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Doctor's melee range feels short

So I unlocked the Doctor a while back, still not all too great with him because I'm not entirely sure how to use him to game survivors. He's pretty much the killer I'm worst at, even with Freddy included. But anyway, even besides that I feel that he's not too great in chases because of his weapon range. I'm not entirely sure if it's just a cosmetic thing but I can definitely feel like his weapon range is a bit shorter than conventional killers. Does anyone else feel this problem?

Comments

  • HermanTheDoctor
    HermanTheDoctor Member Posts: 221

    yeah it feels like that. But git normal range lke every other Killer

  • VolantConch1719
    VolantConch1719 Member Posts: 1,238

    Chases are where the Doctor falters. He is VERY easily looped and has practically no way to slow Survivors down. I just stick behind in shock mode, building up bloodlust while increasing their madness, then switch to melee when I'm right on top of them.

    Since the Calm Spirit buff that makes you not scream, the Doctor has been seriously nerfed. As soon as you can though, switch to shock mode, hopefully no one expects a Doctor and they don't have Calm Spirit (I've only ever been against the Doctor once, so I guess they aren't very common), then follow their screaming aura. Bring add-ons to affect them when they hit Madness 2 (Illusionary pallets, fake heartbeat, fake Doctors, etc.). That's how you mind game them. Also, get Distressing ASAP.

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    The doc is my main - and I can tell he never felt short ranged to me.

  • Esheon
    Esheon Member Posts: 568
    Distressing is very good, but I disagree with staying in Treatment mode.

    I only use Treatment mode to flush out survivors, shock a running target, or stop a loop. Get used to switching modes quickly and often. If you'll be walking for more than a few seconds to reach a gen, you should be in Punishment mode.

    At the start of the match, make your way to the nearest cluster of gens and switch to Treatment mode when the gens are in range of your Static Field/Terror Radius. Patrol in Treatment mode until you flush someone out.

    When you've flushed someone out, switch to Punishment mode and chase them until they're in range of your shock. Shock them a few times to get them to Madness 3, then switch back to Punishment mode to continue the chase. As long as the target is at least Madness 2, hits are more important than shocks. 

    When they start looping, switch back and forth between modes during the loop. Watch for an opportunity to shock them to prevent a vault. You can prevent a pallet drop as well, but stopping a vault is better. Land your shock right before they vault, and they'll sit there spamming the spacebar while you switch to Punishment mode and smack them (very satisfying).

    Don't bother camping. Throw a shock or two at likely hiding places, then head out to find another target. The hooked survivor needs to heal and Snap Out of It once they're unhooked, so you have plenty of time to go put someone else in Madness 3 and on a hook.

    Done well, this will be a fun game with lots of chases, good BP, and a good Emblem score.
  • VolantConch1719
    VolantConch1719 Member Posts: 1,238
    edited August 2018

    @Esheon said:
    Distressing is very good, but I disagree with staying in Treatment mode.

    I only use Treatment mode to flush out survivors, shock a running target, or stop a loop. Get used to switching modes quickly and often. If you'll be walking for more than a few seconds to reach a gen, you should be in Punishment mode.

    At the start of the match, make your way to the nearest cluster of gens and switch to Treatment mode when the gens are in range of your Static Field/Terror Radius. Patrol in Treatment mode until you flush someone out.

    When you've flushed someone out, switch to Punishment mode and chase them until they're in range of your shock. Shock them a few times to get them to Madness 3, then switch back to Punishment mode to continue the chase. As long as the target is at least Madness 2, hits are more important than shocks. 

    When they start looping, switch back and forth between modes during the loop. Watch for an opportunity to shock them to prevent a vault. You can prevent a pallet drop as well, but stopping a vault is better. Land your shock right before they vault, and they'll sit there spamming the spacebar while you switch to Punishment mode and smack them (very satisfying).

    Don't bother camping. Throw a shock or two at likely hiding places, then head out to find another target. The hooked survivor needs to heal and Snap Out of It once they're unhooked, so you have plenty of time to go put someone else in Madness 3 and on a hook.

    Done well, this will be a fun game with lots of chases, good BP, and a good Emblem score.

    I stick in Treatment mode to affect nearby Survivors when I'm patrolling/chasing, but I do get your point. It is very helpful to move fast.

