Doctor rework thoughts
After playing several matches as Doctor with various add-ons, I feel I've gotten a good general idea of how he functions in his new form.
-His Static Blast is fantastic. While the field gave him early-game locational advantages, it had diminishing returns as the survivors' Madness tiers increased. Cooldown feels much too steep for what is essentially a 1.6x AOE Shock Therapy, especially with no way of diminishing that massive charge time; perhaps a cooldown boost for each Survivor in Tier 3? Since the shock effectively would be doing little to them at that point, and you'd have access to it more. I do like the animation, but it could be improved upon. Feels a little... weak, for what he's doing as compared to Shock Therapy.
-His Shock Therapy on the other hand... feels kinda wonky. The transition from attacking to sending out a blast does not feel smooth at all, animation or gameplay-wise, and the massive cooldown period where he cannot attack actually prevents him from countering loops he used to be able to manage with little issue. This may be in my head, but it also feels narrower, particularly with range add-ons. The range boost is also much too low; survivors travel at 4 meters per second and can outrun the base range just as easily, or position themselves accordingly to evade on larger loops. Base range should at minimum be 11m.
Madness build-up feels a lot faster than before, but feels a lot less impactful. Particularly with Snap Out Of It allowing a Survivor to go all the way back down to Tier 1, and no longer losing progress on the interaction meter. There should be some kind of penalty to this to prevent abuse; something along the lines of the Wake Up interaction for The Nightmare, perhaps (whether it be an interaction length penalty, a Madness build-up boost for the Doctor against Survivors who Snap Out, etc).
-His add-ons are mostly unchanged, which is a bit frustrating, as I was hoping to see a little more variety; particularly to see what would be added to reflect his Static Blast and its monstrous cooldown, or alter Maple Knight from its currently-useless state. That said, I love Iridescent Queen and the effect it brings. Chain lightning, you feel like a Sith Lord.
All in all, I'm having a riotous time with his changes, but feel a few tweaks would be necessary. And don't nerf Ruin, damn it! Ruin has its problems for beginner survivors, but that's why they're beginners; you have more than skillchecks to improve upon at that point. You need to fix the problem that Ruin was a duct-tape job for at Red ranks: the generators being completed too fast. That said, I do like the new effect as a perk concept, and think it should absolutely be added to the game as a standalone. Not as a Hex, though. It's too weak for that.