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The Nemesis | Addon rework/pass suggestion thread

So after a recent discussion on this thread talking about which Killers are in bad need of changes in this area, coupled with the seemingly great upcoming Executioner addon pass, I've decided to jot down a boat load of ideas just for the hell of it. It's unlikely any of these will be used or make it into the game but I wanna show that Nemesis in his current basekit form can have great addons.

The idea is to make the addons focus more on various utilities rather than simple numbers buffs. Some numbers buffs are cool but having more utility effects can open up a killer to more varieties of playstyles and other useful stuff like that.

If an effect is marked with "Current+" it means it's another effect on top of the already existing one. If an addon is not mentioned in the thread, it's not being changed in any way.

I'm not a balance expert so, these are just fun ideas I had. Criticise them to your heart's content!

So without further ado - let's jump in:

(Common Tier):

Brian's Intestine:

  • (Current): Increases Zombie movement speed by 0.25 m/s
  • Current+: Increases Zombie movement speed by 0.35 m/s

Just a flat numbers buff on this one to coincide with a change to the other movement speed addon in the uncommon tier. I think having a common that's just a decent numbers buff to zombies is fine.

S.T.A.R.S Field Combat Manual:

  • (Current): Auras of Zombies are shown in yellow for 6 seconds after hitting a survivor
  • Rework: Reveals the aura of survivors who blind or destroy a zombie by any means for 6 seconds

A basic effect for a very situational scenario but by flipping the current effect on it's head - you'll see it gains more utility against survivors who take the time to counter this aspect of nemmy's power. Given it's highly situational nature, I think this is good for a common tier addon. I understand the intention behind the original design of the addon, but it's simply not required nor an attractive option.

Zombies don't hit people very often and in the cases they do, it's usually as a result of the Killer player making it happen with good play on their end.

Adrenaline Injector:

  • (Current): Increases duration of killer instinct when a survivor uses a vaccine by +3 seconds.
  • Current+: Increases duration of killer instinct when a survivor uses a vaccine by +4 seconds.
  • Rarity changed from uncommon to common

The rarity change will make sense when we get to the uncommon section, but I think this is also a good fit for this addon. It's situational info much like the STARS Field Combat Manual.

(Uncommon Tier):

Damaged Syringe:

  • (Current): Increases time it takes for the vaccine interaction to complete by +5 seconds
  • Current+: Injured survivors who are injected with a vaccine are inflicted with the mangled & haemorrhage status effect for 70 seconds.
  • Rarity changed from common to uncommon

So, going with the 'theme' of the syringes being damaged or compromised in some way, I think this is a good way to incorporate a mangle/heamorrhage addon into nemmy's kit without simply slapping it onto the tentacle and calling it a day.

This creates a choice for survivors; either spend time healing first and then using the vaccine which makes the injured survivor vunerable to tentacle strike for much longer OR use the vaccine first as the cost of heal time increasing and being stuck injured if the heal is interrupted.

Mikhail's Eye:

  • (Current): Increases zombie movement speed by 0.35m/s
  • Rework: Destroying a Zombie with Tentacle Strike will reveal the aura of the last survivor it detected for 3 seconds.

Zombie Heart:

  • (Current): Increases the gain to mutation rate after hitting zombies with a Tentacle Strike by 0.75 points
  • Current+: Destroying a zombie with Tentacle Strike will cause survivors within 16m of the Zombie to scream.

A lot of the ideas I had were incorporating effects into Zombie destruction to create different playstyles that augment the usual nemmy playstyle. Not necessarily meant to be meta staples but fun effects that are more useful/could fill in gaps in a player's build.

(Rare Tier):

Plant 43 Vines:

  • (Current): Increases supply case opening time by +4 seconds
  • Current+: Reveals the aura of all supply cases and dropped vaccines to you in white.

By giving nemmy more info with this addon, it allows him to better capitalise on its effect and also adds some map pressure, since the killer will be able to tell when a case has been opened and incorporate that into their playstyles. The dropped vaccine part is also added in the case of survivors simply opening cases and dropping the vaccines to bypass the effect. (Not that it's crazy enough to warrant doing that but still).

Serotonin Injector:

  • (Current): Grants the undetectable status effect for 15 seconds after a zombie is destroyed by any means
  • Current+: Undetectable effect increased to 25 seconds.

Straight numbers buff is all that's needed here imo. It's a well designed addon that sadly is overshadowed by others.

T-Virus Sample:

  • (Current): Increases mutation gain from hitting zombies with tentacle strike by 1 point
  • Current+: After reaching Mutation Rate 3, permanently decrease your terror radius by 6 meters.

Taking inspiration from some of Dracula and Vecna's addon design, I like the idea of giving Nemesis something to make tier 3 even scarier and you could pair this with monitor and abuse to have a 18m TR Nemesis. Pretty funny.

(Very Rare Tier):

Depleted Ink Ribbon:

  • (Current): Reduces zombie spawn time by -5 seconds, Increases m/s of zombies by 0.5 and when exit gates are powered zombies respawn behind the exit doors
  • (Rework):
  • For each unique survivor contaminated for the first time, permanently increase the m/s of zombies by 0.25.
  • When the exit gates are powered, zombies will respawn next to exit gate switches and will not move until they spot a survivor.

The idea behind the ribbon addon of making zombies really scary in the endgame is one I really like, so I thought having zombies spawn near the exit gate panels would make them amazing endgame stallers - requiring two survivors to get exit gate switches going. I could forsee some potential problems with this and Haywire but that's more down to Haywire's design than anything.

Also the gaining a permanent m/s buff stack for each time you contaminate a survivor helps make the addon useful before the endgame (And also makes it very similar in design to perks such as Fire up, No way out and None are Free - growing in power as the trial goes on).

(Ultra Rare Tier):

Shattered S.T.A.R.S Badge:

  • (Current): Increases Zombie m/s by 1.5 for 60s after a generator is completed
  • (Current+): Increases Zombie m/s by 1.25 for 60 after a generator is completed. This bonus is permanent once the exit gates are powered.

At first you might think this is a nerf, but I think toning down the movement speed but making it permanent in the endgame is a good enough of a trade off. Again this change takes inspiration from other Killers that have addons like this, such as Chucky.


And that's it for now. Sorry if any Nemmy players out there think these ideas suck - I just thought anything is better than his current addon selection. Thanks for reading!