    I generally get 2-3 kills as Doctor my way (without camping, as I seriously hate doing that), but if your way works, that's good too.

    EDIT: I realize how sarcastic that end statement sounds, but trust me when I say I'm not trying to be sarcastic.

  • Master
    Master Member Posts: 10,200

    @Strider said:
    So I unlocked the Doctor a while back, still not all too great with him because I'm not entirely sure how to use him to game survivors. He's pretty much the killer I'm worst at, even with Freddy included. But anyway, even besides that I feel that he's not too great in chases because of his weapon range. I'm not entirely sure if it's just a cosmetic thing but I can definitely feel like his weapon range is a bit shorter than conventional killers. Does anyone else feel this problem?

    Doc has the normal killer range, but the real problem is that shocking doesnt work against the competent survivors anymore, they will still loop you. Against those steams madness is just somethign they have to snap out and you earned very little time by puting them into that state.

    I hope doc gets a rework too soon, but well....

  • Mister_xD
    Mister_xD Member Posts: 7,669

    idk why, but i always think his range is longer than others (probaply because of his weapons size) but it isnt xD (i miss a lot with him xD)

  • Strider
    Strider Member Posts: 94

    Hey thanks for the tips @Esheon, I hope to put them to good use. Could you also explain how exactly his static field/madness works? I assumed that the static field was something that was equal to your terror radius and would constantly increase survivor's madness whether in treatment or punishment mode but I've had chases in punishment mode that survivors never even seem to get madness I.

    And is increasing my terror radius with perks like distressing actually helpful for the Doctor or does that just let survivors know that I'm approaching from further away?

  • Esheon
    Esheon Member Posts: 568

    @Esheon said:
    Distressing is very good, but I disagree with staying in Treatment mode.

    I only use Treatment mode to flush out survivors, shock a running target, or stop a loop. Get used to switching modes quickly and often. If you'll be walking for more than a few seconds to reach a gen, you should be in Punishment mode.

    At the start of the match, make your way to the nearest cluster of gens and switch to Treatment mode when the gens are in range of your Static Field/Terror Radius. Patrol in Treatment mode until you flush someone out.

    When you've flushed someone out, switch to Punishment mode and chase them until they're in range of your shock. Shock them a few times to get them to Madness 3, then switch back to Punishment mode to continue the chase. As long as the target is at least Madness 2, hits are more important than shocks. 

    When they start looping, switch back and forth between modes during the loop. Watch for an opportunity to shock them to prevent a vault. You can prevent a pallet drop as well, but stopping a vault is better. Land your shock right before they vault, and they'll sit there spamming the spacebar while you switch to Punishment mode and smack them (very satisfying).

    Don't bother camping. Throw a shock or two at likely hiding places, then head out to find another target. The hooked survivor needs to heal and Snap Out of It once they're unhooked, so you have plenty of time to go put someone else in Madness 3 and on a hook.

    Done well, this will be a fun game with lots of chases, good BP, and a good Emblem score.

    I stick in Treatment mode to affect nearby Survivors when I'm patrolling/chasing, but I do get your point. It is very helpful to move fast.

    I generally get 2-3 kills as Doctor my way (without camping, as I seriously hate doing that), but if your way works, that's good too.

    EDIT: I realize how sarcastic that end statement sounds, but trust me when I say I'm not trying to be sarcastic.

    I didn't see that as sarcastic at all. What works for one person may not work for another, after all.
  • Esheon
    Esheon Member Posts: 568
    edited August 2018
    Strider said:

    Hey thanks for the tips @Esheon, I hope to put them to good use. Could you also explain how exactly his static field/madness works? I assumed that the static field was something that was equal to your terror radius and would constantly increase survivor's madness whether in treatment or punishment mode but I've had chases in punishment mode that survivors never even seem to get madness I.

    And is increasing my terror radius with perks like distressing actually helpful for the Doctor or does that just let survivors know that I'm approaching from further away?

