Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
The Nemesis Mid-Chapter 21 Changes
Disclaimer: This is talking about my suggestions for balance changes; nothing about match stability or lag issues.
This is my comprehensive list of buffs and alterations that I believe would help to polish Nemesis' gameplay and provide the assistance he needs, divided into two parts. I go over both the Tentacle Strike and the Zombies, and provide possible additions to help better them both.
Part 1) The Zombies.
I'm sure coding AI is difficult, especially since this is the first incorporation of AI into DBD, but still, something needs to change.
Suggestion 1: Better spawning.
The zombies seem to spawn at 2 (somewhat) random hooks at the two furthermost ends of the map, at least when killed. Then, since there's often no Survivors to be found, they get even more lost by getting stuck on a rock or tree. It wastes The Nemesis' time to go out and reset them. I suggest having them spawn at hooks within a short distance of a Survivor every time they're killed, or even allow them to reset themselves near a Survivor after 60 seconds of not finding anybody.
(Fun addition: Make an add-on that makes zombies respawn at generators)
Suggestion 2: More zombies.
Since the utility of the zombies is in question, if the AI can't be improved easily, then this may be a good alternative. Ideally, one zombie for each Survivor remaining in the trial. Considering the size of most maps, I feel like this wouldn't be too intense of a threat to Survivors, and gives Nemesis the real map pressure he needs.
Part 2) The Whip
Nemesis is a decent 1v1-style Killer, but there are always those frustrating moments where Tentacle Strike just seems to not be enough, and there's little clarification on what -will- hit and what -won't-. There's room for improvement.
Suggestion 1: Widen the hitbox.
Tentacle Strike is a pencil-thin attack that requires some decent precision, excluding catching Survivors at vaults/pallets. The range doesn't need to be increased much, if at all, but a slightly wider beam would allow a little more room for error.
Suggestion 2: Let the whip pass through multiple Survivors.
The Nemesis should be allowed to punish Survivors that are bodyblocking even while Contaminated. If Pyramid Head can do it at longer range, why can't Nemesis?
Suggestion 3: Increase the Hindered Effect upon Contamination/Remove the speed buff upon Contamination.
Getting the first whip hit on a Survivor tends to give them far too much distance, punishing The Nemesis for using his own power. To balance either of these suggestions, The Nemesis can have his recovery extended slightly or his movement speed reduced slightly.
Comments
-
I don't care about multiple hits (would be nice as tier III), but vertical play is what annoy me most. When survivor crouch, you can't hit him over most loops, which is just bad and doesn't make sense.
0 -
Sometimes the Tentacle Strike will hit a pallet and not break it too, despite being at least Tier 2. Hitbox adjustment is a necessity.
0 -
I agree. The hitbox is janky and should be widened a bit. Not to huntress levels of big of course. Also being able to dodge it by ducking under it at windows and short obstacles is nonsensical as it is a downward swinging whip attack
The speed boost for infection is his biggest problem. He already gives them a third health state, they don't need a free sprint burst as well
I never thought about the zombies but I think you have a point. The devs said they won't increase their number so your suggestion to fix their spawns would be nice.
Also I think for the amount of mutation rate required to reach tier 3 it should break pallets and infect/injure survivors in the same swing
1 -
Someone mentioned making an add on that let's us create spawn points for the zombies. Guessing this would work a bit like mini portals but could easily replace the 12 seconds exposed iri.
Imagine, 4 portals, 4 zombies and can be placed where you want them. To start with anyway until they wander off lol.
1 -
I haven't heard about the devs saying no more zombies, but that kind of sucks. I might not have added that idea if I had known they already rejected it.
0 -
That may be a bit OP for endgame, most Nemesis players would just put them around the last 3 gens lol
1