "basic attack". Combining both would be probably too strong.
4+5) Same as number 2 - there are already an addons for this. But maybe a little bit faster crouch/uncrouch as base kit wouldn't hurt.
6) I have to say no to this. About a week ago, I wanted to try out the Pig with the Tape and Rules #2 combo and for the survivors it was an absolute nightmare. Sure, I'm not in the "pro league" and there the people would have known how to counter this, but in that game the players were have obviously never been in this setup, and the combo of starting with RBTs on their heads and inability to see the box auras at all was was just brutal. They were confused and spent the first 10 minutes just searching for the boxes. A skilled team would have known to repair one gen and then they would have been able to see the box auras. However, if Set of rules becomes basekit, that means you would be able to take another addon on top of that. E.g. the Jigsaw's Sketch. In that case the survivors would start with traps on their heads, they would not be able to see the box auras AND if they start repairing a gen, you'll see the gen's aura. There would be no counterplay, unless you rewise all addons to make sure these situations cannot occur.
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There are generally perks that are always useful and you cannot really go bad, if you take them. Then there are those that are nieche or pretty useless in general. Quantity doesn't guarantee quality, so I think it would be better to first focus on making the current underdog perks more useful and then add new ones if they are still needed.
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Shattered hope should become base kit.
Shattered hope perk could instead get a new effect:
When you find a boon, you can taint it, which "reverses" its effect:
Tainted Circle of Healing prevents healing from injured to healthy state
Tainted Dark Theory reduces speed by 2%
Tainted Exponential prevents getting out of Dying state
Tainted Shadow Step makes scratch marks last longer and applies Blind on survivors
Effects applied in a radius equal to the original boon radius effect.
Tainting the boon takes X seconds.
Survivors can cleanse the Tainted boon totems (this either destroys the totem or makes it dull, not sure which would be better). Boons can either not be applied to another dull totem as long as the original boon is tainted OR it could be applied to another dull totem if the original got tainted - this would, however, create an opportunity to for the killer to taint the new one, too and so create even bigger "nerf zone".
This way the perk would be a counter to boons as intended. If noone brings a boon, then the perk would be useless just as now but if you bring a boon and the killer has Shattered hope, your boons can backfire, but you can cleanse them and reapply somewhere else.
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@HugTheHag said:
Blindness is underrated.
I used to play Hex Third Seal a lot, and for some reason survivors underestimate it and it often stayed up.
Blindness counters Windows, which lots of survivors rely on.
Counters OoO as well, though that's more niche.
Counters Alert, Fogwise, good aura perks.
It also prevents from seeing the aura of the hooked survivor, so if you did not pay attention to where they were hooked, good luck finding them. Even on comms, unless you're next to a significant landmark, it wastes a lot of time to go look for the hooked survivor.
The Third Seal could still be somewhat useful becacuse it stays on the player until the Hex is removed or until you hit others too many times, but the status effect can get applied in other ways, most often addons, and there it is pretty useless. Mostly because the effect is applied only for some duration. E.g. the Twins have an addon that applies Blind for (iirc) 20 seconds after Victor pounces on someone. Perhaps it could have some very niche use but generally 20 seconds of blind is pretty incosequential. The Pig has an addon that applies Blind for as long as the player has the RBT on them, and it doesn't hide the auras of the Jigsaw boxes, so again, pretty pointless.
I think the Blind status should receive some additional effect. As it has been suggested before - it would be cool if it hid the red stain. This would actually impact also swf. It could also lower generator repair speed by some %. Or it could make Skill check windows smaller or something.
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An interesting concept I wouldn't mind testing. Although, doesn't this just give more time to Survivors to complete their objective in general - that is even when the Killer is not camping/tunnelling? I mean, currently when you see a team mate got hooked, someone needs to stop doing whatever they're doing and go help because if you don't, the person will advance to the 2nd stage and if left on the hook even longer, they die. Each scenario puts the team into a disadvantage. So the team is time-pressured to attempt to unhook the person.
If you know the person can stay on the hook and burn through 3-5 "lives" in exchange for relatively safely doing, an probably finishing severeal, gens in the mean time, isn't that going to be the main strategy? Even if you're repairing a gen and see one person getting chased (Killer occupied, time to safely do gens), then hooked (Killer still occupied), you keep repairing because there's no time pressure, the Killer doesn't camp and starts looking for another Survivor (Killer occupied), finds someone and starts chasing another player (Killer still occupied, even more time on the gen), downs them, puts them on a hook...I immagine by this time you can have easily 4 gens done and still "lives" left, so now you can go unhook them.
It would require some more changes to actually push survivors to go unhook, rather than sitting on the gens all the time.
As I said - interesting concept but I think it would require so many follow-up changes that the Devs won't even consider it.
