What do you think does the Doctor need?

BenZ0
BenZ0 Member Posts: 4,125
edited December 2019 in General Discussions

So in the upcoming midchapter patch the Doctor will get a buff/rework whatever. Some of his information are leaked but its by far not enough to tell what exactly will happen to him. What do you guys think does the doctor need for your opinions and views? A small tweak for his shocks? Madness buffs? Addon changes? A rework? Let me know, I am curious!

I would say his shocks itsself are fine, I would say buff the shock range addons by reducing the extra charge time. Make the shock range 25% bigger by default. No movementspeed slow at shock mode and lower the movementspeed penalty while charging a shock. I dont personally think he needs that much of a change.

*Edit: I think Doctor is not that bad att all, the slow down while charging is the only thing that holds him back from the upper tiers. He has good stall potential with the madness and the shocks are good in chases if you know how to use them. But because of the slowdown while charging you lose that much distance in chase that it wouldnt make a difference if you shock or just run with your weapon.

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Comments

  • BenZ0
    BenZ0 Member Posts: 4,125

    @DudeDelicious

    Agree but I personally dont know or noticed any frustration against Doctor? Would you write some what would be for you frustrating?

    Also it feels like some addons such as shock range and fake pallets should be in the basekit. Since these are not that broken but really usefull and would make alot of sense for his design.

  • Boss
    Boss Member Posts: 13,618

    Something small, but I'd like to see more fake stuff.

    Fake Hex Totems, fake Status Effects, fake WINDOWS?!?

  • Decarcassor
    Decarcassor Member Posts: 651

    Currently, Doctor lose a lot of time, not only because he slow himself massively when he charge his shock but also because he need to stance switch constantly and the shock itself as a relatively slow travel time with a very, very short range without add-ons.

    Also, madness by itself and the afflictions that it inflict are just not very impactfull. Illusory pallets don't do anything and clutter your screen with useless auras. Having a fake TR noise litteraly does not do anything and good survivors won't care. Having the red stain on you might make some reads harder in loops but barely, and at the end of the day doc is till a M1 killer so its no big threat. Being able to see illusory doctors all the time is allright, but a bit unreliable because of the random timing of illusions appearances.

    The best he's got are Obedience and Iridescent King, because they both inflict exhaustion wich has nothing to do with madness. Also Iri King just overload survivors with to the point where having so much afflictions at once become inpactfull.

    It look like the rework his removing the Static Field and replacing it with a big discharge. If that mean Doc no longer need to stance switch it could be good. But a longer default shock range and more impactfull madness effect would be appreciated too.

  • Rex_Huin
    Rex_Huin Member Posts: 1,208

    Yep shock range needs to be longer by default. Its annoying feeling like you need to take an electrode every time.

  • YaiPa
    YaiPa Member Posts: 1,929

    Maybe something to end loop faster and a consistent shock stun that doesn’t let survivor vault windows or drop pallets.

  • BenZ0
    BenZ0 Member Posts: 4,125

    @Rex_Huin

    Agree!

  • BenZ0
    BenZ0 Member Posts: 4,125

    @YaiPa

    Well docotr already has both... xD

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    From what i can tell they probably are not going to increase his base shock range which is the MAIN thing he needs to actually stop vaults and pallets. without shock range addons you can't put survivors into madness without sacrificing a hit most of the time and because of this even the brown range addon is good because its the perfect distance for what a base shock range for doc should be. Unless this shock blast is amazing and puts people into madness easily and doesn't have a long cooldown like 30s-40s this change won't make his power help in a chase which is what he needs. also they are getting rid of his exhaustion addon effects...

  • Yamaoka
    Yamaoka Member Posts: 4,321
    edited December 2019

    Personally I think switching between treatment and punishment mode should have no "loading bar" as that's why his anti-loop doesn't work against good survivors. The time it takes to shock, switch to punishment mode and swing is often JUST A FEW MILLISECONDS too long even if you time the shock perfectly.


    Therefore switching between modes with no loading bar would be a small yet effective change that would drastically improve his anti-loop.


    EDIT: Also I think he shouldn't be slowed down in treatment mode since he can not injure survivors. Similar to wraith he should actually move slightly FASTER in treatment mode. Maybe 117% or something like that. Combined with the ability to switch between treatment and punishment mode this would actually allow him to be a strong killer with a functional anti-loop and strong tracking.

  • YaiPa
    YaiPa Member Posts: 1,929

    Don't know if you’re trolling, but in case you’re not: the shock is super inconsistent, most of the times survivor can still do the actions despite being shocked. As for the looping ability, let’s be serious, since he’s slowed down in shock mode, and as he’s shocking, it takes you like 6 shocks to make the survivor drop the pallet (and the hit is not sure).

