Proposal for Doctor addon pass & tweaks
The Doctor has an outdated addon set. A dozen of his addons are worse versions of others, and the most of the unique add-ons are still very low in value. This addon pass modernizes the Doctor to give each addon a unique place in his kit, and gives players a much more varied experience as and against the Doctor, while remaining within reasonable design constraints. These changes are reminiscent of the Executioner's recent addon pass, who had the same issues of repetitive and weak addons.
Game Changes
- Decreased generator regression penalty for missing a skill check from 10% to 5%.
Reduces frustration all around while still being a meaningful loss of repair time. This change has minimal impact on high-level play while smoothing out low-level play, and the Doctor's hard skill checks are especially punishing to new players.
Doctor Basekit Changes
- Decreased Shock Therapy detonation delay by 10%.
- Increased Shock Therapy range by 2m.
While the Doctor was given these basekit addons effects already, he still feels clunky to play. These additional tweaks improve his responsiveness.
Doctor Addon Pass
Iridescent (Unchanged)
- King: All named hallucination effects together. (Unchanged)
- Queen: Survivors gain a lingering static shock that detonates when they come near another Survivor. (Unchanged)
The Doctor's Iridescent addons already provide unique, fair, and fun effects.
Purple
- Calm: -12 meters to your Terror Radius when Static Blast is discharged. Survivors in Madness 3 constantly hallucinate chase music.
- Discipline: Shock detonates 20% faster. Survivors in Madness 3 hallucinate the doctor's red stain as directly behind them.
- Restraint: Reveal survivor auras for 4 seconds when their madness increases. Survivors in Madness 3 hallucinate the Doctor 100% more often, and hallucination auras are revealed to the Doctor.
- Order: Decreases cooldown of static blast by 5s. Survivors in Madness 3 hallucinate many pallets.
The new purple addons consolidate most of the Doctor's old addons into singular meaningful effects. The hallucinations have been simplified to reduce the unneccesary addon complexity, while still providing the same value.
Blue
- Shock becomes a 24m long and 3m wide line.
- Survivors become exhausted for 10 seconds when entering Madness 3.
- +8m to your terror radius when Static Blast is charged.
- Madness 2 causes survivors to constantly hear an illusory distant Terror Radius.
- Survivors scream and reveal their aura for 2 seconds when snapping out of it.
Most of the Doctor's low rarity addons are worse versions of Purples, so they needed complete reworks and will also need new names and icons. The circular shock addon was scrapped, and the line shock addon was slightly buffed from 2m to 3m in thickness. Other addons give the Doctor a varied set of tools including additional chase utility, additional Blast range, more hallucinations, and more info.
Green
- +5% skill check chance per madness level.
- Survivors become oblivious for 20s after snapping out of it.
- Survivors in Madness 3 randomly scream +50% more often.
- Reversed skill checks move +20% faster.
- Snapping out of it takes +4 seconds.
The new Green addons have less game changing effects than the Blues. Skill check addons and snap-out addons give some utility to the Doctor and bother Survivors.
Brown
- +2 meters Shock Therapy range.
- +10% Shock Therapy cone angle.
- +0.5s Shock duration.
- Reveal Shock Therapy's area of effect.
The new Brown addons are slight number buffs to the Doctor's chase power, in keeping with their low rarity. They will be especially useful to new players, and they're a flexible comfort choice to complement any other addon.