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Some doc insanity changes I thought up of.

LazyPayday
LazyPayday Member Posts: 420
edited April 2021 in Feedback and Suggestions

I'm tired so I'm just gonna right them down and forget about it.

  • With every level of insanity, the delay before a shock hits is decreased slightly.
  • While working on a gen with insanity 2, there's a small chance doc will appear out of your fov with no terror radius and hit you. A few seconds later, a shock will form around your screen, revealing it was an illusion and you actually received no damage. Can be counter by constantly looking around while working but adds some mind game for stealth docs as the survivor will have to predict whether or not the hit was real. (The idea is to have the survivor run away then realize they just wasted time)
  • When a survivor of insanity 3 lands a stun on the killer, a coin toss will determine whether or not the doctor will be teleported back and immediately forced into the kicking animation. Will look like you landed the stun before a shock appears revealing doc has begun kicking the pallet. (Forces the doctor into an animation either way but with the added benefit of destroying the pallet).

I came up with 1 and 3 because I wanted insanity to actually be beneficial in chase. I wanted the status effect to truly feel like you're at a disadvantage while in a bad state of mind. I wanted 2 to make the player feel more like they're going crazy while still being counter able. I'm guessing this may seem broken or cool or whatever, maybe like 2 people will see this anyway.

Post edited by Mandy on

Comments

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,599
    edited April 2021

    Doc is actually fine the way he is. These changes are unnecessary. He actually used to have a much more annoying ability to really screw with survivors skill checks at varying degress (without addins involved) but that was deemed too oppressive and went away with his rework.

    But - he gained the ability to find survivors on command with his static blast, and his range addins no longer have negatives to run. And that shock alone makes him decent in a chase.

    Remember; Doc's greatest strength is he always knows where everybody is. He literally spends very little time looking for survivors. So given he saves a lot of time finding people and has above average anti-loop - doing anything more to him to make him better in a chase or giving him anything close to his old slowdown potential will make him OP as #########.

    Doc is my Boi - leave him alone, he's in a great place right now

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    I feel like #3 would be a great addition to the two green tape add-ons as they serve no real purpose as of now.

    A harder to use shocks but a better tier 3 if you put a survivor into tier 3 while in a chase(Usually by using said harder shocks).

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    Please, don't change doctor at all. No buffs, no nerfs, no reworks. He's frustrating enough to go against xd

  • Jasix
    Jasix Member Posts: 1,246

    Needless changes. Doctor is probably one fo the most balanced killers there is out there - there is no need to complicate his powers.

  • deckyr
    deckyr Member Posts: 825

    doctor is one of the killers that's just... absolutely perfectly balanced right now. the only thing i would change is to make his loading screen tips have more info about how his power works, because he's only balanced in a game where everyone knows how to play around his abilities.

  • PureDoctorMain
    PureDoctorMain Member Posts: 341

    I won't lie Doc is in a really good place right now and doesn't really need changes. However these changes are really cool the only one I kinda don't like is the 3rd one but the 1st and 2nd one are great. Number 1 giving you an added bonus for increasing madness and number 2 giving the illusionary doctors a purpose. Good ideas my man even if im not the biggest fan of 3 since it seems to me to be a buff to far if I have the first two though im a happy camper.

  • Viktor1853
    Viktor1853 Member Posts: 955

    Doc is actually fine the way he is

  • Trwth
    Trwth Member Posts: 923

    I don't want to overcomplicate Doc's power, but your second one gives me an idea for Tier 3.

    So, you know how at Tier 3 you always scream randomly? I'm thinking, what if instead of making screaming random, illusionary Doctor's will spawn around you and give chase. When they attack you, you'll scream and all illusionary Doctors disappear. The longer you go without screaming, the more fake Doctors appear. When snapping out of it, the illusionary Doctors freeze and your field of view will steadily decrease. Once you've snapped out it, everything will go back to normal.

    Kinda complex, definitely a mouthful knowing how BHVR explains powers in-game, but I think it'd be very cool.

  • LiunUK
    LiunUK Member Posts: 954

    i would make it so doctors illusions spawn farther away from you and just run in your direction through walls and objects and if they reach you they do the swing animation breathing and swing sounds included before just disappearing.

    just the fact that you can hear doctors breathing approaching you would scare most survivors.