The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Nerf doctor
You can't mend when you have to "snap out of it". Literally the ultimate counter to new DH.
Comments
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You have enough time to snap out of before you bleed out, unless you delay for some reason. If Doctor's not safe from a nerf, nobody is, although Freddy, Twins, Wraith, Deathslinger, and Pinhead already proved that.
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snap out of it takes less than it takes to bleed out from deep wound
if you got your bleed out timer to the point you wont have enough time to complete snap out of it, find a teammate to mend you instead
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I wouldnt have made this clickbaity post. Just been out of a game, while I was being chased, sometimes the killer did lost me, which led to the mend bar to go down.
At half the bar, when I finally lost him for good, I have no choice but to go down because of the Snap out of it action.
Zero counterplay. Just go down.
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Thats not how it works. In this case I've been chase for long enough for the mending bar to be halved. Finding a team mate is not a solution, I literally had 5 seconds of impending doom.
Zero counterplay. That's a thing that shouldnt be.
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Your deep wound meter doesn't go down if you're running, and you can find a teammate to mend you as well.
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In a case of 2 players remaining, no.
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Well then you've probably lost anyway!
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We managed to finish all gens, but thats not the point.
My point is Mending should be prioritized before Snap out. You shouldnt be forced to rely on a team mate to mend you. Thats nonsense.
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i say just delete him entirely because he's ######### annoying and gives me a headache
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You need someone else to mend only if you screwed up. If you screwed up, then it's OK he can down you thru this.
Just keep running until you are safe to snap out of it. Don't hide in lockers and problem solved... Or do so and look for a teammate - but that's your mistake and no problem with doctor
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You weren't forced to find a teammate until you stopped running to get the mend to get so low. Imo that's balanced.
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What did I just read? You have so much time snap out of it and mend this really isn't an issue. You don't lose any progress mending and the timer doesn't go down as long you're running. The killer losing you has no effect on the deep wound status. So whatever you point you were trying to make earlier is completely invalid. Snapping out of madness also carries on progress so it doesn't regress.
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@Milo & @Gandor sometimes to break a chase you have to crouch / walk to create spaces of no scratch marks area; break line of sight or create confusion.
I don't call that "screwing up". Maybe if we had a 10 min chase and at one point I go down because I had 5% mend remaining, OK fine I guess.
But here I was 60% and had no option but keep running like a headless chicken, hoping to find my team mate to mend me ? No. I don't call that balanced. Snap out action should prioritize mend OR PAUSE the mending action.
I can upload the clip that made me realize this was a flaw, and you'll see no mistakes on my end.
These 2 status have not be thought to work together, and that's my position.
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You loose progress if you walk. That's enough to clash with the snap out timer.
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That's a bit extreme haha. I agree some visuals and sounds together can be overwhelming on the long run, but I think doctor is cool and has balanced anti loop power !
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Believe me. I am survivor main that playes killer less then I should. Doctor is already on the weaker side. Snap out functionality is designed as slowdown. You never NEED to walk so much. You can run in circles if you need to stay on 1 spot. Loosing scratchmarks without any perk (shadowstep or dance with me) should be required only if you flash blinded killer and try to loose him - which should not happen more then 1 or 2 times per chase (the need to loose scratchmarks) and you have enough time for that.
Overall. I think it's part of his power that is already quite weak (or rather slow at getting downs) compared to under killers. So I disagree with it being unfair or in need of change.
But sure. Maybe you play the game so differently, that I overlooked some aspect. If so, provide me the details. I can't think of anything where this would be so bad, that it needs a change (more so, that we should first focus on really unfair things first. I don't see this being one of them)
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Just to clarify deep wounds does go down if you vault or drop a pallet though. So if you’re in a long chase and doing a lot of vaults and pallet drops you can definitely go down on the mend bar and even potentially die mid chase from it (I’ve actually killed people that way with Legion.)
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wow. That must have been some insanely long chase O.O can you provide an estimate how long it could have been? For all I know this happens only if survivor stands on one spot waiting for killer to do something. I never even noticed it going down on vaults - maybe it's just slow/mid vault that do that? (and dropping pallets take so little of it)
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Well in the Legion case I was running the gimmick add-ons which reduce the Mend timer every time Legion does a Frenzy hits someone. So you put them in Deep Wounds, then hit them again to reduce the timer, then keep chasing them so they don’t have a chance to mend and have to keep vaulting, and when you get Frenzy back you can reduce it further, etc. It’s a decently long chase but not as long as it might sound.
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Well, I already had the same problem, and i agree, there’s no counterplay, but doctor doesn’t need nerfs, just put the prompt of “mend” to stay on top, and not the “snap out” one
Post edited by randonly on1 -
This addon no longer exists.
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Right, it was the old effect of Frank's Mix Tape.
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You've got to give a better reason than him "being annoying".
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NOOOOOOOOO, leave my baby alone
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Yes thats exactly what I meant with this thread. Not really a nerf, just an adjustment of something that hasnt been anticipated.
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I play on both side and I understand your point ! My only issue is that you can't do nothing about it in some situations. That's all.
Putting Mend on top of Snap out would be a QoL improvement. Not a nerf like the (old) Nurses Calling aura reading of Snap out being deleted.
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For what it's worth, the devs are aware of this interaction, and made a conscious choice to make snapping out of it take priority over mending. They talked about it in a livestream a while back.
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Before or after DH rework ?
