Doctor fixes and changes

Frozenscum
Frozenscum Member Posts: 393

As of now Doctor is considered low-tier M1 Killer without much map pressure and game stalling.

His Power while beeing fun and giggly - don't help him much in chases and stalling. It can help occasionally to stop vaulting or pallet drop, but it always is granted by Surv mistake and not in the control of Killer. In all those cases if Doctor was able to stop vaulting by Power, he could switch to Punishment earlier and hit Survivor without wasting time to Shock.

Due to how Shock works time wasted to put Survivor in T3 Madness to make him Snap Out before doing something can easily be more than those 7 seconds. Which is obviously nullifies ability to stall.

There were threads on forum with different ideas to change Doctor into something more interesting to play instead of simple M1 Killer. Changes should not be too powerful obviously, but should tweak his gameplay into better experience.

Changes to his Power:

1) Instead of beeing limitless Carter's Spark should be spendable and rechargable. It should look like Legion's FF, but work a bit differently.

While at full gauge Doctor should be capable of doing 5 Shock Therapies in a row without recharging, i.e. enough to put 1 survivor into T3 Madness at once.

Recharge should start in 2 seconds after Shock Therapy was used. Full recharge should take 15 seconds, but Doctor can use his power as soon as its enough to perform Therapy, i.e. at 20% or after 3 seconds of recharge.

2) Shock Therapy should hit Survivor instantly in its area after beeing released by Doctor without delay we have now.

3) Increase duration of Snap Out to 15 seconds, remove scream possibilty during Snap Out, increase number of skill checks during Snap Out to 5. Thus making Snap Out stalling mechanic instead of a bit of inconvenient mechanic.


Changes to his Add-ons:

1) Obedience add-on doesnt add anything to gameplay to be worth of using it.

Proposed change:

While beeing under affliction of Obedience add-on, Survivors will experience random Lullaby effect during Skill checks. Effects depends on tier of madness. Only pause between sound of incoming skill check and skill check itself should be taken from Lullaby, without gen regression part.

Carter's Note of Addon:

Madness T1: Standard and Lullaby 1-2

Madness T2: Standard and Lullaby 1-3

Madness T3: Standart and Lullaby 1-4

2) Scrapped tape add-on

There is no more useless add-on in entire game. No one in clean and sober mind will ever use it. Its nearly impossible to hit someone with it and it renders Killer's power useless.

Proposed change:

Slightly increases movement speed while charging Shock Therapy.

I.e. Doctor should move at 100% speed during charging Shock when addon is used.


Those changes can make Doctor to be much more valueable Killer and his Power will have better uses.

EDIT: Re-thought some of changes and added some new.

@Peanits Some feedback from devs on this could be interesting.

Post edited by Frozenscum on

Comments

  • Frozenscum
    Frozenscum Member Posts: 393

    Added some changes and new thoughts.

  • AStupidMonkeyy
    AStupidMonkeyy Member Posts: 718
    edited May 2019

    No. Just increase his shock range by 50%, increase the stun by .5 seconds, and reduce the time it takes to actually shock by .5 seconds and he'd be great. Nerf his shock add-ons to match the changes. He'd be alright.

  • SlinkyJinky
    SlinkyJinky Member Posts: 371

    Are you kidding? Doctor has huge map presence and a free built in BBQC that doesn't require to actually locate, chase down or hook the Survivor. Because of this he's legion levels of boringly un-counterable, right up there with the next in line for nerfs: Billy and Nurse.

  • Frozenscum
    Frozenscum Member Posts: 393

    @SlinkyJinky

    You probably never played as Doc/against Doc at red ranks. He has very low map pressure and in chases he is generic M1 Killer since his power do not help him to shut down pallets and vaults. I need to put a lot of efforts against experienced survs at higher ranks just to be able get 1-2k.

    Any big map is huge problem, since his "build-in BBQ" works only during tiering up (without Restraint), and even in tier 2 survs have no problems in hitting skill checks.

    Iron Will and Calm Spirit counter Doctor's ability to locate ppl by screams after shocks perfectly.

    He is like Freddy, noob stomper at low ranks and target for bullying at high ranks.

    He has couple of nasty builds, but overall he is weak.

    @AStupidMonkeyy

    I think that increasing his range baseline is bad idea, I'll explain further.

    Increasing stun by 0.5 second and reducing time to actually shock by 0.5 second do totally same as shocking instantly with same duration, since its around 1 second delay between release and shock. You just splitted that second in two parts.

    But since his shock will actually help shut down loops and vaults with such changes, Doctor will need some restrictions, like Clown needs to recharge bottle, that's why I thought of recharge time for shocks. In that case Doctor will not be able just spam shock and smack ppl in no time.

    If shock hits instantly (or 0.5 faster and stun is longer for 0.5) and Doc is behind you spamming it - you will be in stun state permanently, so its basically free hit as soon as Doc in range of shock. And that's reason why you should not have longer range. If Killer will have guaranteed hit once he is 14 meters behind you - it is a bad design.

  • AStupidMonkeyy
    AStupidMonkeyy Member Posts: 718

    My reasoning is this. If you use range extension add-ons, it takes LONGER to charge the attack, 2.5 seconds. By giving him his medium charge add-on by default, give him the penalty but take .5 seconds off of it and let the stun last .5 seconds longer to give him a chance to reach the person. Otherwise, just take away the .5 seconds extra to stun and make it .5 seconds faster to shock with the extra range. Base range Doctor blows. You give him his yellow add-on to increase it to 50% and he's alright. Just long enough to stop some loops and windows but not enough to cause chaos.

  • Frozenscum
    Frozenscum Member Posts: 393
    edited May 2019

    Where did you get those numbers? Seems to me you do not even play Doc.

    His base charge time is 1.1 second, with +50% range it is 1.32 second, with +75% range it is 1.43 second.

    His base range is 9 meters, with +50% its 13 meters.

    But once again, range do not stop loops. If you far away surv just goes for another iteration of loop. You need to be close enough when you shock them to be able change stance and hit them before they can do another loop. His base range is ok, maybe could be 10 meters, but not even necessary.