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I wanted to make a post about Hangman's trick but since you already have it here...
People say it is intended to be an anti-sabotage perk but sabotaging is rather rare thing and when it happens, it is usually when a person is trying to sabotage a hook to whichyou're walking with another survivor over your shoulder. In that case, you see the person sabotaging and you don't need the noise notification. Seeing the auras around hooks might be nice but it only works when you carry a survivor and then you usually try to look for a hook, not for auras of people around hooks. I would keep these effects (as they can be useful in certain situations) but add some others that affect the unhooking process:
- Sabotaging hooks takes X% (or X seconds) longer
- Unhooking survivors takes X% (or X seconds) longer
- When unhooking starts, the hooked survivor screams
The first point would make it easier to hit a survivor who is trying to sabotage a hook you're heading to with a downed survivor, before the person manages to sabotage it.
The second point would give you a little bit longer window of opportunity to grab a survivor who's trying to unhook someone when you're really close.
The last point would let you know when someone is trying to unhook someone else and because of the longer unhook times, it would give you a bit more time to return to the place and start a chase.
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Well, yes. It can be a normal perk and then it would be OK, but if it stays a hex, then some buff would be nice.
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I wasn't around before the change, I've onlyl known the perk as it is now. I suspect that the notification was removed for a reason and so it probably won't come back, that's why I suggested this.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296247#Comment_3296247
I know, it is by definition mostly game slowdown. But like I said before, her dash is mostly useless you won't really be able to use it on most tiles and those tiles where it can be used on can most of the time also be played normally. I haven't gotten a Gen grab in ages with any killer, they all get refunded, so you are very lucky on that one, especially since pig is the worst stealth killer to get a grab since you hear her blade come out when she stands up.
Not entirely sure but I think that her roar is even directional so a good survivor should never get caught by it and run into the killer...
Pig is by far the worst stealth killer in the game, she is slow, gives the survivor a warning before being able to use an offensive action and has limited vision while in her stealth.
Doing something about making her traps be more of a threat if you play greedy is a good idea, but I don't like the idea of punishing a survivor because their team played bad... Imagine being on hook with a trap on and they pop 3 gems, you are basically dead with your idea... Make the timer go immensely faster if you have an active trap and do anything but getting rid of it or even lower the timer by a specific amount while doing a Gen with the trap so the survivor has to think about which he priorizes. But he himself should control that risk by his own decisions and not get destroyed by his teams bad decisions... It would give survivors a good choice to decide if they want to risk dying to the trap but maybe get rid of a potential 3 Gen... But I would say maybe 1-1/2 seconds of trap time removed for every % of then gen completed or so?
"weakest stealth killer, is probably true but the Pig doesn't rely on stealth as her main tactic. I use it situationally and it proves useful.
The grabs usually work on the first survivor you encounter on a gen. If you go stealth before they get to your terror radius, they don't hear you coming (unless they have Spine Chill or something) and you can catch them off guard. They become more and more aware as the game progresses so grabbing them later on is more and more difficult. Still, even if it is just one grab in a game, it is a "free" hook.
Dash is again situational. The roar might be directional but sometimes the gens are placed in such a position that there are just two ways out, if you approach from the correct angle and start the dash, they hear the roar but it is behind an obstacle so they know they have to run but the chances are 50:50 which side you're gonna come from. If they choose wrong, they'll run right into you. So yes, it is situational (because not all gens are these "two ways out only") and there is luck involved.
And punishing survivors for bad play of their team-mates is a basic feature of the game. If one of your teammates makes a mistake and gets killed, your chances of escaping take a sudden nose dive. Bear trap timers are paused when a survivor is on a hook and it is true that getting unhooked just to die the next second because your team finished 2 gens is probably gonna lead to a ton of complaints but that is nothing that cannot be solved by adding a simple condition. Something like "every finished gen cuts the remaining trap time by 20 seconds, but the remaining time cannot be pushed below 30 seconds this way." so even if your team finishes gens, you don't die out of blue purely because of your team.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296239#Comment_3296239
The speed boosts for successful shocks would negate the slowdown the shocks give him and would also give the survivors 0 options to do something about doctor in chase, I want weaker killers to get stronger but while still enabling counterplay against them, when doctor can just brainlessly shock you to gain speed what do you even do in chase?
It is the same situation as it is now - if you time your shocks well, the survivors cannot do much more than just run. Once you hit them with the shock, they cannot drop pallets, vault nor hide in lockers. The slowdow during charging the shock is the counter-balance to that but if you use it well, you will get to the melee range eventually. This would only shorten the time it takes to catch up with the survivor.
