Doc's Add-on rework suggestions

In light of the devs' plans to change the Add-on scheme to 4/5/5/4/2 in terms of Rarities for all Killers, I decided to go through all Killers that don't fall into that scheme yet and try to rework their Add-ons and come up with new ones, based on the experience of 1.8k+ hours playing this game on both sides of the Campfire and maintaining its Wiki.

Suggestions are welcome.

The Hillbilly (3/9/5/2/0)

  • Vegetable Oil, C: -
  • Spark Plug, C: -
  • Speed Limiter, C: change the rarity, maybe adjust the Bloodpoints to 25 %, like the Cannibal.
  • Worn Leather Boots, C: "A pair of rather worn boots found in the Farmhouse. Still better than going bare-foot." Slightly increases steering.
  • Shop Lubricant, UC: "An oil specifically formulated for Chainsaws. A special additive prevents oil throw off and reduces the noise made by the motor." Moderately decreases the cool-down, slightly reduces the noise.
  • Primer Bulb, UC: -
  • Depth Gauge, UC: -
  • Death Engravings, UC: remove the chainsaw charge time penalty
  • Leather Boots, UC: "A pair of leather boots. They are still in good shape and should fit nice and snug." Moderately increases steering.
  • The Thompson's Mix, R: "A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves." Considerably decreases the cool-down, slightly decreases the charge time, moderately reduces the noise.
  • Rusted Chains, R: -
  • Doom Engravings, R: -
  • Carburetor Tuning Guide, R: -
  • Light Chassis, R: remove the shorter reach
  • Grisly Chains, VR: "A chain with unusually hefty cutter teeth that leaves victims crippled even after being healed." Hit target suffers moderately from the Hindered Status Effect (same as Afterpiece Tonic) for 120 seconds.
  • Begrimed Chains, VR: -
  • Brand New Leather Boots, VR: "A pair of boots made from the finest materials, found inside Max Thompson Senior's bedside drawer." Considerably increases steering, slightly increases the time penalty.
  • Carbon Chassis, VR: "A new Chainsaw chassis made from a strange, futuristic material: very light, yet very strong and sturdy."Tremendously reduces the time penalty.
  • Spiked Boots, UR: "Boots with metal spikes protruding from the soles, which provide more stability and control when walking on slippery soil." Tremendously increases steering, moderately increases the time penalty.
  • Thompson's Moonshine, UR: "A strong beverage made from corn and a recipe passed down in the Thompson's family. Strong enough to power a Chainsaw's 2-stroke engine if needed." Considerably decreases the charge time, slightly increases the time penalty.

remove the Chainsaw File, the Long Guide Bar and the Homemade Muffler

Comments

  • The Doctor (4/7/3/5/1)

    • Moldy Electrode, C: remove the charge time penalty
    • Maple Knight, C: -
    • Order Class I, C: -
    • Calm Class I, C: -
    • Polished Electrode, UC: lower the charge time penalty to slightly
    • Restraint Class II, UC: -
    • Order Class II, UC: -
    • Discipline Class II, UC:-
    • Calm Class II, UC: -
    • Scrapped Tape, R: move the circle to 12 metres out an increase its radius to 8 metres. No more inner radius, the entire circle should shock Survivors within it.
    • Interview Tape, R: widen the beam to 3 metres and increase its length to 25 metres.
    • High Stimulus Electrode, R: lower the charge time penalty to moderately
    • Restraint Class III, R: -
    • Discipline Class III, R: -
    • Restraint Carter's Notes, VR: -
    • Order Carter's Notes, VR: -
    • Obedience Carter's Notes, VR: -
    • Discipline Carter's Notes, VR: -
    • Calm Carter's Notes, VR: -
    • Iridescent King, UR: -
    • Iridescent Queen, UR: "A glass-like Queen chess piece moulded from The Fog itself, its sickly shimmering glow driving victims deeper and deeper into Madness." Doctor Hallucinations have a Terror Radius of 16 metres and will start walking towards afflicted Survivors. Can be seen by The Doctor as an allied Aura.
  • The Huntress (4/7/5/3/1)

