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Killer Required Addons

Blueberry
Blueberry Member Posts: 14,472
edited April 2025 in General Discussions

I feel like there's quite a few killers with addons that you basically feel required to run or should just be base kit. Would be nice if we could get these baked in to actually be able to run more addon choices. I'll list a few, feel free to mention some you feel like are required as well. I'll add them to the list to help the devs know. They've tended to be doing this on a few killers so it seems like something they want to address.

Will be consistently adding to and updating this list as people give their thoughts.

Chucky - Jump Rope

Onryo - Bloody Fingernail

Knight - Call to Arms. And this is probably asking a lot but the difference between running Town Watch's Torch and not is literally tiers of differences in power level for Knight.

Twins - Forest Stew or Madelein's Scarf are just too good and you would basically always want to run them. Bake a little into the base kit and replace them with something new.

Ghostface - Drop-Leg Knife Sheath. Not quite as required here he could really use it

Hag - Dried Cicada

Trapper - Trapper Gloves, Makeshift Wrap, Coffee Grounds, Lengthened jaws, 4-Coil Spring Kit

Spirit - Rusty Flute

Pinhead - Impaling Wire

Post edited by Blueberry on

Comments

  • Blueberry
    Blueberry Member Posts: 14,472

    Yeah especially seeing as that's the exact play style they want you to do with him.

  • Blueberry
    Blueberry Member Posts: 14,472

    Yeah they've been doing a good job of addressing this on a few killers so it seems like something they are prioritizing thankfully. I just like posts like this to help them figure out which addons for which killers people feel are required. They also unfortunately already did Knights pass and forgot Call to Arms as well as leaving him with a lot of very bad addons.

  • XDgamer018
    XDgamer018 Member Posts: 815

    not sure if this is the way bhvr wants you to use the guards since the banner still exists?

  • SoGo
    SoGo Member Posts: 4,550

    Hag - Dried Cicada

    In all seriousness, the teleport range is still too small.

  • Blueberry
    Blueberry Member Posts: 14,472

    As far as I've gathered they want you to be long range guard sniping people and then you chase someone else. So multitasking macro play where you keep two survivors busy at once. They generally aren't wanting the "pincer the survivor" game play.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,893

    Feel like one of Trapper's setting speed addons should be basekit

  • XDgamer018
    XDgamer018 Member Posts: 815

    tbh i liked the work together with the guard aspect of his old kit but i understand why they removed it. With the current kit i just feel powerless when a guard is chasing someone (especially without the torch addon). Since a guard is chasing someone i cant use carnefex to zone a survivor since thatl cancel the hunt. imo the guards should be faster if theyre supposed to chase on their own (4.2ms atleast for carnefex and jailer and maybe 4.5ms for assassin)

  • Blueberry
    Blueberry Member Posts: 14,472

    Oh that's a good one! They even already buffed it once too.

    You just reminded me, how do you feel on Artist addons?

  • Blueberry
    Blueberry Member Posts: 14,472
    edited April 2025

    Oh believe me, I don't disagree on your points. The core game play they want you to do, the one I mentioned, is generally unviable. Not to mention, "keep one survivor busy while you run around as an m1 killer with no power and getting pre run" isn't fun. This is basically why Town Watch's Torch is essentially required. It gives Knight the ability to actually do something while he's keeping someone busy. Also makes it actually fun.

    That's why I wanted Town Watch's Torch base kit as well as it actually enables this play style they want to function. I had a whole other Knight post of fixing him and his addons but it was largely ignored and no one really responded. I think Knight suffers from too low of a skill ceiling and I was trying to increase that while also making the play style they want more viable. I was making it so the guards chase speed was based on how close the guard were to the survivors when they detected them for the Hunt. This makes hits viable, but only based on your skill in placing them from your hearing (like Spirit) as close as possible.

    I'm currently p100'ing my Knight and plan to make a whole post about the journey with thoughts and stats for the run if you're interested. I'm almost there. Doing a win streak for it too (102 wins so far and continuing), but that's from me playing in a very weird and definitely unintended/unwanted play style lol.

