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Doctor is kinda like old Freddy...

WickedMilk03WickedMilk03 Member Posts: 589
edited July 31 in General Discussions

This is just my opinion but I have no fun versing doctor and he is weak. I have come up with some ideas as to how to fix him. He is not strong/viable in any way without specific addons. He is annoying to play as and annoying to play against.


• Doctor was given the ability to stop survivors from vaulting by shocking them, however this hardly works and it is very easy for survivors to continue due to his slow movement while shocking. He usually will shock them most of the time due to the huge area of effect that the electricity has. Insanity is annoying because if you are at level 3 of madness and snap out of it, you will inevitably suffer the effects because you go down to 2 instead of just going back to 0.


  1. Make the shock shoot into a thinner longer line, like the addon but not as thin.
  2. Doctor will maintain his base speed even whilst shocking.
  3. Whenever a survivor is shocked, they will not be able to vault for 3 seconds.


  1. Doctors hallucinations only show up at level 3.
  2. Snapping out of it takes you from 3 to 0 (no madness).
  3. Pallet hallucinations will always show up.
  4. There would no longer be annoying skillchecks.
  5. Snapping out of it will take 25) seconds
  6. While snapping out at lvl 3 madness, no hallucinations would show up.
  7. Snapping out has normal skillchecks
  8. You may work on generators at lvl 3 madness


•Doctor is given a new ability called "Mind Control"

• Whenever doctor uses mind control, he can teleport into his hallucinations, scaring the poop out of survivors.


  1. Playing as Doctor: Landing the shock is now harder to hit and gives a better reward if you land it.
  2. Missing a hit will not slow you so you can get the hit off if you land the shock.
  3. New survivors will not suffer the effects of the "difficult" skillchecks and Rank 1 wont have to deal with them because theyre just annoying and dont even slow the game.
  4. Since it takes a longer time (25) seconds to snap out, survivors will either

• A) be hesitant /choose to ignore snapping out due to the long time it takes and suffer the consequences by giving the doctor the ability to teleport to their hallucinations for map pressure and a huge advantage.

• B) Snap out of it which would mean you have to sit there for 25 seconds and not be working on a gen which would slow the game.

Its a classic Pick Your Poison like plague has, choose to stay injured and not give her damaging vomit or give her damaging vomit but stay healthy. Theres an example from the game to show it is possible and it could work.

IN CONCLUSION: These changes would give Doctor some viability, increased amount of skill to play him, and be overall less annoying for survivors to verse. He himself would just be alot more fun to play. Imagine you teleport to someones hallucination and scare the SH*T OUT OF EM! SO FUN TO THINK ABOUT.

Everyone. Lets discuss. If you like my ideas, Like the discussion. If not, dislike and tell me why you disagree with my changes <3

Post edited by WickedMilk03 on


  • MadjuraMadjura Member Posts: 890

    Yes the action block is what should be buffed in some way because that's actually cool and interesting design

    He's weak right now and that's an easy way to increase his powerlevel and also skill ceiling

  • WickedMilk03WickedMilk03 Member Posts: 589

    My change would still have pallets at level 2. Its just that useless doctor hallucinations would only be at 3 and would be given a huge use.

    In regards to the shock thing, if its even just .5 seconds more, thats solid when you consider no slowdown while charging because the survivor cant sit and loop you forever if you continue to shock, you will be going the base speed.

  • deadbyhitboxdeadbyhitbox Member Posts: 327

    The mind control power is a very cool idea

  • HorusHorus Member Posts: 850

    @Peanits pass this to the design team when they rework docs perks

  • Mellow7Mellow7 Member Posts: 281

    Doc moves at 110% when in therapy mode, so you want to nerf that to 105%? Idk about that, I'd suggest reducing the time it takes to switch modes by a lot and make him move at 115% while in therapy mode.

  • Mat_SellaMat_Sella Member Posts: 1,084

    Um, hallucinations aren't useless at all? they basically point directly to where the survivors are located, you just aren't using them properly.

  • brokedownpalacebrokedownpalace Member Posts: 3,351
    1. "New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%)."

    That's absurd lol.

  • WickedMilk03WickedMilk03 Member Posts: 589

    Wraith is a great tracker but once he finds you, you can loop forever. The doctor hallucinations are just annoying. As doctor they are helpful because they tell you where they are. Once you get to them youre just an average default killer. They also kill stealth. Thats lame. Stealth should be rewarded. So if he is able to TP to the hallucinations it adds fear for survivors, gives survivors a choice whether they wanna take time to snap out or work and take that risk. Hallucinations are annoying to verse as survivor because when you are the last survivor and the other one is being slugged, he can figure out exactly where you are. Very lame. Not even wraith can do that.

  • SnakeSound222SnakeSound222 Member Posts: 1,744
    edited July 31

    I’m not nerfing anything. He moves much slower than 110% while charging up the shock. A lot of people seem to confuse his speed with charging up the shock with normal Treatment mode speed. It’s more noticeable on the higher rarity shock add-ons.