    • Coarse Stone, C: -
    • Insidious Toxin, C: "A toxin applied to the Hatchets' blades. The Berus snake's toxin combined with that of the Amanita mushroom create a devilish concoction, causing tiredness and numbness of the mind." Hit target suffers from the Exhaustion and Blindness Status Effects for 30 seconds.
    • Bandaged Haft, C: -
    • Pungent Fiale, C: lower it to Common Rarity
    • Oak Haft, UC: -
    • Manna Grass Braid, UC: -
    • Leather Loop, UC: -
    • Fine Stone, UC: -
    • Deerksin Gloves, UC: -
    • Yew Seed Brew, R: increase the timer to 30 seconds
    • Venomous Concoction, R: -
    • Rusty Head, R: -
    • Flower Babushka, R: -
    • Shiny Pin, R: increase it to a moderate movement speed buff
    • Yew Seed Concoction, VR: increase the timer to 45 seconds
    • Infantry Belt, VR: -
    • Glowing Concoction, VR: increase it to 6 seconds (in accordance with similar Add-ons)
    • Begrimed Head, VR: -
    • Iridescent Head, UR: increase it back to -2 Hatchets and make it unstackable with the Belts
    • Shimmering Concoction, UR: "An otherworldly concoction brewed from the essence of The Fog itself. It leaves a golden shimmer on the blades." Hit victims become momentarily disoriented, their vision becomes blurred (similar to the Afterpiece Tonic) for 2 seconds and their controls invert.

    That last change would probably require the removal of the on-the-fly camera inversion that could be used to counteract it.

    combine Amanita & Berus Toxins into one Add-on.

  • The Nurse (6/4/5/5/0)

    • Wooden Horse, C: -
    • White Nit Comb, C: -
    • Bad Man Keepsake, C:-
    • Metal Spoon, C: -
    • Plaid Flannel, UC: lower it to Uncommon rarity
    • Dull Bracelet, UC: -
    • Catatonic Boy's Treasure, UC: -
    • Matchbox, UC: increase to Uncommon rarity, moderately increases the Chain Blink window.
    • Pocket Watch, UC: remove the charge speed penalty
    • Spasmodic Breath, R: -
    • Heavy Panting, R: moderately increases the Chain Blink window, slightly decreases the fatigue time.
    • Fragile Wheeze, R: -
    • Ataxic Respiration, R: -
    • Anxious Gasp, R: -
    • Kavanagh's Last Breath, VR: remove the Blink amount penalty, considerably increases the Chain Blink window, slightly increases the fatigue time.
    • Jenner's Last Breath, VR: remove the Blink amount penalty.
    • Catatonic Boy's Last Breath, VR: "A powerful last breath snatched from Crotus Prenn Asylum patient the "Catatonic Boy". In the hands of The Nurse, it buzzes with intensity." Tremendously increases the maximum range of the Blink, tremendously decreases the accuracy of the Blink.
    • "Bad Man's" Last Breath, VR: remove the Blink amount penalty.
    • Campbell's Last Breath, UR: remove the range penalty.
    • Smithson's Last Breath, UR: "A powerful last breath snatched from Sally Smithson by The Entity itself and given back to The Nurse. It sparkles with a bright, intense glow in her hand." Successful hits put Survivors into the Dying State, removes 1 Chain Blink, tremendously increases the maximum blink range, moderately decreases the fatigue time. Does not stack with Fragile Wheeze or Campbell's Last Breath

    Remove the Torn Bookmark and Dark Cincture, reduce the maximum possible Blinks to 4, 5 are generally being regarded as too many second chances for bad Nurses to correct bad Blinks and next to uncounterable from good Nurses.

  • @DocOctober said:

    The Doctor (4/7/3/5/1)

    • Iridescent Queen, UR: "A glass-like Queen chess piece moulded from The Fog itself, its sickly shimmering glow driving victims deeper and deeper into Madness." Doctor Hallucinations have a Terror Radius of 16 metres and will start walking towards afflicted Survivors. Can be seen by The Doctor as an allied Aura.

