http://dbd.game/killswitch
Nemesis Add-ons...
I enjoyed coming up with new add-ons for Deathslinger in a previous post so I feel like doing it again for the original Resident Evil killer: stompy boi Nemesis.
Right now he's my favourite killer to play as. The satisfaction of whipping a survivor, the joy of using his surprisingly solid perks, the occasional benefits of the zombies.
However, it can't be stressed enough how much his add-ons, like Slinger's, well and truly suck.
In my opinion, the biggest problem with them is that there are too many focused on the zombies rather than his tentacle. The zombies should never be treated as his main power, only ever as a secondary source of pressure and to provide some map knowledge (with occasional bouts of infection and/or chase ending). Not to mention their, shall we say, unpredictable AI systems...
Secondly, the fact of the matter is most of his add-ons really don't help all that much period. Yes, there are some mildly successful combos that can be used to decent effect (e.g. Iridescent Umbrella Badge and Jill's Sandwich), but outside of Marvin's Blood, all of them do little to help by themselves. His higher level ones are a little better and varied, but still not perfect.
Finally, they just don't feel particularly fun to use. Because the majority of them either change the zombies behaviour or affect survivors without you feeling the effect, it can almost feel like you haven't put any add-ons on at all.
With those points in mind, my ideas for add-ons will focus on the following; more noticeable and helpful effects for Tentacle Strike, bigger penalties to getting infected and subsequently trying to cure yourself, and far more devastating effects for ones that affect zombies.
So without further ado, here are my ideas:
Visitor Wristband (Common): Survivors who use a Vaccine are inflicted with Blindness for 60 seconds.
S.T.A.R.S Field Combat Manual (Common, the 'meme' add-on): Increases bloodpoint gains from using Tentacle Strike by 100%. Tentacle Strike range stays at 5 meters at Mutation Rate 3.
Damaged Syringe (Common, improved): Increases Vaccine injector time and subsequent Killer Instinct duration by +3 seconds.
Brian's Intestine (Common, improved): Increases Zombie movement speed by 30%. Every time a generator is completed, their movement speed increases by an additional 30% for 30 seconds.
Jill's Sandwich (Uncommon, downgraded rarity): Contaminated survivors cough 20% louder and more frequently. Any survivors who use a Vaccine will continue coughing for 30 seconds after.
Mikhail's Eye (Uncommon): Zombies are immune to Blindness. They can also detect survivors from an additional 4 meters away, and their Field of View is increased by 15°.
Adrenaline Injector (Uncommon): Destroying a Zombie grants you 10% Haste for 7 seconds. Zombies also respawn 20% faster (12 secs if destroyed by you, 36 secs if destroyed by a pallet).
Admin Wristband (Uncommon): Survivors who use a Vaccine become Oblivious for 60 secs, and have their aura revealed to you for 4 secs once cured.
Tyrant Gore (Uncommon, downgraded rarity): The charge time of Tentacle Strike is decreased by 25% (from 0.35 secs to 0.26 secs).
T-Virus Sample (Rare): This add-on allows you to contaminate generators with Tentacle Strike, lasting 60 secs. The next survivor to attempt a repair on an affected generator becomes instantly Contaminated, revealing their location to you by screaming. If the survivor is already Contaminated when touching an affected gen, they receive a difficult skill check which, if failed, will regress the generator as normal and make them Incapacitated for 17 seconds.
Serotonin Injector (Rare, improved): Destroying a zombie makes your footsteps almost silent and grants you the Undetectable status effect for 20 seconds.
Marvin's Blood (Rare, upgraded rarity): Increases Mutation Rate when hitting survivors and zombies with Tentacle Strike by 1 Contamination point.
Sabotaged Wristband (Rare, new): Survivors who use a Vaccine are inflicted with Mangled, regardless of whether they're healthy or injured. The Mangled effect can only be removed after healing from their next injured state.
Mysterious Shades (Rare, new): Vaccinations can now be used twice before depletion. Hitting survivors with your Tentacle Strike no longer Contaminates them immediately. Instead the survivor gradually becomes Contaminated over the span of 30 seconds. Once fully Contaminated, the survivor becomes Broken which lasts until they use a Vaccine or if they are hooked. If the survivor is hit again with the Tentacle Strike during the 30 seconds, they are injured, become instantly Contaminated and are also Hindered (8%) until cured or hooked, but avoid becoming Broken.
Experimental Steroids (Very Rare, new): Tentacle Strike range is increased by 0.5m over all Mutation Rates, and the Hindered effect gained from being hit with Tentacle Strike is increased to 2 seconds. However, movement speed when charging/holding Tentacle Strike is decreased to 3.6m/s across all Mutation Rates.
NE-a Parasite (Very Rare): Survivors who use a Vaccine become Incapacitated for 30 seconds. Any survivors within 14 meters of the survivor that used a Vaccine also suffer from the same affliction.
Depleted Ink Ribbon (Very Rare, improved): Usual effects, however Zombies will now down survivors if they hit them after all generators are completed, regardless of Contamination.
Broken Recovery Coin (Very Rare, combined add-ons): Usual effect, also increases supply case opening time by 6 secs.
I'm going to separate the two Ultra-Rare add-ons just because they're a little meatier than the others, and to highlight their deserved status as the highest rarity of add-on. You may think they're a little out-there, but I always believe Ultra-Rare add-ons should toe the line of 'dangerously powerful' so long as they have some pullback to stop them going all the way, plus these are merely ideas of my own creation. Nothing's set in stone;
Shattered S.T.A.R.S Badge (Ultra-Rare): One additional Zombie spawns into the trial. Every time a generator is completed, Zombies experience the following effects for 60 seconds;
-Movement speed is increased by 100%
-Survivor detection range increased by 8 meters
-Field of view increased by 25°
-Survivor's auras are shown to you when a zombie detects them
Once all generators are completed, these effects last until the end of the trial.
Using Tentacle Strike on Zombies with this add-on equipped only provides 0.33 Contamination Points instead of 1.
(Full disclosure: I'm aware BHVR have said they can't add any more than 2 zombies because it messes with the coding or something, this is purely for the sake of imagination and add-on variety)
Iridescent Umbrella Badge (Ultra Rare): Removes 1 zombie from the trial in exchange for a stronger tentacle. The following effects are applied to Tentacle Strike per Mutation Rate on top of their usual effects:
-Mutation Rate 1 lets you damage generators with Tentacle Strike, which grants the same effects as a standard Damage Generator interaction (2.5% instant regression followed by normal regression).
-Mutation Rate 2 increases your movement speed while charging/holding Tentacle Strike to 4.0m/s, and decreases Attack Cooldown time with Tentacle Strike to 2.25 seconds.
-Mutation Rate 3 lets you injure survivors when Contaminating them, puts them into Deep Wound if healthy and already Contaminated, and destroys dropped pallets AND affects survivors in the same whip.
With this add-on equipped, each Mutation Rate requires 50% extra Contamination points to reach, meaning MR2 will require 9 Contamination points up from 6, and MR3 will require 22 up from 15.
As with the Deathslinger ideas, these are simply that: ideas. Some may be a little busted, others weaker than existing ones. But I hope ol' Nemmy and his add-ons get a rework for variety's sake soon. Thanks for reading, and feel free to leave your feedback!