    It’s only absurd if you’re bad. Your Madness will go up slowly if you’re far away from Doctor. You also can’t use a full giant terror radius build if you bring the Ultra Rare add-on.

    The illusions aren’t useless. Locating Survivors is more useful than you think. Trying to protect a specific area? With the illusions active, you can check other areas without having to worry if a Survivor is hiding nearby because the illusion will point it out and you can run to it. They also gives Doctor a bit of an edge in the end game because he can slug the third Survivor and run right to the last one. Them only appearing at tier 2 if you run an add-on means that in order to completely kill stealth, Doctor needs to run that specific add-on. Those add-ones are basically a worse version of Deerstalker. Otherwise, he has to get lucky and hope that an illusion pops up near him. I heard you can run through the illusions and get them to vanish. They also do not give your exact location away. If you see one, then that means a Survivor is/was in the area. You can also leave the area and the illusion will not follow you until its duration is over.

    Giving Doc 115% movement speed while charging up his shock could end up be more annoying and unfun because when you get shocked, it’d almost always guarantee a hit because Doctor is always moving at full speed. You could have Doctors that end up denying any vault or pallet drop at any time and that will piss off a lot of Survivors. At least with Killers like Spirit and Hag you have a chance to loop them. I was thinking that raising the speed while shocking to 105% and increasing the range and shortening the delay would give Survivors a chance to do their precious loops (because Survivor fun is somehow the most important thing ever and is the main factor in how new Killers are designed) and give Doctor a good chance to stun the Survivor. As it is right now Survivors can gain a lot of distance on you and make your shock useless.

  • Atrushan88Atrushan88 Member Posts: 1,450
    edited July 31

    I don't think teleporting directly to a survivor is a healthy thing, honestly, unless he can't move for a bit after the teleport.

  • 8obot1c8obot1c Member Posts: 1,122

    Well while I do think that going straight from 3 to 0 is good... electricity still runs through even if you take some out. Maybe like 3 to 1?

  • WickedMilk03WickedMilk03 Member Posts: 589

    survivors would know to stay near pallets or loops. They can adapt to a change like that.

  • WickedMilk03WickedMilk03 Member Posts: 589

    that sounds fair. Although i like the idea that if they choose to snap out, they could instantly be put back in as well as reveal their location.

  • WickedMilk03WickedMilk03 Member Posts: 589

    With my change it would be harder to actually land the shock. If you were to, it would give you a deserved hit and you wouldnt be stuck there going around in circles forever. Unlike right now, he would catch up regardless. As for the hallucinations, im not saying they are 100% useless, its just that whenever I play doc, i only use them to slug at the end and whenever I verse doctors and they do that, its super annoying. Getting rid of the addons that spawn it early is just making him more fun to verse. Adding a teleportation to it gives it more use and adds fear to the game that is lacking that.

  • Atrushan88Atrushan88 Member Posts: 1,450
    edited July 31

    @WickedMilk03 Survivors already stay near loops, but it's not like every gen is safe and Freddy's gen teleport ability is already strong. You're basically giving the Doctor undetectable Hag traps that can't be disabled with this change AND he's a 115% killer. What would be the point in playing Hag if you could use her ability but better?

  • WickedMilk03WickedMilk03 Member Posts: 589

    Well the hallucinations would only pop up at level 3 when snapping out you would go back to no insanity. In conclusion it's basically on the survivors if they give him that ability. It wouldnt be often he would be using it. With hag, you place the traps. The game places the hallucinations and of course the spawning on top of objects would need to be fixed but overall it wouldnt be in use for the full game at all. Its more of a slow game mechanic like pigs traps. They arent meant to get kills however sometimes you will get kills. And it also has a pick your poison like plague, do you give them their ability or stay injured. Do you snap out which would take 25 seconds or would you give him the ability to tp to you and spook you. Do you stop working on gens and snap out inevitably slowing the game or do you not and let him come to you but you can also be on gens consistently. Also maybe i forgot to add, lvl 3 would not stop you from working on gens. You can also compare this to new freddy where he cant use his main abilities unless you are asleep. There are many examples of how this could work already in the game. Also freddy is his own killer. He has great map pressure and i love it. Whats wrong with giving killers map pressure and a learning curve? The best killers have that :)


  • KerbertKerbert Member Posts: 415

    I love that mind control power. Scare the [BAD WORD] outa survivors. While I think the nerfs to madness are a bit rough, having Survivors go back down to zero would be good since you can use your static field to make them scream again.

