Doctor buffs
Considering bhvr plans to do tweaks on Doctor in the upcoming few months according to the roadmap, I feel these 2 changes to his basekit would make him feel better to play.
- Give Doctor 2 more meters of shock therapy basekit, now the range is 12 meters (was 10 meters)
- Nerf the Moldy Electrode add-on to 1 meter (was 2 meters)
- Nerf the Polished Electrode add-on to 2 meters (was 3 meters)
- Nerf the High Stimulus Electrode add-on to 3 meters (was 4 meters)
I nerfed the brown range add-on so it's not the same as the yellow one after it's own nerf. The green and yellow range add-ons are nerfed so they still give the same max range possible with add-ons as before (17 meters) while allowing for his basekit to be stronger. There are other add-ons that affect range but they also change the shape of shock therapy making the Doctor play differently with them and therefore need no changes themselves.
- “Discipline” – Class II add-on nerfed from 10% decreased shock delay to 5% decreased delay, the nerfed 5% decreased delay now given to basekit making shock delay 0.95 seconds basekit (was 1 second)
Just a slight buff to basekit delay, compensated by a nerf to the add-on since Doctor charges his shock therapy for 1 second, and with the detonation delay of 1 second it takes 2 seconds for shock therapy to have it's effect on the survivor, and now it would take 1.95 seconds for shock therapy to affect the survivor.
With slightly less shock delay and 2 more meters of added range to his basekit it would make him more reliable and fun to play as.
Comments
-
i wrote post long ago in regards to doctor. his biggest issue that virtually all his madness afflictions are not that useful excluding discipline add-on. I also agree that he is reliant on range add-on's.
1