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Am I the only 1 who thinks doc rework sounds like a buff

A9F6
A9F6 Member Posts: 91

First things first I dont like playing against his passive as surv but I also dont care too much for it when playing doc. I dont have trouble finding survivors with other killers so not so fussed about his passive being removed. I have to switch between his ability and attack which slows me down to 110% in treatment.

If I heard what they plan to change correctly he still keeps his static shock:

With the rework I'm going to be able to static shock people to stop them from vaulting/dropping pallets and be able to hit the straight after without having to swap mode, also staying at 115%. Which to me sounds so much better, obviously thos depends on if the devs dont change the charge time for shock drastically or something else you hurt him.

If I'm missing something do tell me. But for the most part, gonna have to wait and see.

Comments

  • Brucecastro81
    Brucecastro81 Member Posts: 1,609

    No, almost everyone sees more like a buff than a nerf

  • A9F6
    A9F6 Member Posts: 91

    All I've seen is how it's a survivor sided change, catering to what the survivors want.

  • immortalls96
    immortalls96 Member Posts: 4,652

    It's a loss to his tracking which was his original purpose..however stance swap being removed can indeed help his chasing..but already we know his range addons have been nerfed by an unknown amount which is already a potential red flag

  • anarchy753
    anarchy753 Member Posts: 4,212

    Nah it definitely sounds good, I can't wait to try him out now that all the stuff that makes him annoying to play is gone, and he's getting a distinct buff to his ability to stall multiple survivors.

  • TAG
    TAG Member Posts: 12,874

    I definitely think this seems like a buff.

  • KingOfGhost
    KingOfGhost Member Posts: 267

    In most case it could be but :

    1) We don't know if they gonna buff the range from his base kit shock

    2) We know the new addons and they took away the exhaustion and make the addons that give range to you shock less effect.

    3)The new ability has a way too much cooldown for the game. Yes, i know it gives one full madness but it can be counted with a locker.

    4) All those things don't help doc in gameplay and only make him easier to counter.

  • YaiPa
    YaiPa Member Posts: 1,929

    They removed his insta grab, which was his only good thing.

  • Ohnoes
    Ohnoes Member Posts: 608
    edited December 2019

    Not having to switch modes is a buff. The rest to me comes across as a nerf to make him less "annoying" to play against. The blast isn't good because someone can say "Oh okay he just used his blast now I can go hide, lose my madness and be good for a minute." My only issue with doctor at all is that ring add on sucks and should be changed to something else and of course switching modes makes it hard sometimes to close after a shock in time. I put that down to not knowing the timing good enough though rather than a downside. I actually liked how static field worked so the blast is a huge downside to me. They really could've just experimented with that by removing ring and putting the blast as an add on.

  • TAG
    TAG Member Posts: 12,874

    I believe one of the devs on here eventually confirmed that base kit shock range would be buffed slightly, but the range add-ons would be nerfed.

    In exchange, he now does not need to switch between Treatment Mode and Punishment Mode, so he can shock to deny pallet/vault and then M1 more efficiently.