  • WickedMilk03WickedMilk03 Member Posts: 589

    Its a nerf to the annoying parts of madness and a buff to his overall capabilities with some choice making mechanics bc thats great for this game :)

  • Atrushan88Atrushan88 Member Posts: 1,450
    edited July 31

    @WickedMilk03 The hallucinations always spawn practically right in front of the survivor. You could get someone to madness 3, teleport to them in a chase, and hit them without having to chase them. In addition, with it taking 25 seconds to become sane again, that gives him 25 seconds to teleport directly in front of you, and hit you, while you're likely already injured as well. Giving them map pressure is fine. Giving them the ability to completely end a chase before it even begins isn't. While you may not MEAN for it to get kills or hits, it will definitely be used for that specifically. And yes, Hag DOES place her traps, but she relies on Survivors to step on them and not disable them. The Doctor basically would be spawning a phantasm right in front of the survivor without having to place traps. The Doctor would basically be better than Nurse, unless the cooldown on his teleport was really big.

  • WickedMilk03WickedMilk03 Member Posts: 589

    well you missed the part where hallucinations do not spawn on you if you are snapping out. Also survivors would be prepared for a teleport. Survivors adapt to that kinda stuff. If you are in level three madness and a hallucination pops up, wont you get ready to run or look for a direction to run in? Thats just the smart thing to do. With hag, you dont know the trap is there til it activates. With this doc, you will know he is gonna tp to that hallucination that just spawned.

  • RaptorrotasRaptorrotas Member Posts: 1,560

    Survivors can also run into illusions to dispell them.

  • WickedMilk03WickedMilk03 Member Posts: 589

    The doctor will also be given the prompt "press _ to tp" or whatever as soon as it spawns so they would probs press it instantly however if a survivor pulled that off it would be very cool. High risk high reward kinda thing i guess.

  • Atrushan88Atrushan88 Member Posts: 1,450
    edited July 31

    @WickedMilk03 Okay, so Survivor turns and runs in the opposite direction. Killer now has direct line of sight of them since the hallucinations are looking at the survivor. If you go behind it, it's probably better, but either way is bad for the survivor. They're not going to get away from a teleport, unless it had drawbacks like a channel time and quite a long cooldown considering those things pop up quite often. And if we're talking about the in-chase scenario, the Doctor still likely gained more distance than he would directly chasing them. Teleporting should not be base-kit for every killer, and his power would DEFINITELY be better than Hag's. There'd be no reason to use a 110% killer who had her power basically be given to the Doctor and made better, not to mention uncounterable, and the killer who is using it having 5% faster move speed.

  • WickedMilk03WickedMilk03 Member Posts: 589

    They would not pop up often because they would ONLY pop up at lvl 3 madness (the addons that make them pop at lvl 2 would get changed) and snapping out would put you at no madness and they dont show up when snapping out. If you are gonna go behind it you might as well just walk into it so it disappears so he cant teleport but you probably wouldnt have the time to do that most likely unless the killer is distracted.

  • Atrushan88Atrushan88 Member Posts: 1,450

    @WickedMilk03 I'm talking about the frequency of them appearing. It's like every few seconds. Again, the Doctor doesn't need to be a better Hag. There's no need to make a good killer pointless to buff another. You also never mentioned running through Doctor hallucinations to dispel them, but it wouldn't make a difference since another one would come up in a few seconds.

  • WickedMilk03WickedMilk03 Member Posts: 589

    they have a pretty decent time in between them and if you knock one out and start snapping out then you wouldnt have to worry about a tp. If you dont snap out then its a risk your willing to take. Its your choice if you wanna give him map pressure or stop for 25 seconds not working. Thats solid because if youre at the end of a match, gen is almost complete and you get madness 3, you would continue to work on the gen bc you are almost done and it doesn't matter if he can tp bc its already too late for him unless noed lol.

    Saying this is too similar to hag is like saying freddy using dream snares is too similar to clown. Its not as efficient, its not as controlled, its not as strategic. The hallucinations are randomly placed and you could have one spawn on the opposite side of a wall. On top of that he would be even more different in that he could go across the entire map where as hag cannot. He is very different from hag. That is only secondary, his main power is still shocking except it would actually work.

  • WickedMilk03WickedMilk03 Member Posts: 589

    25 seconds is a long time. Thats a more than a quarter of a generator. On top of that, once they snap out of it they will be able to be put back in thus instantly revealing their exact location. If they choose to work instead of sit for 25 seconds to snap out then doc gets to tp near them. That sounds fair to me. 25 seconds is pretty long, especially since if it is stopped, it is reset completely so if you are worried he is about to find you 20 seconds in and you cancel and he doesnt find you... thats a whole 55 agonizing seconds that you could be doing a gen which takes 80 seconds... The snap out is currently at 16 seconds btw

  • Mak0Mak0 Member Posts: 39

    I think the Clone teleport should be an add on it be like Dream projection

  • WickedMilk03WickedMilk03 Member Posts: 589

    dream projection isnt an addon, its a base ability. And why give one decent killer map pressure but limit the other to an addon that inevitably does a similar thing in a different way?

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