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@Yamaoka said:
Why do you care about something as trivial as achievements?
These people are just as dishonest in other ways. Many have probably stretched the image on the screen and I notice that. Many of them are toxic. This is The experience of my statistics. Usually they like to write two different things in chat. And because I don't think it's trivial. The value of achievement is your experience. Playing for the plague and trying to get the achievement, I didn't spend a few hours. Or complete Michael's achievement to kill all 4 with your own hands in the third stage of evil. It was difficult because DS, because the survivors just jumped into the lockers. Such people have no right to have these achievements and write to me in the post-match chat-what I am, who my mother is and other insults..... At the same time, I played with them without a tunnel and without hook's guard.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/606445#Comment_606445
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
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.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/606446#Comment_606446
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
Yes, the cards are very large and when I get Ormond or Temple of purification - it's terrible. May need to stop releasing murderers and to deal with alteration cards. After the last update, they are terrible. I counted 18 pallets on Ormond and 18 on the Game. These maps are heavy for foot killers. And Yes for the Doctor because to embrace the madness there's a heavy task.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/606437#Comment_606437
https://forum.deadbydaylight.com/en/discussion/comment/606441#Comment_606441
https://forum.deadbydaylight.com/en/discussion/comment/606426#Comment_606426
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
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.
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@SnakeSound222 said:
This sounds like it’ll just make him even worse against high rank Survivors.
Doctor’s shock stun already lasts 2.5 seconds. I don’t think an extra 0.5 seconds and 115% movement speed while charging the shock is worth making the shock thinner. He can work with the same width but a longer range without the nerfs you’re giving him.
You’re just making Madness 2 completely useless. No extra effects at all. Snap Out of It would be just you holding M1. It’d be really boring to go against him. The teleport is not worth making Madness 2 worthless. He wouldn’t be as fun to play as he is currently.
I’ve got some suggestions for Doctor buffs that you might have seen if you’ve looked at any “buff Doctor” threads. These changes would make a Doctor more of threat at high ranks without using add-ons:
- Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
- Increase movement while charging up the shock to at least 105%. He can lose a lot of distance from just trying to use his shocks.
- Remove or significantly shorten the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
- Significantly shorten or remove the transition between switching modes.
- Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on).
- Have the Order series of add-ons either buff the illusionary pallets somehow (maybe let the Survivor drop them if they’re standing) or do something new instead (like have the illusions perform some kind of action).
- This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
- New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%).
Superbly. It is ideal for recycling
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@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.
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.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/606413#Comment_606413
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.
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.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/606395#Comment_606395
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.
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.
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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.