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Whacky Nemesis rework ideas

DwarvenTavern
DwarvenTavern Member Posts: 2,495
edited October 2021 in Feedback and Suggestions

This is primarily for fun and not actual suggestions, it's more of a "what if" scenario. Nemesis is supposed to be the best killing machine known to mankind, yet in the realm of the of the entity he feels rather lackluster.

Now, he isn't bad at all, it just feels as if he could have been more unique than just a strong looping counter. What I'm thinking is what if Nemesis has more options to deal with people than just whip and rng.


So, these are just silly ideas I had in mind that would never happen, but I figured I would bring out these ideas I had since I have a lot more free time now.


So, here is my first suggestion.

Before you read any further. These ideas will most likely be incredibly stupid haha, so keep that in mind. I suck at game designs.


Aggressive T-Virus infection

With this idea, Nemesis doesn't infect survivors with his tentacle anymore. How they would go about the tentacle is up to debate, I'm trying to think of it myself.

But, how the infection would work now would be based off infecting survivors who were put in the dying state. Kinda similar to how The Pig puts traps on survivors who are dying, Nemesis would pick up survivors and infect them with a much more severe version of the T-Virus. This infection would build up over time like Plague's infection, but it would be much more severe.

Survivors who get infected with this they would act normally, until they hit infection stages.

The first one is 25%. When they hit this stage, survivors will occasionally cough. Zombies will be attracted to the coughing that the survivors emit. They also have a low chance for any skill checks to become just a good skill check with no chances of a great skill check chance. Zombies aggression is better alert and speed towards sick survivors.

At 50% they will be coughing more often which will cause zombies to grow more attached to the survivor, in addition skill checks are now always good skill checks with a small chance of them receiving a difficult skill check. (Like hook skill checks.)

75% is where it gets dangerous. Survivors constantly cough which causes zombies to be extremely aggressive towards incredibly sick survivors, zombies then glow yellow when they lock on to survivors who are 75%. Lastly zombies will prioritize incredibly I'll survivors over other survivors until the survivor leaves the Zombie's aggression range.

100% Infected. Skill checks will now become overcharge skill checks when it comes to healing, survivors who are 100% infected will always alert the zombies when they run and Zombies will chase these survivors. Lastly, when a survivor gets hit by a zombie they'll instantly be put into the dying state immediately.

Vaccines don't instantly cure the virus immediately like they used to do, instead they will cause the infection to slowly regress until they are fully recovered. Running causes the vaccine to work very slowly, walking allows it to work at normal speed, crouching walking is fast, crouching standing still works faster, and hiding in a locker is the fastest recovery.

The time below is how long it would take to drop a tier if we're assuming a survivor is exactly at 100%

A survivor's Vaccine injection will never run out, but their infection can be boosted up when they are hit by a zombie, the amount of infection they receive is based off how little infected they are. The less they are infected, the bigger the boost. When survivors are hooked, their Vaccine will pause. When their infection is gone, the vaccine will then finally end and the survivors would need to inject it again if they were to get reinfected.

Running = 120 Seconds

Walking = 90 seconds

Crouch walking = 70

Crouching = 40

Locker = 20

In addition to this new power, there would be addon reworks as well. Here is an example.

This is the original S.T.A.R.S. Field Combat Manual. It's pretty lack luster.

Here is the reworked S.T.A.R.S. Field Combat Manual. Zombies would be incredibly scary to deal with when caught in a very bad position.

As for Nemesis' alternative power, I like the idea of the tentacle, so I wondered if this would be a better idea.

Lashing Tentacle

The tentacle doesn't mutate The Tyrant anymore, but instead it lashes around and multi hits multiple survivors. If a survivor is already hit during this lash they will not be hit again. Finally, towards the end of a Lashing, the tentacle will strike down with extreme force which will break pallets and walls instantly. I'm not sure what else this tentacle can do without causing extreme issues, I like the idea of it and it being scary.


