How strong should a iridescent addon be?
There are plenty on the killer and on the survivor side, but they differ vastly in strength.
What is in your opinion the sweet spot? 5, 10, 15% percent ahead of the other addons? Should they just enable a different (not neccessary stronger) playstyle like tombstone myers?
Comments
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Idk about percentage but I’m of the opinion they should always be some of their strongest addons for their rarity. I know some people think they should just be an alternate playstyle instead. Currently the vast majority of killers ultra rares are just bad with only some exceptions.
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They should either be extremely unique and allow you to change your playstyle greatly, or buff the base power in a substantial way above every other add-on.
The examples of how NOT to do an iri add-on are the Haste and Exposed iri add-ons so may killers have. I'd also argue that iridescent aura revealing add-ons (Torn Novel for Houndmaster, Tattoo's Middle Finger for Clown) are also not the best things to be made an Iri.
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I personally don't like the idea of an add-on rarity justifying an overwhelming advantage for no reason for either side. Like the biggest offender even as a survivor main are BNPs and syringes, imo, it's just straight "I am stronger now because add-ons rare". And the rarity also loses it's relevance once you reach P100 and you can farm rare add-ons a lot faster.
I think it would be better that iri add-ons only enable alternate playstyle. But honestly, I wish that the strongest killers add-ons are the iri ones, because it's not the case right now and a lot of them are mid at best.
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To me ultra rare addons are meant to change the way you play and approach a killer completely but lately it seems that purple addons take up that niche.
I don't mind strong addons but I prefer iri addons being strong for specific niches rather than stat changes. One of my recent favorites is The Dark Lord's iri that creates hellfire at exit gates. While it is pretty weak overall it's a fun gimmick you can use to spice up the match. To me that's how iri addons should be. Gimmicks where killers who are proficient in their role show off another playstyle for fun.
Also yes I do understand rarity should determine strength but to me it's more iri were meant to be less common and because of that feel more special to use or go against. While that is kind of out the window with how common iri stuff is now plus years of people stockpiling them that's my mentality for them. I've played since 2016 when everyone basically had nothing so yes while getting mori'd without being hooked sucked it created a lot of excitement going against someone that had one.
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Idk about strong they should be. But imo iri add-ons should be an effect that is very likely to happen. Freddy and Dracula have exit gate add-ons and i don't really like them because if you win before endgame than you brought an iri add-on for no reason. For how limited they are, that feels pretty bad.
But at the same time it's not good if the iri add-on is one of their strongest or a must have, because then they can't get them consistently.1 -
Going on year 6 of Huntress having two of the worst Ultra Rares in the game
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For killer addons, it depends on the killer's base strength imo. Weaker killers can get away with having better addons. Trapper has 2 iridescent addons that are both really strong, but Trapper himself isn't a very good killer. An effect of that strength on a Nurse or Blight would be too strong.
But personally I think iri addons that either do something unique or open alternate playstyles are some of the most interesting ones. Addons like Iridescent OSS Report, Waterlogged Shoe, Alucard's Shield, or Iridescent Flesh are good examples. But iri addons that add significant strength to a killer are okay sometimes as long as they aren't too overbearing. But I don't like when rarity is used to justify something being overpowered. Plague's iridescent addons are in that boat right now and I'd argue syringes are as well.
Most Exposed addons are kinda boring (except for Iri Coin), but they seem to have been moving away from these lately.
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Pyramid Head will contact you about this
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I'd prefer that they change the way you play a killer. I don't like when they turn on easy mode and enable you to succeed with a power you don't really know how to use. Especially when there's no tell that the Iri add-on is equipped until you get hit with it.
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Iri addons should ideally do two things:
Considerably buff an aspect of a killer's kit with an associated downside
Or completely change up how a killer plays, maybe into meme-worthy territory if you want.
As long as aren't going back to the days of doing X gives exposed I guess.
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Dbd should move away from addon rarities dictating how strong something is. No one actually has problems to gain certain addons anymore. Rarities could just be removed and the goal should be making only useful, fun and unique addons. Back to the topic, iri addons should have very unique effects and not just be powerful, optimally they are both.
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Killer add-on design has gotten so much better the last few years. Remember when most killers had an insta down add on, don't think any recent killers have had oppressive add ons.
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I think iri addons for killer are better if they just greatly assist the killer with the micromanagement of their power much like Trappers iri addons. They don't give you instant downs in chase, instead they take away the annoyance of having to go rearm traps that are always being closed, and prevent some survivors from wanting to disarm traps at all as theyd get injured for doing so.
An example idea for an iri addon for the artist could be to lower the cooldown of the second bird, while having only a maximum of 2 birds to fire. Which would help with being able to hit players swarmed with birds, but still requires the skill to aim the bird at a moving target.
Meanwhile a bad example would be something like the xenomorph turrets now target survivors lol
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I said two of the worst, not THE worst lol.
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Iri Head has one of the strongest effects in the game, other add ons are just better though. Oak haft is almost as good as an instadown without the downside of losing 6 hatchets.
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it doesn't matter what the strongest addons are, by the time you hit p100 on a character pretty much everything is infinite anyways.
Iridescent addons should stand out in one way or another though, it's a little bit boring if they're just powerhouses compared to other addons rather than having unique effects though
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I personally think that a killer's strongest addons should be of green or purple quality. This allows people who like the character but not enough to take them to high prestige levels to maintain a healthy stock of what they need to play the killer every so often when they feel like it.
I think iridescent addons should do special and/or fun things as opposed to just be strong, because if they're just strong then people who main the character can spam them. In some cases, they might even handicap the character somehow, but the point is that they make the character do something they don't normally do.
Here are some examples of what I think are well-designed iridescent addons.
Waterlogged Shoe (Hag): Increases Hag's movement speed to be the fastest in the game without haste, but removes her ability to teleport to her clones. Enables the "Chag" playstyle
Black Box (Freddy: Sleeping survivors are locked in the trial for 15 seconds after the exit gates are open. Enables end-game builds and especially his own perk Blood Warden.
Vorpal Sword (Vecna): Allows you to remote break dropped pallets with Mage Hand instead of lifting them back up. This is just a fun power to use, one of my favorite addons in the game.
Red Moss (Demogorgon): Makes coming out of tunnels silent, increases the duration of the undetectable effect. Enables stealth playstyles (or it would if Demo wasn't so damn loud)
Matchbox (Nurse): Makes Nurse a 110% M1 killer with a single blink.
Lab Photo (Wesker): Allows Wesker to break pallets and walls with his dash, which enables stuff like Spirit Fury/Enduring builds.
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iri addons should be strong and eventually shift a playstyle, but still balanced carefully to be fair for both sides imho
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tombstone addons are bullssshiet and should be deleted
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Strong but incredibly boring for both sides which is why I think it’s awful. The most fun about her is throwing hatchets and both Ultra Rares incentivize not really throwing any at all. Very weird.
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All I care about is if it's fun or cool.
More addons should be like Draculas Alucards Shield or Cube of Zoe, meta effectiveness be darned.
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They don't need to be strong, but if they do something unique, that's great.
But unlike everyone else: FFS, don't make it something like Alucard's Shield (or the knight's iri banner if the effect was split). "Hey, here's your rarest addon, okay? It's only sort of useful if you catch Survivors hanging out in the exit gate". Um… thanks. If I do well, I don't even get my fun effect? Yay?
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Weaker killer's Iri addons should make those killers MUCH stronger, while stronger killer's Iri addons should give them an entirely new playstyle to work with
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