Iridescent Umbrella Badge is Bad...ge

Current Iridescent Umbrella Badge

  • After vaccinating, the Survivor that vaccinates is Exposed for 60 seconds.

The Problems

  • The add-on is too reliant on Survivors in multiple ways for it to actually work:
    • The Survivor first has to be healthy and contaminated.
    • The Survivor has to then vaccinate, which can be done whenever.
    • The Survivor has to be relatively close enough for you to get to them.
    • The Survivor basically has to be bad.
  • The add-on makes it so that you may need to prioritize that Survivor over the one you could be chasing, or otherwise not get value from the add-on.
  • The add-on is limited, very limited. It lasts 60 seconds, but only has 4 total uses overall.
    • It has 3 uses if you decide to run Broken Recovery Coin, which is just...bad design.

The Solution: New Iridescent Umbrella Badge

  • For each contaminated Survivor that is currently injured, the cooldown of a successful Tentacle Strike attack is reduced by -10%.
    • This effect applies when hitting a Survivor or a Zombie with a Tentacle Strike.

This new Iridescent Umbrella Badge would reward good Nemesis players by increasing not only their volatility, but also allowing them to get out of their animation faster and contaminate and injure Survivors at a much more consistent rate. It would be an add-on that would be nice to have, and makes Tentacle Strike feel like an attack more worth going for.

The reason that Iridescent Umbrella Badge was chosen is because an effect like this is a game-changing effect that alters the Nemesis' playstyle into something completely unique and different. The effect is also quite powerful, as explained above, which is another reason it would be put in the Ultra Rare category.

Also, we just don't need another "Exposed" Ultra Rare add-on that's just bad.

Comments

  • Yeah - of all of these, I think the biggest issue is that it doesn't do anything if survivors are injured. Which is a problem, because people are very likely to vaccinate as soon as they have the chance to. It's pretty common for someone to escape a chase or get unhooked and head straight for a supply crate. The other issue is that almost nobody is going to vaccinate when they're anywhere near you, so killer instinct is not a beacon so much as it is a vague idea of a survivor's location. Dropping everything to search for someone on the other side of the map is a risky proposition.

    Obviously it pairs badly with Broken Recovery Coin. It does pair well with Jill's Sandwich, for what it's worth, but it's not a great iri.

    I like your suggestion for a replacement, though I don't have much to say about it. It's threatening, but has counterplay by prioritizing healing, and it has to be built up over the game.

  • @Laluzi said:

    Yeah - of all of these, I think the biggest issue is that it doesn't do anything if survivors are injured. Which is a problem, because people are very likely to vaccinate as soon as they have the chance to. It's pretty common for someone to escape a chase or get unhooked and head straight for a supply crate. The other issue is that almost nobody is going to vaccinate when they're anywhere near you, so killer instinct is not a beacon so much as it is a vague idea of a survivor's location. Dropping everything to search for someone on the other side of the map is a risky proposition.

    Obviously it pairs badly with Broken Recovery Coin. It does pair well with Jill's Sandwich, for what it's worth, but it's not a great iri.

    I like your suggestion for a replacement, though I don't have much to say about it. It's threatening, but has counterplay by prioritizing healing, and it has to be built up over the game.

    Thanks for the input. Maybe if more people like this change, it could actually be seen by someone on the team. I think this version of the add-on would be super cool to have without breaking anything.

    I will add some more clarification about the add-on, too, that I neglected to post on the first thing:

    • Due to the increase in recovery speed from a successful hit, if all four Survivors are injured and contaminated, this results in a 1.5 second successful attack speed, down from his default 2.5 second attack recovery speed.
    • This effect applies whenever the hit detection detects that you hit a zombie or a Survivor.
    • This effect doesn't apply when missing a Survivor or zombie, hitting a pallet or hitting a breakable wall.
    • This add-on basically acts sort of like Save the Best for Last, as well as Thanatophobia, for Tentacle Strike. This means if a Survivor is dead, you can't earn that additional 10% reduction in cooldown from them.