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The Nemesis Changes we Need

The following accounts for the changes made to The Nemesis as of the Chapter 21 PTB. These are changes I know would be good for Nemesis and the health of the Killer as a whole.

Mutation

Mutation Tier I

  • No benefits.

Mutation Tier II

  • Tentacle Strike can now destroy dropped Pallets or breakable Walls.
  • Tentacle Strike now allows Nemesis to move at 4.0m/s while charging.

Mutation Tier III

  • Tentacle Strike now reaches further (range increased from 5 to 6 meters).
  • Tentacle Strike can now damage Survivors who are not Contaminated.
  • Tentacle Strike attack cooldown is reduced (from 2.5 seconds to 2 seconds).

Supply Cases

  • The amount of Supply Cases available in a Trial are now increased to 6.

Add-Ons for T-Virus

S.T.A.R.S. Field Combat Manual

  • Slightly increases the range of Tentacle Strike.
    • Increase: 0.5m

Adrenaline Injector

  • Moderately increases the range of Tentacle Strike.
    • Increase: 1m

Tyrant Gore

  • Considerably increases Mutation Rate when destroying Zombies with a Tentacle Strike.
  • Moderately reduces Zombie respawn rate.

T-Virus Sample

  • Considerably increases Mutation Rate when Contaminating Survivors.

Plant 43 Vines

  • Considerably increases Supply Case opening time for Survivors.
  • Survivors now produce a Loud Noise notification whenever a Supply Case is opened.

Licker Tongue

  • Survivors Contaminated by Tentacle Strike or Zombies no longer have a speed boost.
  • Survivors Injured by Tentacle Strike will receive the Mangled Status Effect until fully healed.

NE-a Parasite

  • Considerably increases the range of Tentacle Strike.
    • Increase: 1.5m
  • When a Survivor is Contaminated, they will suffer from the Oblivious and Exhausted Status Effects for 45 seconds.

Jill's Sandwich

  • Survivors who are Contaminated will have their Auras revealed to you for 6 seconds.
  • Survivors who Vaccinate will have their Auras revealed to you for 12 seconds.

Depleted Ink Ribbon

  • Moderately increases Zombie movement speed.
  • Moderately reduces Zombie respawn time.
  • Once all 5 Generators are completed, all destroyed Zombies will be put in front of the Exit Gate switches.

Broken Recovery Coin

  • Reduces the amount of Supply Cases in the Trial by 3.

Shattered S.T.A.R.S. Badge

  • For every Generator completed, Zombies will gain a permanent moderate increase to their movement speed.
  • Whenever you use a Tentacle Strike within 16 meters of either Zombie, that Zombie will move in the direction of where the Tentacle Strike landed.

Iridescent Umbrella Badge

  • Contaminated Survivors will now vomit periodically, causing the Hindered Status Effect upon doing so.
  • After using a Vaccine, the Survivor will suffer from the Exposed Status Effect for 60 seconds.

Changes Explained

First, I moved Tentacle Strike's patch 5.2.0 movement speed buff to Tier II since the buff isn't all that great to justify being on Tier III, and when applied to Tier II, it will at least give him some more benefits.

Then I changed Tentacle Strike to now damage Survivors who are no longer Contaminated at Tier III. There is no point in Contaminating a Survivor again once you got the maximum value you could out of all of them, so this is a way to reward the Nemesis player for reaching Tier III in the first place. This does not affect zombies, so they will require Survivors to be contaminated before injuring them.

I've also changed Tier III to make it so that the cooldown isn't as punishing as it is in previous tiers, just to show that The Nemesis is at least adapting to his environment. The change is small, just so there's more fast-paced chases against the Killer, but he's not too overwhelming or powerful in the chase.

Then there's the change to the Supply Cases. While this negatively affects Zombies, Nemesis can take advantage of it with his new add-ons or even with currently-existing ones, such as Marvin's Blood.

Speaking of add-ons, there have been some added that alter things such as Nemesis' Tentacle Strike range, some new effects to add-ons that should have been there before and more. Plus, the Ultra Rare add-ons were lackluster at best even with the upcoming 5.2.0 update, so I will at least try to make them justifiably useful in any sense.

But this, this is what I think Nemesis could be balanced out as, if there's no other way to make him balanced. This ultimately just gives him many different improvements to his overall kit without really truly getting rid of his identity. If anything, he gains more identity from this than not.

What do you say, community? Does this at least sound fair enough?

Comments

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,934

    That’s sounds fair enough that’s the change I actually wanted it’s fair and it reworks nemesis without doing a complex rework while still keeping him in character

  • Lliart
    Lliart Member Posts: 200
    edited September 2021

    The only thing I would really add is to increase Nemesis' mutation rate baseline, but reduce how much Marvin's Blood gives you so that things even out properly. Basically I want Marvin's Blood to do what it does in live, making Nemesis feel better to play without the blood instead of making it near vital every game.


    Otherwise, these changes feel amazingly fair and I love each and every suggestion.