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One more Nemesis Change Thread
For any of you familiar with this, you know where this is heading, so I'll skip straight into what could be changed for Nemesis to make him feel better; this will be my final thing and will at least go over what I think would work best for his CURRENT state and not what could be completely added onto it as a brand new aspect.
Tentacle Strike
- Buff: Tentacle Strike's maximum width is increased to 0.32 meters (from 0.16 meters).
- Buff: Charging Tentacle Strike now gradually slows Nemesis down to 95%, starting from 110% and taking 5 seconds to reach 95%.
- Buff: Charging Tentacle Strike now grants it an additional meter of distance after 2 seconds.
- Buff: Charging Tentacle Strike now grants it an additional 0.16 meters of width after 2 seconds.
- Bugfix/Nerf: Tentacle Strike's hitbox position upon striking no longer follows Nemesis during the move's duration. This removes The Nemesis' ability to guarantee hits it otherwise shouldn't have.
Zombies
- Buff: Zombie movement speed is increased to 1.25m/s (from 1m/s), allowing them to outpace crouching Survivors.
Mutation
- Buff: Mutation III now increases the duration of the Hindered status effect upon contaminating Survivors by +1 second.
- Buff: Mutation III Tentacle Strike now injures uncontaminated Survivors.
- Nerf: Mutation III Tentacle Strike no longer has an additional meter of range.
Contamination
- Buff: The effect of the Hindered status effect is increased to -35% (from -20%).
Supply Cases and Vaccines
- Animation Change: Survivors injecting themselves with the vaccine now inject themselves with it.
- Buff: Nemesis can now see the location of all unopened Supply Cases.
- Buff: Nemesis now gets a loud noise notification as soon as the Supply Cases are opened.
- Buff: The time it takes for Survivors to inject the vaccine is increased to 5 seconds (from 3 seconds).
- Nerf: Nemesis no longer gets a Killer Instinct notification when a vaccine is injected.
Add-Ons
- Buff: Depleted Ink Ribbon now spawns zombies in front of an exit gate, instead of behind it.
- Buff: The duration of the zombie speed increase on Shattered S.T.A.R.S. Badge is increased to 60 seconds (from 30 seconds).
- Buff: The duration of the Exposed status effect on Iridescent Umbrella Badge is increased to 30 seconds (from 12 seconds).
What do these changes do? Well for starters, many of these changes are meant to make Nemesis feel a little better and more intuitive with his design, while also not giving him anything too much more than what he has in his kit. This makes him a little less reliant on his zombies and gives him a bit more ability to counteract Survivors who try to vaccinate against him.
This would also make it so that Tentacle Strike and Contamination actually have their uses, especially the former, which should have had better Tier III rewards than a simple extra meter. Instead, that extra meter of distance is relegated to charging the strike, rather than a mutation effect, so that all tiers can have access to it and allow Nemesis to better mindgame the opponent.
And the add-ons are just buffed because those three are massively underwhelming, all things considered.
Comments
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These seem like ridiculous buffs. I don't think Nemesis needs anything like this. I'm not even sure the loud noise notification when a case is opened would even be a buff. It'd be incredibly distracting during a chase.
He plays well. The worst performing Nemesis players I see get greedy early game with the tentacle strike. You're better B lining and hitting survivors regularly. There's zero point in extending a chase in early game.
Buffing Zombies is also ridiculous. Survivors don't have prerequisite knowledge that they are going up against Nemesis so making these elements more powerful as base when they can harass and camp areas is just a bit too much. If killers want to bring add ons that's fine but I think the faster zombies just feel a little bit like bs on some maps. Asking survivors to waste a pallet for these enemies is a joke, especially as pallets over the maps have been reduced. Keep them as they are for now but just over a week since official launch, probably not a great time to see how people settle with them.
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No. Nemesis is fine, play him and actually learn. I've been holding steady in red ranks averaging 3 kills. It's you.
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