  • BenZ0
    BenZ0 Member Posts: 4,125

    @Yamaoka

    Agree, thats so annoying to know that you are slower in a mode where you cant kill survivors xD

  • BlueFang
    BlueFang Member Posts: 1,379

    I just really hope they don't mess with Doctor too much

  • BenZ0
    BenZ0 Member Posts: 4,125

    @YaiPa

    Then you need to learn the shock timing, as I said above, the shock itself is perfect, you just need to get rid of the movementspeed punishment.

  • BenZ0
    BenZ0 Member Posts: 4,125

    @BlueFang

    Yeah same, I used to be doc main before spirit and legion came out.

  • PistolTimb
    PistolTimb Member Posts: 1,413

    Madness needs to have more dynamic effects than just some static, confusing skill checks, and hallucinations. Also, his shock range at base needs to be longer.

  • Stitch7833
    Stitch7833 Member Posts: 632

    2 simple things...

    1. The moldy electrode (brown add-on) should be default to allow shocks at every loop
    2. the shock shouldnt slow you down so it cuts some loops a bit shorter where you need the pallet drop.

    Thats it, other than that hes good, gen speed is the issue and we cant have every killer with an instant down feature

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    Definitely needs a bit more range on his shock. Also, he should be the same speed in treatment. He already slows down when charging his shock, so I don't see why he needs to be passively slower as well.

  • TheEvilKit
    TheEvilKit Member Posts: 39

    Frankly the thing I hope they don't change is having treatment mode and being able to grab unhooking/vaulting survivors ez.

    So few survivors actually don't know hook diving a doc is one the worst killers to do it vs cause no one seems to know about Doc being able to grab in treatment mode lol.

  • BenZ0
    BenZ0 Member Posts: 4,125

    @Stitch7833

    Agree!

  • immortalls96
    immortalls96 Member Posts: 4,652

    Retire the stance swap and make moldy electrode range base kit..and this new doctor may actually end up better..also..that static blast better have a badass explosion kind of animation..a dome of lightning

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited December 2019

    I’d like to give his shock a pretty big buff, make his fake pallets part of his base kit, give him a new Ultra Rare, and completely change the Order add-ons. I think that these buffs could bring Doc up to the top 3 and truly make him a force to be reckoned with against all Survivors.

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock to at least 105% (yes, this is a different stat from movement speed while just walking in Treatment mode). He can lose a lot of distance from just trying to use his shocks. Currently he moves at 85% speed while charging up the shock, which is way too low. 
    3. Remove the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock? You can just look at him or listen for the charging sound.
    4. Significantly shorten or remove (if it wouldn't make him too strong) the transition between switching modes.
    5. Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on). If the pallet spawns standing up, then the Survivor can drop them (similar to Freddy's Dream Pallets).
    6. Have the Order series of add-ons make the illusions perform some kind of action to make up for illusionary pallets becoming part of his base kit. The common version should just have the illusion run towards the Survivor and swing at them. The uncommon version should have the illusion lunge at the Survivor and will switch to Treatment mode when near a pallet or vault location. A new rare version (Order - Class III) would allow the illusion to kick a gen or pallet or open a locker and then start looking for the Survivor. The very rare/Iridescent King version would allow the illusion to perform any interaction and then start hunting down a Survivor to initiate a fake chase. There is a chance to have a second illusion appear close by to catch you off guard. The Iridescent King version would also let the illusion's attacks pretend to hurt you (would most likely activate at Madness 3). This part might sound a bit confusing, but you would look and act like you're injured from your perspective and look completely normal from the Doctor's perspective. After the effect wears off, there would be an increased amount of electricity on the sides of the screen to tell you that everything was fake. If you happened to use something like Dead Hard and you got hit or the effect wore off right after, the image of Doctor's face would appear as you get pulled back to your previous position to tell you that it wasn't a hitbox or internet issue and that you were dealing with an illusion. You can have Survivors waste their DH on an illusion. They could also end up wasting a pallet or running for a "hook save" based on what your illusion was doing. 
    7. This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on concept 1: Dr. Otto Stamper’s Files. The Static Blast’s range becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%). This will not stack with any Madness gain increasing add-ons.
    9. Concept 2 is really similar to the first one except it would just give him back his Static Field instead of increasing his Static Blast’s range.


  • BenZ0
    BenZ0 Member Posts: 4,125

    @SnakeSound222

    That sounds good! I would love to see that ingame! But sadly the devs told us in the livestream that they are not diractly not buffing him, or atleast thats not there intension...