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I know, but why would you be walking instead of running? If the Killer is on you, you mostly run anyway. The only thing you might have to change is what you do on the other side of a pallet or window. Just keep running in circles and it won't be a problem though. If the killer is elsewhere you can just run to the next safe structure and start snapping out of it and mending. There really is no need to walk unless you want to get your exhaustion to go down. But that shouldn't be a priority over mending.
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Before. So maybe it's time for them to reconsider their stance, now that there are so many more ways to get into deep wounds these days.
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The doctor is balanced.
Stop crying over every trivial detail about a killer.
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I agree, I made that exact statement in the thread. But this mechanic should be adjusted to the recent patch and DH change. Thats all I'm saying.
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You don't lose progress on snapping out of it if you have to cancel snapping out of it. Having to find a teammate to mend you is not really a problem. It makes endurance effects against Doctor more deadly while not giving Doctor an innate ability to ignore them like Legion or Deathslinger.
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Many situations ? Slow vault for example. Or let's say you want to not leave marks on a certain area ? Or play a Fixated / Sprint burst / Vigil type of build ? Etc...
All of this reduced to NO COUNTER, because Snap has priority over mend. That's my problem.
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This is not the point.
Being FORCED to find a team mate is not balance, it's a flaw.
Don't compare with Legion or Deathslinger, they're find. The only problem and MY POINT in this thread is that Snap out should block Mend, or Mend be priority over Snap. Simple.
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It's not a flaw. It was an intentional choice made by the developers.
It's really not a big deal needing to seek out a teammate.
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It's a flaw considering the recent huge patch. Mend was not a problem before because the only trigger was BT.
Now that there is Base BT, and DH trigger mend, this is more common than ever.
And once again : you shouldn't be forced to rely on someone else. That is not a counter. Needless to say this argument becomes weaker the less survivors there is in the trial. I wont even talk about the state of SoloQ and Matchmaking in this equation. No. This is not a counter.
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You have enough time to snap out of it and mend. If you let the mend timer drain enough that you can't do both then you need to find another survivor.
It's really not a big deal even with the more sources of endurance. You simply need to be more careful playing with endurance against Doctor.
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I'm repeating myself on this one, but by your logic, once you're on mending timer :
You can't walk against a Doc
You can't slow vault against a Doc
You can't play around Builds like Fixated / Vigil / Sprint Burst or try to hide scratch marks / go in a locker
Etc...
This ... is not balanced ;)
I really wonder why you keep going with that statement when all is needed is just a priority swap between both status effect.
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You can't using heal perks or items against Plague.
Some killers have powers that are effective against certain things survivors can do. Doctor just happens to be good against endurance if you are in T3.
There's no balance issue occurring here
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You can go on a fountain. That's the direct counterplay that activates Plague"s power. It negates medkit, boons and altruism : great. But there is a counterplay in the kit.
I agree with you about the fact Killers are designed to counter parts of the game. But in this case, with Doc you're Down or Down : no options, no counterplay = no balance.
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If you're on a mending timer you shouldn't be walking anyways, that's how you cause the timer to decrease. Same with slow vaulting. You're just damaging yourself, has nothing to do with Doc. You also can definitely play around builds using those perks, being in tier 3 doesn't prevent those perks from working at all. Also, going in lockers literally counters his shock, so don't know what you're talking about there.
What this really comes down to is that you're upset that that this specific Killer makes your build less viable, and occasionally makes mending difficult. He's pretty well balanced, you just don't like that he counters you once he bring you into tier 3, or you just don't know how to play when you hit tier 3.
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Won't react to first paragraph, I disagree and thats not the point. Straight and simple : I was surprised this was a thing.
You should be able to mend before Snap out. That's it. The 2 status effect HAVE NOT BE THOUGHT to work together with the recent patch. It doesnt make sense that the only option is to find someone else to get out of this situation, or like you say not being able to do a single Slow action. That's not balanced.
Name me one killer that requires 2 survivors to avoid a uncounterable down. I'll wait.
It's not about Doc really. It's about the 2 status effect that counter each other.
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Twins.
Victor downs someone, other survivor kicks and pick up their buddy before twins can get to them.
Deep Wounds is far from an uncountable down. Just keep running.
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No you're talking about a survivor already downed. Try again.
I'm talking about the 2 status effects that don't work together and FORCE a down.
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Deep wounds does not force a down. If you let the timer wear out which you can pause by running, but that's solely on you.
The problem is solely you. You refuse to adapt your playstyle and want to nerf a niche situation because you don't want to play around it.
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I'm talking about the 2 status effect. Snap out of it FORCES a down if you have <60% of a mend bar.
Niche situation maybe, still : it doesn't have counter and is an unintentional design.
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Go to a teammate. You not wanting to adapt is not a balance problem.
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We are on an argument loop my friend. Thats fine if you disagree and think it's balanced.
I don't.
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No killers require 2 survivors to avoid an uncounterable down because that doesn't exist. As other people have said, you can still snap out of it and mend right if you don't screw up and decrease your timer by walking or slow vaulting. It's also still perfectly balanced, you're crying because it counters DH, when DH is a perk that prevents you from getting downed by a hit. You were more than likely still going to be chased after using DH and going to get downed anyways, so if your argument is that they didn't take into consideration the recent patch, your argument is a joke.
He countered your counter, but somehow his counter to your counter is uncounterable even though you have a few different options on how you can counter it. This is essentially what your complaint is.
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