    I like that idea, would make doc a lot more interesting>

    @DocOctober said:

    The Huntress (4/7/5/3/1)

    • Shimmering Concoction, UR: "An otherworldly concoction brewed from the essence of The Fog itself. It leaves a golden shimmer on the blades." Hit victims become momentarily disoriented, their vision becomes blurred (similar to the Afterpiece Tonic) for 2 seconds and their controls invert.

    That last change would probably require the removal of the on-the-fly camera inversion that could be used to counteract it.

    combine Amanita & Berus Toxins into one Add-on.

    I wish inverting controls would be a thing for clown already, the vision blurr alone is rather weak

    @DocOctober said:

    The Nurse (6/4/5/5/0)

    • Smithson's Last Breath, UR: "A powerful last breath snatched from Sally Smithson by The Entity itself and given back to The Nurse. It sparkles with a bright, intense glow in her hand." Successful hits put Survivors into the Dying State, removes 1 Chain Blink, tremendously increases the maximum blink range, moderately decreases the fatigue time. Does not stack with Fragile Wheeze or Campbell's Last Breath

    Not sure how that is supposed to work, every hit reduces your chain blinks by one, so after some insta downs you are a 1 blink nurse?

  • @Master said:

    @DocOctober said:

    The Doctor (4/7/3/5/1)

    • Iridescent Queen, UR: "A glass-like Queen chess piece moulded from The Fog itself, its sickly shimmering glow driving victims deeper and deeper into Madness." Doctor Hallucinations have a Terror Radius of 16 metres and will start walking towards afflicted Survivors. Can be seen by The Doctor as an allied Aura.

    I like that idea, would make doc a lot more interesting>

    @DocOctober said:

    The Huntress (4/7/5/3/1)

    • Shimmering Concoction, UR: "An otherworldly concoction brewed from the essence of The Fog itself. It leaves a golden shimmer on the blades." Hit victims become momentarily disoriented, their vision becomes blurred (similar to the Afterpiece Tonic) for 2 seconds and their controls invert.

    That last change would probably require the removal of the on-the-fly camera inversion that could be used to counteract it.

    combine Amanita & Berus Toxins into one Add-on.

    I wish inverting controls would be a thing for clown already, the vision blurr alone is rather weak

    @DocOctober said:

    The Nurse (6/4/5/5/0)

    • Smithson's Last Breath, UR: "A powerful last breath snatched from Sally Smithson by The Entity itself and given back to The Nurse. It sparkles with a bright, intense glow in her hand." Successful hits put Survivors into the Dying State, removes 1 Chain Blink, tremendously increases the maximum blink range, moderately decreases the fatigue time. Does not stack with Fragile Wheeze or Campbell's Last Breath

    Not sure how that is supposed to work, every hit reduces your chain blinks by one, so after some insta downs you are a 1 blink nurse?

    No, this would make the Nurse a permanent one-blink Nurse, but with larger range and reduced fatigue. A challenge Add-on, so to speak.

  • @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

  • @Master said:
    @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

    I just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.

  • @DocOctober said:

    @Master said:
    @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

    I just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.

    @DocOctober said:

    @Master said:
    @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

    I just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.

    Oh I think im reading this wrong, the chain blink is not taken away after the hit, its part of the description. All fine then, but it would be too strong probably if you can run a 2 blink nurse with perma noed :wink:

  • @Master said:

    @DocOctober said:

    @Master said:
    @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

    I just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.

    @DocOctober said:

    @Master said:
    @DocOctober
    Ah I see, interesting but it wouldnt be used that much I guess

    I just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.

    Oh I think im reading this wrong, the chain blink is not taken away after the hit, its part of the description. All fine then, but it would be too strong probably if you can run a 2 blink nurse with perma noed :wink:

    That's exactly why I said it would not stack with the +1/+2 blink Add-ons. Perma one-blink Nurse.