I fixed Nemesis Add-ons so you don't have to!
Now that Nemesis has been out for enough time for folks to get a measure of him the vibe seems to be that he's pretty middle of the road. That's all well and good, but it's also been easy to see that a lot of his add-ons are fairly worthless in comparison to others or even just in general. The vaccine add-ons are terrible and shouldn't occupy a gigantic portion of the add-on like they do. Here are my ideas, I tried to bear in mind two of the things the dev's mentioned about his powers. First, that he can't have any more than two zombies. Second, altering the properties of the whip itself are very difficult if not impossible.
S.T.A.R.S. Field Combat Manual
BEFORE: After Zombies hit a Survivor, their Aura turns yellow for 6 seconds
AFTER: When charging Tentacle Strike, see a visual indicator of its range. Also, gain 100% bonus bloodpoints for actions in the Deviousness category.
BEFORE: Moderately increases Vaccine Injection time for Survivors. Slightly increases Killer Instinct duration after a Survivors uses a Vaccine.
AFTER: When a Survivor becomes Contaminated, they also become Blinded for 60 seconds.
BEFORE: Considerably increases Killer Instinct duration after a Survivors uses a Vaccine.
AFTER: When a Survivor becomes Contaminated, they also become Mangled for 60 seconds.
BEFORE: Considerably increases Mutation Rate when destroying Zombies with a Tentacle Strike.
AFTER: When a Survivor becomes Contaminated, they also become Exhausted for 60 seconds.
BEFORE: Slightly increases Hindered Status Effect duration after becoming Contaminated.
AFTER: After hitting a Survivor with a Tentacle Strike, the Aura of that Survivor, when healing or being healed, is revealed to The Nemesis within 28 metres for 60 seconds.
BEFORE: After a Survivor unlocks a Supply Case, their Aura is revealed to The Nemesis for 12 seconds.
AFTER: When you put a Contaminated Survivor into the Dying State with your Basic Attack, all Generators within 32 metres of you instantly explode and start regressing. Applies an immediate 6% Progression penalty.
Jill's Sandwich has a cool-down of 60 seconds.
BEFORE: Moderately reduces Zombie Respawn time. Moderately increases Zombie Movement speed. Once all 5 Generators are completed, any destroyed Zombies respawn in an Exit Gate area.
AFTER: Moderately reduces Zombie Respawn time. Moderately increases Zombie Movement speed. Considerably increases Zombie tracking range. Once all 5 Generators are completed, any destroyed Zombies respawn in an Exit Gate area
BEFORE: Removes 1 Supply Case from the Trial.
AFTER: Removes 1 Supply Case from the Trial. Survivor longer see the auras of Supply Cases when Contaminated.
BEFORE: Tremendously increases Zombie Movement speed for 30 seconds whenever a Generator is completed.
AFTER: Moderately increases Zombie Movement speed whenever a Generator is completed, permanently.
BEFORE: After using a Vaccine, Survivors suffer from the Exposed Status Effect for 12 seconds.
AFTER: Whenever a Contaminated survivor is hooked, all other Contaminated Survivors suffer from the Exposed Status effect for 30 seconds.
Comments
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Mangled one needs to be infinite
Exhaustion has to be 5 seconds maximum
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Do you think mangled should be permanent for contaminated survivors or only be triggered when hit with the whip?
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