Nemesis addon pass and possible changes suggestion

Nemi is one of my favorite killers in the game but he clearly lacks in add-on variety and zombie strength departments. I think that behavior should do something to make zombies a nuance in the trials and give him an add-on pass (that's something that most of the killers seem to be needing) My suggestions are the following:

(buff)

Tier 4-To achieve tier 4, you need 7 mutation points. After that zombies will turn into Crimson Heads moving at 2,5m/s and will hold down survivors if they hit a lunge attack.

(Add on pass)

Brian Intestine-Increases the time that zombies hold survivors by 3 seconds.

Damage syringe-Survivors take 10 more seconds to use a vaccine.

S.T.A.R.S. manual- Zombies become completely silent.

Visitor wristband-Increases zombies earring by 4 meters.

Admin wristband-Increases zombies earring by 8 meters.

Adrenaline injector-Receive a 5% haste bonus for the next 20 seconds when a survivor uses a syringe.

Mikhail`s eye-Increases zombies movement speed by 0,75m/s for the next 10 seconds after hitting a tentacle attack on a survivor.

Zombie heart-Increases the time that a zombie holds a survivor by 7 seconds.

Licker tongue-Increases the hindered duration by 2 seconds after contaminating a survivor.

Plant 43 vines-Survivors take 6 more seconds to unlock a case and can’t immediately use a syringe for the next 10 seconds.

Serotonin injector-Receive the undetectable status effect for the next 25 seconds when a zombie is destroyed or stunned.

T-Virus Sample-Gain 1 more mutation points when destroying a zombie with your tentacle, that zombie will instantly spawn on the furthest hook from your location.

Tyrant gore-Start the trial in mutation level 2. Increase the number of points needed to reach level 3 by 4.

Broken Recovery Coin-Infected survivors suffer from a 40% healing penalty.

Depleted Ink Ribbon-Zombies gain a 0.35m/s bonus movement speed for every contaminated survivor.

Jill's Sandwich-When a survivor unlocks a case their aura is revealed to you by 6 seconds, and they can´t use the vaccine for the next 20 seconds.

Ne-α Parasite-Infected survivors suffer from the oblivious status effect until they are cured.

Iridescent Umbrella Badge-All survivors start the trial infection. Increase the number of cases to 7.

Shattered S.T.A.R.S. Badge- When a generator is repaired zombies gain 1.5m/s movement speed for the next 40 seconds (finishing more generators during this time will add more time to the countdown). When the exit gates are powered, this bonus becomes permanent.

What are your opinions and what killer's should receive an add-on pass?

Tagged: Killers

Comments

  • Some of these are pretty interesting, though I think it'd be better for Nemesis to get a full-on rework. Zombies would be better fitting for a Killer like Mr. X or Birkin (if he didn't get a Legendary), not Nemesis, the Unrelenting Pursuer.

    I do not mean to 'advertise' though I did just make a rework of my own, if you want to check it out.

    @Bluebird said:

    I know I made a 'rework' in the past (https://forums.bhvr.com/dead-by-daylight/discussion/279937/nemesis-rework-ideas#latest), and to be frank, I don't like how overpowered it made him. So, I took inspiration from RE: Resistance, and came up with a rework that I feel is a bit better. I also went through and gave all the Addons a pass, as some of them partially or only affect the Zombies.

    https://us.v-cdn.net/6030815/uploads/37U81CH5OHBG/image-2025-02-27-035045051.png

    Some quick notes:

    • That should say "Special Ability", not "Special Interaction". A remnant from when I gave the Vaccine its own dedicated slot, akin to the First Aid Spray for Wesker.
    • Vaccine count increased from 4 to 8 (2 Vaccines per chest), due to the new reveal mechanic.
    • Tentacle Strike/Pull Range increased from 5 meters to 8 meters in Mutation Rate 1 and 2, and further increased to 12 meters in Mutation Rate 3.
    • Tentacle Strike’s lingering hitbox would/should be removed, due to its interaction being different than simply injuring.
    • Nemesis’ non-Enraged animations would be his slower movement seen in the End Game Screen.
    • Enraged movement speed is 5.4m/s instead of 4.6m/s, and his animations would change to his current animation set to match his increased speed.
    • Enraged attack speed, break speed, and vault speed will be 25% faster, and should not stack with perks like Unrelenting or Save The Best For Last. Attack animations could change due to the faster base swing speed (maybe incorporating his left arm).
    • Enraged can be activated at any time, regardless of amount, however ending Enraged would remove all current charges.
    • Enraged’s meter will be charged at 1 charge per second. Stuns and Blinds grant 5 charges. Max charges is 60 before addons.
    • Enraged’s meter will not drain until The Nemesis can move (after the animation is finished).