I guess I don't know what you want. You say it takes too long to hit/down survivors with M1 killers and when there is a suggestion to cut the delay times, you say it would offer no counterplay.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/358068/easy-changes-to-almost-all-killers
So nerf pig's main power? If you were going to increase the time it takes for a head pop then you should at least give her the ability to create more traps or just have unlimited since they have to be triggered first by a gen anyway or buff Amanda's secret to give unlimited traps while keeping the jigsaw box aura disabled so it does not promote box camping/patrolling and if that's really still OP then you can set her speed to 4.4m/s when she has that equipped, cuz it's supposed to be a purple addon yet it basically makes her worse
The main point of the traps is not to kill survivors but to force survivors not to do gens, which gives you more time to hunt them down. I think it is not a bad concept and could be expanded on. For example, the activation timer could get those extra 30 seconds but the first completed gen would activate the timer and any following completed gen would cut (e.g.) 30 seconds from the timer. So the strategy where each survivor starts repairing a gen and then suddenly there are 2-3 gens repaired within 10 seconds would not be viable because this would most likely kill the player(s) with traps on their heads. It could also be changed the way that the puzzle boxes would not be revealed to survivors and once they get a trap on their head, they would only see the aura of the box that is the farthest from them. They would always know for sure where to go but if they run into another puzzle box on their way, they can search it too.
The sprint and stealth mechanics are usually just situational. I often manage to grab survivors off of gens at least twice per game thanks to getting close in stealth and approaching from an angle where they cannot see me coming. The charge attack is also not bad but it does require some luck. You can get close in stealth, then charge and hope the survivor doesn't know which direction you're coming from, will panic and start running towards you rather than from you. If anything, the charge attack should count as basic attack so that it can apply Sloppy Butcher or insta-down survivors if you manage to somehow apply Exposed on them.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296057#Comment_3296057
Sure not the same level, at least together... Compare low tier killers with their best addons against the top tier killers, the difference is just unreal...
Increasing his base movements peed gives him too much of an advantage in a way that is not only usable to traverse the map... I don't like the status effect idea because i think people would just blast survivors into madness 3 while keeping them at a tile and if it was exposed they would just have to take a hit while not madness 3 and get somewhere that is a stronger tile and besides those two you mentioned I don't think any other would hel you to make the chase better.
I think over all shock delay shock range and some Form of map mobility is what he needs.
I agree that harder killers should perform better than easier ones, which is also why it is unacceptable that the hardest killer in the game, which is most likely Billy, is as weak as he is currently.
Closing the gap does not mean closing it entirely, but just to give the lower tier killers something to make them less frustrating against better players. By giving the a teleport or other quality of life it cuts down the time to walk across the entire map since M1 killers suffer from big maps.
And when it comes to lore friendly I don't think that is too reasonable especially with how doctors lore got changed according to the wiki, I don't know how big the change was though, since I don't really care about the lore. The point is however that the lore or the looks of a game should never hinder the game play... Also considering that the doctor can somehow create electro shocks does not seem less unreasonable than dissolving into electricity and appearing somewhere else.... Or does the lore give any reason why he can do that besides the entity gave him the power to? Because if that's the only reason than it at least fits his theme and is not that much away from the lore. It still has to do with his theme:electricity.
"Not only usable to traverse map", yes, but you spoke about two problems - 1) it takes him time to traverse map and 2), he's an M1 killer so he needs to get into melee range to get a hit on survivors, which again takes time because he has no movement-affecting ability. And possibly 3) It takes disproportinally more time to down survivors, compared to the current best killers, because of the whole "chase > hit > survivor gains short speed boost > chase again > hit > down" process.
So, I suggested to give some speed boost when you make survivors scream. This would shorten the traverse time after using the AoE attack. It would shorten the chase times after getting a successful Shock therapy hit and with enough madness level, survivors would lose speed boost abilities (the effect could only last some time after reaching lvl2) and with lvl3 they would get insta-downed on hit, further lowering the time needed to down survivors, which you said is one of the biggest problems of M1 killers.
Madness level 3 makes survivors practically unable to do anything appart from running and using the "snap out of it action". The survivor either has enough time to use the snap action and gets rid of the status, or the Doctor is there to pressure the survivor and prevent the snap action, in that case it is usually not hard to hit the survivor. The exposed status would allow you to down such a survivor faster. If you're too far, they will snap out of it anyway, so it would reward you with a window of opportunity for a quick down if you manage to build up the madness on someone to lvl3.
Lore-firendly approach is not necessary, but I preffer it because otherwise we can give any ability to any killer "just because". E.g. the Huntress is thematically built around hunting/chasing the "prey", with an option to get a long range hit during the chase. She also doesn't have any map traverse ability, so should she also get a teleport? Obviously, I'm not suggesting to give her a teleport, just pointing at the reason why I preffer thematic/lore-friendly approach.
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I still don't think it is needed to get all killers on approximately the same level, actually not even possible due their abilities - some are always gonna be harder to use than others and some people enjoy the challange of playing harder killers.
