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Tentacle tech / AD tech
Since Nemesis just came out, nobody probably knows about it and I hope devs won't somehow remove it but I'm callling it here that they will (unlike they fail to with all the blight movement BS people do) so I might just share it.
Ok, in short, it makes your tentacle attack hitboxes huge if you perform correct movement. When using the attack, don't move your camera much, just strafe to sides either with A or D. That basically increases hitbox of your attack quite a lot so hits that look like they miss, still hit.
Here are some examples so that you understand it better.
So what do you think, will they remove this ? Is it going to stay like all the movement / sensitivity adjustments many blight players do to get around limits of their power.
Comments
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Tentacle tech and not Techtacle?
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Thanks for making trials much much easier for me today.
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I love you but let's keep this at least a tiny bit serious.
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It's not that it makes the tentacle wider. It actually has a hitbox when coming back still so if a survivor runs over it while it's being recalled, it'll still do damage. It's why its best to move towards the direction the survivor is going even after unleashing it. The whipback can still harm them. It was part of the PTB and even said something about it but its working as intended. It's also fair since the actual tentacle is much thinner than most attacks. (Edit: Pretty much when it was coming back, you moved to the pallet so the tentacle did damage while it was returning. Hope that helps.)
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I'm seriously wondering how you could miss such an opportunity in your original post. The magnum opus of this killer is having any sort of tech just to give birth to this masterpiece.
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Fair.
So it's got a lingering hitbox that seems to stay locked in that direction-- does it work even if you look away, or do you have to not move your camera?
Either way, it looks super jank and makes the tentacle whip basically a quicker, less committal Punishment of the Damned.
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From my testing so far. If you move your camera it makes it either much more inconsistent or it just doesn't work. I'll be looking into it further tomorrow but I'm quite sure this is all there is to it.
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Then I imagine it's probably gonna be patched out.
The tentacle whip should be stronger, but going down after you've visibly dodged the tentacle is more than likely gonna be super frustrating.
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About as frustrating as Huntress hatches.
Which are still in the game.
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Unless there are Nemesis mains in the devs team, like Huntress ones, then he's not safe.
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Well, that isn't entirely the case.
We all know why Huntress Lullaby was nerfed.
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Wouldn't Tentechle flow of the tongue smoother?
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Son of a #########, you're right.
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I don't think any Huntress main cares about her teachables. Her hitboxes on the other hand...
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They might care about them if they were good XD
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For all we know, it's an intended feature.
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Well, assuming that blue stuff on the ground is supposed to tell you the hit area, its most likely unintentional.
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You can never be sure of anything with BHVR.
But if it is, it's still dumb.
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Yeah this tech to my knowledge was discovered day 1 of ptb by tru3talent.
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I mean, It's also kinda dumb you can't adjust your swing through your camera as well. The weirdness is probably to distinguish him from other killers like PH. Weird hitboxes have definitely been intended before, such as Blights almost 180 degree hitbox on the start of his lethal lunge.
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@Kebek I was using this mechanic day 1 in the PTB. The ability to slide the hitbox defeats purpose of having making a skillshot that is suppose to be possible to dodge. so Its kinda unfair towards the ability. It just makes ability not really a skillshot and more of alternative lunge attack that has 100% chance to hit if you have the most basic tracking skill.
problem is that nemesis is kinda weak and has no real selling points beyond this. I mean his add-on list is effective blank with only good add-on being that undetectable add-on for killing zombies. He has 2 zombies that frankly don't do much. The infection mechanic just a hindrance to require 3 hits to down and tiers are mediocre bonuses that realistically could just be base-kit.
so Nemesis is just a killer with m2-like lunge that hits through pallets and often abuses animation lock creating lose/lose situations. Its why some people refer to nemesis as pyramid head 2.0 referencing old pyramid head mechanics.
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