Why does Nemesis have a lingering hitbox?
This was a thing we saw in the PTB and I assumed it was a bug however now that he is on live and seeing that he still has it I will somewhat assume it is maybe not a bug.
I dont see how BHVR takes a character who falls in the skillshot lineup with a shot charge time of 0.35 seconds and give him a solid and easy way to get hits when your width can be the size of 2 PHead shots.
BHVR please do explain
for reference what it looks like: https://streamable.com/2mssi9
No but seriously BHVR explain.
Comments
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Why does nemesis have a tiny hitbox?
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yeah it isnt rly tiny if you just strafe as I showed in the clip and for being 0.35 seconds and no visual indication like PHead it should remain small
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That is real question.
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The dude readies the tentacle with animation, makes a sound queue and has a delay... what more do you need, a big red sign with flashing neon strobes?
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Because he needed something.
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He needed something? so he needs 0.35 second wind up time on the whip, 1.25 second cooldown after canceling it, being 4.6m/s killer. Yeah he has a lot going for him and this linger hitbox is not needed
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what delay it is literally 0.35 seconds lmao slinger already has 0.15 which is impossible to reach to unless you are some mega gamer now add desync to that and well it is impossible same with Nem plus he can just wait for a animation lock making it even more worthless to try and loop.
but I guess we enjoy holding W and doing gens only to counter killers
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I agree it should be wider but we don’t want another huntress situation
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I have sub 20 ping so i actually feel that delay. Same with dead hard and survivors being able to use it on reaction against me. low ping = punished while high ping = rewarded... so backwards.
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I personally think that the hitbox for the tentacle should be slightly smaller than the PoTD hitbox, but that might be a bit big. I really just want a killer that survivors don't hate but is still fun to play.
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Why is his power almost the same size as a lunge and 1m longer in t3
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The last thing I want is another killer whose power is so ridiculously predictable that it's almost entirely in the hand of the survivors whether or not they get hit, and the killer basically needs to be a god to hit the power...like PH.
Lingering hitbox helps him a little, if the killer knows how to use it.
If you have problems with Nemesis, let me introduce you to the W key. You just press it, and hold it for as long as you can. You will also need to hold Shift. That will do the trick. Guaranteed time waste without even having to think.
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Yeah he does, especially since he has to hit survivors 3 times with it to down them, all while they keep getting speed boost. Literally just hold W against him and predrop every pallet and oh look all the gens got done in 3 minutes because he has no map pressure. Pretty good job so far.
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you know what is the best part of this, that ppl here miss the point that no where in this have I said I enjoy going against killers with the counterplay of holding W it is the most boring ######### in this game that requires no skill.
if they remove the lingering hitbox make his wind up take either .50 seconds or .75 seconds then they can remove the speedboost from the infection but as it is right now the lingering hitboxs doesnt work to be excused by "well he has to hit ppl 3 times"
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Getting hit by a lingering hitbox after you've visibly dodged the tentacle is viscerally dissatisfying and feels like you're getting punished for a good play.
The lingering hitbox should be removed-- mostly because everything about the power indicates that it shouldn't have one-- and the tentacle should be buffed in general.
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He's surprisingly not strong despite all that. He's literally another killer you can loop for a long time if they keep having to feather their power.
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Or. Here's a thought. You could get good. His range is mediocre, and he can't hit windows at an angle, so usually, on strong loops, if you get hit, you lost a midgame in the first place. Maybe learn how to pallet vacuum so that you can play the pallet midgames with him. He, unlike Huntress and Pyramid Head, can have his attack interrupted by a pallet. Even when they bring in killers with decent anti-loop that has counterplay, people whine. Can't say it's unexpected. This is the same community that loves comparing Trickster to old Legion.
Also, saying he should have a longer windup time is insanity. He doesn't just have the windup time. There's some time after you press M1 before the attack is active, all while the survivor receives a visual and audio queue. Nemesis roughly takes the same amount of time as Demo to prepare to land hits, and it's much easier to land them out in the open with Demo, even with the AD tech on Nemesis.
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why does he have to hit survivors for a third healthstate for effectively being a worse pyramid head?
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I find it's a cool "tech", and since I take Nemesis to not be a particularly strong killer to begin with, I welcome much of anything that makes him stronger. That said, I would rather the tentacle actually rewards good flick aim and prediction shots than allow players to abuse the lingering hitbox to increase its hitzone tenfold. But it definitely needs other buffs, such as an increased range, not granting speed boosts on a contaminating hit, being able to hit multiple targets at once, having a more sensible hit detection over obstacles. Notably, Nemesis has no add-ons that affect his tentacle strike, and his add-ons are painfully underwhelming anyway. So there could be add-ons that improve his active ability too, such as increasing speed after breaking a pallet with it, increasing range, decreasing cooldowns, and so on. Hell, maybe even add-ons that increase the duration of the "lingering" hitbox, if it is decreased at base.
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Because of the lingering contamination
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Because tentacle strikes are incredibly difficult to land. The small hitbox is on par with Deathslinger. Also, remember that survivors have three health states against Nemesis.
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It really should be removed. You can dodge the hit and still get hit by it while running in the opposite direction of it is kind of bullshit.
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Idk man nems tentacle hitbox is one of the most baffling things in the game to me right now
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A 5-6m long, super skinny whip that is inconsistent with what it can go over, has restricted camera movement, locks your camera in place after activating, has a 2.5s cooldown on both missed and successful attacks, requires 3 hits to down someone, and makes you move at 95% movement speed while holding.
If a survivor just runs in a straight line after being Contaminated, it wastes a large amount of time already. If you're in the open trying to dodge, the lingering hitbox can be annoying, but why are you even trying to dodge in the open anyway? It's functionally identical to Demo's Shred, but with a smaller hitbox and 0.30s faster charge time.
Post edited by Grimmy_Bluues on0 -
It adds a bit of a skillcap when using the tentacle
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It doesn't lock you in place while using it. You can still move a little.
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It doesn't actually have lingering hitbox. It hits twice: once when you extend it and once when you retract it.
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Because he need 3 hits to down ?
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I mean, considering that he needs to land three hits with his tentacle to down someone?
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I meant the camera, but that is the least important part of all the stuff I listed.
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It’s the same in majority of games and I have never understood it why am I being penalised for having better connection…. Should I just play if mc Donald’s wifi have the best time of my life ? “ connection is key” no the hell it ain’t
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True but a list should be accurate. You can even hit someone after missing with it due to the fact that you can move around a little.
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