Anyway, if the doctor was to get some mobility buff, I would do it in some way that thematically fits the killer or is "lore friendly". It could be something like
- whenever you make a survivor scream, you gain +x% speed bonus for (some time). Possibly the bonus magnitude could be based on survivor's madness level.
That would allow you to get to a survivor faster after you hit them with the AoE blast and it would allow for shorter chases because you would get to melee range faster. It would be lore friendly as you could slap on it something about "hearing your victims scream fills you with adrenaline, making you move faster" or whatever. If it would still take too long to down survivors, madness level 2 could apply Exhausted and madness level 3 could apply Exposed or some other status effect.
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I expressed myself poorly. I don't know where the claims that the Doctor is "rather objectively on the lower side" or " in the lower third of the killers for sure" come from. Is it some official statistics, or your opinion or is it based on some YouTube "tier lists" or some unofficial statistics...? I thought you might have based the statement on some "how often killers are played" stats and so, if the Doctor is not played often, he would come in that stat rather low, which wouldn't mean he's weak as a killer. But whatever, it was just my wrong asumption.
From my point of view the need to "get into melee range" is not a downside, but rather a base requirement. Some killers have ways to get to the melee range faster/easier but those killers don't have the built-in system of survivor detection and need to "sacrifice" perk slots to get some sort of detection. So, even there the advantage has a cost.
The change may not catapult him to S/A tiers, sure. However, I don't think he is some garbage tier the way he currently is. I have been playing for only about 2 months so I don't claim to have some god-tier knowledge of everything in the game, but when I play the Doctor with people on my skill level, I don't have any problem winning. Ofcourse, when I see in the lobby that my prestige1 Doctor is going against a team of people where one is prest.5, another 17, the next 40+ and the last 50+, I know I'm gonna lose that one but that is because of skill level difference, not game balance. When I have played the game long enough to have THAT level of experience, I think I will be able to win the games too. So, my point of view is that applying changes because "it is not necessary but would be more convenient" isn't a good enough reason, especially if the change removes an intended downside.
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The Doctor might be in the lower third but is it because of his strenght or because not many people play this killer? From what I gathered, people often don't play him because they consider the playstyle sort of boring. However, those who play the doctor usually have good results. Although, don't quote me on this, I don't have any stats about win rates of killers.
Fake doctors only start appearing from madness level 2 but it is also pretty easy to get survivors into that level and keep them there. The fakes don't need to give you consistent information, but it is still information on survivor position and you know that someone IS there. And it is an information that you get without any perks so you can run builds without any info perks, which is another positive.
You don't need to hit multiple people with the AoE shock, one is enough to track and down them. By the time you have hooked the person, you usally have the ability ready and if you find at least one other survivor, you again know where to go. If you don't hit any survivor with the ability, it actually also tells you that everyone is most likely at the oposite side of the map, technically even if you don't hit anyone, it still tells you where tey approximately are.
Perhaps it wouldn't be OP (I think it would, but let's say you're right), but even then - what would be the downside of this killer? Nurse is an example of a killer that has little to no down side and people keep constantly calling for nerfing her.
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Doctor missing map mobility is not a problem. He has the static shock that gives you a pretty good info about where the survivors are. You use the ability, hear the screams, choose one and go after them. Once you down them, you have the static shock usually up again. Also, the fake doctors only spawn around survivors so it can show you where some survivor is even without the static shock. So you don't have to spend that much time searching randomly for survivors and so you can put that time into chasing the survivors.
Having this sort of information available comes at the cost of having relatively slow movement. Being able to teleport around the map would be OP in combination with the information you're getting.
Would it be more convenient? Yes. However, I think it is OK for the killers to have downsides, unless it is something that makes them pretty much unplayable. Which I think is not the case for the Doctor.
By the way, it would be better to have suggestions for every killer in a separate topic. Most people comment on a specific killer and when you want to see the overall opinion on, let's say, Doctor, you need to sift through a lot of comments about other killers that you may not be interested in.
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In order to better represent some sort of a "luck" factor, I would suggest to make the effects a percentual chance, rather than a flat bonus to something:
- chance that a Great skill check window will be X% bigger
- chance that the whole skill check window will count as a Great skill check
- chance that a well hit Great skill check will give an extra +1% progression bonus
- chance that that a perfectly hit wiggle check will make the killer drop you immediately
- chance that you won't leave a scratch mark
Something like that. These chances would be 0% by default and they would increase by perks and offerings - stacking additively.
It would require to make a balance pass on Luck-effecting perks and offerings to make sure that the Luck cannot be stacked too high, or somehow limit the Luck effects. E.g. if "skill check counts as great skill check" is too strong, then the chance to get that one may not be the whole Luck stack but 50% of the stacked Luck.