    The goal of this rework is to give Nemesis back his identity as a 'Relentless Pursuer', changing his Tentacle to a knockdown effect (think of Wesker's throw, it'd work like that but you're pulled instead of yeeted). I also gave him the window pull as a way to make him feel more relentless, and gave it the same effect that Wesker's vault has (being able to hit Survivors trying to vault after you go through). I also made Contamination actually useful, allowing him to track Survivors who are far away (although it'd almost never be useful in small maps like The Game), but upped the Vaccine count to compensate. And the final big change, removing the Zombies in favor of the ability to sprint, akin to RE3R or RE: Resistance (the main inspiration I pulled from). I didn't want to make him too fast as there are enough Killers who can have massive map-traversals, so I gave him a bit of a boost in everything, speed, attack cooldowns, and stun reduction. But, as compensation, gave the Survivors a third health state due to the Enraged state's ability to counter loops faster.

    Addon Rework

    Brian’s Intestines: Increases the Lunge Duration while Enraged by +0.15 seconds.

    • Old: Increases the Movement Speed of Zombies by +0.25 m/s.

    S.T.A.R.S. Field Combat Manual: Decreases the stun duration of Pallets while Enraged by -0.25 seconds.

    • Old: The Auras of Zombies are highlighted to you in yellow for 6 seconds when they hit a Survivor.

    Visitor Wristband: Decreases the reveal distance for Contaminated Survivors by -4 meters.

    • Old: Increases the Survivor-Detection range of the Zombies by +2 metres. Increases the Field of View of the Zombies by +10 °.

    Admin Wristband: Decreases the reveal distance for Contaminated Survivors by -8 meters.

    • Old: Increases the Survivor-Detection range of the Zombies by +4 metres. Increases the Field of View of the Zombies by +17.5 °.

    Mikhail’s Eye: Increases the Lunge Duration while Enraged by +0.25 seconds.

    • Old: Increases the Movement Speed of Zombies by +0.35 m/s.

    Brad’s Heart: Increases the max duration of Enraged by +5 seconds.

    • Old: Zombie Heart: Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

    Serotonin Injector: Grants the Undetectable status effect for 15 seconds after triggering Enraged.

    • Old: Grants the Undetectable status effect for 15 seconds after a Zombie is disintegrated by any means.

    T-Virus Sample: Increases the max duration of Enraged by +10 seconds.

    • Old:  Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +1 point.

    Tyrant Gore: Increases the max duration of Enraged by +5 seconds. Being stunned while Enraged will increase the duration by +7.5 seconds.

    • Old: Reduces the Respawn time of disintegrated Zombies by -7.5 seconds. Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

    Depleted Ink Ribbon: Being stunned while Enraged will increase the duration by +5 seconds. Increases the Lunge Range while Enraged by +0.4 seconds. Once the Exit Gates are powered, become Enraged with a locked duration of 90 seconds.

    • Old: Reduces the Respawn time of disintegrated Zombies by -5 seconds. Increases the Movement speed of Zombies by +0.5 m/s. Once the Exit Gates are powered, disintegrated Zombies respawn in the Exit area.

    Iridescent Umbrella Badge: Survivors who are Contaminated will no longer be put into Deep Wounds while Enraged, and Enraged attacks can now down Exposed Survivors. Sets The Nemesis’s Movement Speed while not Enraged to 4.4 m/s. 

    • Old: Survivors suffer from the Exposed Status Effect for 60 seconds after using a Vaccine.

    Shattered S.T.A.R.S. Badge: Each time a Generator is completed, become Enraged with a set duration of 30 seconds. Any time a Generator is completed while Enraged, add an additional 15 seconds to the duration.

    • Old: Increases the Movement Speed of Zombies by +1.5 m/s for 60 seconds each time a Generator is completed.

    Notes: for the Ink Ribbon , all 'locked duration' means is that it can not be increased via stuns or addons.

    Thoughts? Even if the thoughts are "too OP" or "It's just x + y merged". There might be some tweaks or notes I didn't have posted (as frankly I'm quite tired). Any questions or critiques I see in the comments, I'll answer. Any further edits will be posted in comments, or directly edited (if that can be done).

  • What's certain is that he does in fact need an add-on pass. A lot of his add-ons are just inferior versions of other add-ons he has, whereas other killers, especially the new ones, have add-ons that pretty much all have unique effects. And some of his are just useless, like the zombies turning yellow after hitting a survivor, or killer instinct lasting a few more seconds.