    The Static Field is equal to your terror radius, but only increases Madness in Treatment mode. If you stay in Punishment mode, the survivors' Madness will not increase. This is actually a tactic at times. For example, if you know a low-madness survivor is nearby during a chase, you can finish the chase in Punishment mode, then switch to Treatment after you've hooked and reveal that second survivor more quickly. I think Marth88 has a video where he stays in Punishment mode until the gens are done, then uses the quick rise to Madness 1 to find the remaining survivor. You'd have to be pretty good to pull that off, though.

    Distressing is actually a very good perk in most Doctor builds, as it increases the range of the Static Field and therefore the range at which Madness increases. Most people play the Doctor as an anti-stealth brute force character, and that's what he's best at, IMO. Probably the most-hated-by-survivors build in the game is a Doctor with Distressing, Unnerving Presence, Ruin, and whatever other perk you want (Nurse's). Add in the Iridescent King add-on and you're pure evil, especially on small maps. Nearly inescapable on The Game.

    That being said, there are a few stealthy builds you can try as well, and those can be fun (if a bit gimmicky). Monitor & Abuse with Electrode and Interview Tape add-ons (with High-stimulus Electrode, that's a 35-meter beam attack) can be a lot of fun with aura-revealing perks like A Nurse's Calling and Bitter Murmur or with a Hex build using Thrill of the Hunt. Personally, I don't do as well with those builds but they ARE very amusing.
  • LRGamer
    LRGamer Member Posts: 160

    Chases are where the Doctor falters. He is VERY easily looped and has practically no way to slow Survivors down. I just stick behind in shock mode, building up bloodlust while increasing their madness, then switch to melee when I'm right on top of them.

    Since the Calm Spirit buff that makes you not scream, the Doctor has been seriously nerfed. As soon as you can though, switch to shock mode, hopefully no one expects a Doctor and they don't have Calm Spirit (I've only ever been against the Doctor once, so I guess they aren't very common), then follow their screaming aura. Bring add-ons to affect them when they hit Madness 2 (Illusionary pallets, fake heartbeat, fake Doctors, etc.). That's how you mind game them. Also, get Distressing ASAP.

    You know that Doctor is the most unpopular Killer for Survivors die to the fact that he takes away their “stealth”
    so a lot of people will run calm spirit
  • Strider
    Strider Member Posts: 94

    @Esheon Thanks again for the extra tips! I actually only got the game quite recently and like to play a bit of survivor and killer evenly so all of my characters between both are mostly between levels 20-25 at the moment so I haven't learned any teachables so I currently run with Distressing, Overcharge, Bitter Murmur and Unrelenting. It's not the best thing I could run but I don't have much else to work with unfortunately. :(

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Strider said:
    So I unlocked the Doctor a while back, still not all too great with him because I'm not entirely sure how to use him to game survivors. He's pretty much the killer I'm worst at, even with Freddy included. But anyway, even besides that I feel that he's not too great in chases because of his weapon range. I'm not entirely sure if it's just a cosmetic thing but I can definitely feel like his weapon range is a bit shorter than conventional killers. Does anyone else feel this problem?

    All lunge ranges are the same with the exception of EW1/EW3 Myers. The animations may cause a different feeling (like Freddy looks like he has EW3 range) but they are all the same.

  • Esheon
    Esheon Member Posts: 568
    edited August 2018
    Strider said:

    @Esheon Thanks again for the extra tips! I actually only got the game quite recently and like to play a bit of survivor and killer evenly so all of my characters between both are mostly between levels 20-25 at the moment so I haven't learned any teachables so I currently run with Distressing, Overcharge, Bitter Murmur and Unrelenting. It's not the best thing I could run but I don't have much else to work with unfortunately. :(

    Considering you're only working with Doctor and Universal perks, that's not really a bad build. Distressing and Overcharge help slow down gens, Distressing and Bitter Murmur help find survivors, and Unrelenting helps a little in a chase. I actually think Unrelenting is an underrated perk, I sometimes use it if I'm getting a lot of twitchy survivors who are good at dodging.

    I would keep an eye on the shrine for Unnerving Presence, Ruin, and A Nurse's Calling. If you can buy those on the shrine you won't have to level up those killers to get them.
  • Strider
    Strider Member Posts: 94

    I'll keep an eye out for those! Though I'm currently saving my shards to unlock survivors and killers that I'm still missing which are the Clown, Kate, Feng Min and Ace. So that's quite a ways to go.