  • Blueberry
    Blueberry Member Posts: 14,472

    I added Trapper to the list and gave him that one among more. Trying to speed him up a bit and make someone just following him around disarming less punishing.

  • XDgamer018
    XDgamer018 Member Posts: 815

    interesting idea but how does would it affect the guards having to 1 detect the survivor 2 float towards the survivor and only then start chasing. Does it account for this? (i personnaly would find it best if bhvr removed the 3x duration debuff)

  • Blueberry
    Blueberry Member Posts: 14,472

    Essentially that snap shot moment where it detects the survivor is when it measures how far they are from the spot you placed the guard. That distance would determine whether the guard was sped up and if so by how much.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,863
    edited April 2025

    This is one of my biggest frustrations with certain killers. I feel like I am required to run certain addons because they just HAVE to have it.

    Onyro bloody fingernails for sure.

    I use to be so frustrated and still am where survivors take tapes for free so I would run Well Stone (Reduces tv coooldown when a survivor turns it off by 7 seconds) and Ringdrawing…but that was meh.

    If for fun I want to use anything else. Reikos with clump of hair, or some anything else but a few that really work, you pay the price for it.

    Post edited by MechWarrior3 on
  • SoGo
    SoGo Member Posts: 4,550

    There are not add-on that are required, but Severed Hands and Severed Tongue are the two that make her much better and smoother to play.

    You can play without them and be fine, but these two feel like the best choice every time.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,608

    Doctor: High Stimulus Electrode. Longer range on Shock Therapy is definitely a must have.

  • Blueberry
    Blueberry Member Posts: 14,472

    Oh yeah hands is my absolute favorite. I feel like the time to get a shot long range is too low. I'd like Fester Carrion and Thick tar base to give more opportunity.

    I in general though just think they should buff her long range snipe game play while nerfing the boring anti loop component.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,437

    When I play Unknown, idk how people play without the addons Called By the Dark and still to an extent Vanishing Box.

    The passive slowdown and accelerated chase on CBtD is really really nice. Then Vanishing Box feeds into it all by keeping up the UVX uptime. It's just too perfect that I don't even care about Blurry Photo, thr addon that everyone else says is required.And I haven't even started talking about his imo mandatory perks Nowhere to Hide+Unforeseen. Plz BHVR give us 24m TR at least I beg you T_T

  • Jock21
    Jock21 Member Posts: 121

    Cooldown add-ons on Spirit.

  • SAWII
    SAWII Member Posts: 376

    Pinhead feels so bad without Impaling Wire. Chains are simply too easy to break.

  • Blueberry
    Blueberry Member Posts: 14,472

    Just sucks that both those addons come with huge drawbacks. I personally think Unknown needs buffs.

  • WeaverReaver42
    WeaverReaver42 Member Posts: 280

    Dredge is PAINFUL without the boat key, and malthinker's skull is the ONLY reason why a dredge will get more than maybe 3 uses of nightfall a match. Without them? You take what feels like forever to get from your starting point to the locker, and your nightfall is NOT powerful or avaliable nearly enough to make up for that. Granted, Dredge in general feels like they could use a touch up IMO. I feel like anything dredge does, a good singularity could do better. Anti-loop? teleportation and faster vault/break speed. Map traversal? Teleportation is just faster than dredge's, even with addons, and gives you the anti-loop rather than taking it away like on dredge. Heck, the faster interaction is also more consistently useful- even if you are making a misplay it takes up less of your time than normal. Dredge? When you place down your remannt it feels like a 50/50 on if someone runs away or just tries to touch and erase it. Unknown and Trapper at least have a small interaction required, and knight can keep a survivor occupied without your input. Dredge? Have a short hop instead of a teleport- no the cool down isn't any lower stop asking.

    Yeah, on second thought I think it might be more than just the add-ons dredge needs help with.

  • ControllerFeedback
    ControllerFeedback Member Posts: 708

    Be careful what you wish for, you might get Blurry Photo'd.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Unfortunately, the game has so much content now that BHVR can’t keep up with it all anymore. At least half the killers have been thrown into the virtual waste bin and likely won’t ever get touched again.