This is just a rough draft I have, I always loved the Resident Evil franchise, but Nemesis made me a bit sad when I saw them in action. I was hoping for more. What do you think they should do?


In addition, when Nemesis infects a dying survivor, he would do this animation.

Post edited by DwarvenTavern on

Comments

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    I think this is a good idea. I like how it's accurate to the lore of how the T-Virus affects brain functions. I made a concept for Nemesis a while ago that would work similar to this but the Tentacle would stop people in place but it wouldn't do damage and he would have a rush ability

    Here it is


  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    I like your idea but I would make zombies that instead of hitting you they are able to grab you and u need to escape from his grab with M1 and u get skillchecks in the way to it.

    Infecting now doesnt boost speed and will have penalties in certain actions.

    Also tyrant rush like on the RE games!!!¡

  • DorkianBae
    DorkianBae Member Posts: 227

    Know what's depressing? For anyone that played Resident Evil Resistance you know how cool Nemesis is in THAT game and then you go to DBD and he's....This thing lmao.

    Mister X is also super cool on Resident Evil Resistance. If only that game was sold seperatly for like 20 bucks, could of went far tbh. So fun.

    That being said... Our crappy DBD Nemesis the main thing I want is to make zombies faster without addons and to add a 3rd zombie on bigger maps.

    That's all I really want tbh, give my zombie boys a little love so I don't have to run zombie speed addons to make them remotely useful. Currently they are useless unless you give them speed addons with discordance to tell them where to go.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    Oh yeah haha. You and I are almost very similar when it comes to the infection haha

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    That's why I made the addon, just to mind game a bit and throw confusion around. "I'll take the free speed boost" and then they just get grabbed

  • snek
    snek Member Posts: 180

    sounds fun

  • GenJockeyNance
    GenJockeyNance Member Posts: 687

    Nemesis is supposed to be the best killing machine known to mankind, yet in the realm of the of the entity he feels rather lackluster.

    Yes. Which is why he gets teabagged more than feared. I guarantee if survivors met the real Nemesis, they wouldn't even get the chance to teabag cuz their heads be mushy.

    Jokes aside.... It's much more accurate to the lore than what dbd gave us... I like it. I also really love the ideas of zombies grabbing survivors. Makes it feel like a RE game to RE players!

    My only issue with this is high level. Some players might be able to run him around for ages so he'd never get the chance to infect. If he did, it'd be one or two survivors before the final gen pops. I'd maybe make rethink that part a little bit but 75% and up is spicy.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    That's fair, that's why I had the idea of his tentacle being able to multi hit survivors and that can break a pallet from the start.

    But, true... any idea what 75% can do?

  • GenJockeyNance
    GenJockeyNance Member Posts: 687

    The infection rates are fine I think... it's just the initial infection that might be tricky in higher mmr but no ideas at the moment, no.

    If they ever give Nemmy an add on pass and maybe rework his zombies, I really do love the idea of them latching onto the survivors. Be it almost like a Trapper situation where the survivor can struggle free. Maybe then the S.T.A.R.S manual add on could be the zombie holding the survivor aura is yellow and each unsuccessful break free attempt speeds up the infection process. Maybe a terrible idea but it would be a bit better than the Nemmy we have.

    Btw, can I say how awesome it is you're passionate about Nemmy? I've seen you post about Nemmy more than once and you seem to really care about how accurate he is to the RE lore. <3

  • Sandwich_Jesus
    Sandwich_Jesus Member Posts: 266

    i would love the infection, to be actually a detriment rather than, the occasional cough, i think its a good idea.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    That would be fun with zombies grabbing survivors to be basekit instead of an addon, the reason why I was interested with the idea of it being an addon is because you will never know what you're gonna deal with when you come up with this new Nemesis haha.

    Also thank you! When it comes to horror franchises I always preferred the movies, with Candyman and Jason being my favorite, but Resident Evil is a special case. I grew up playing Resident Evil and watching my brother and sisters play it, so when they added Nemesis to DBD, I was so excited. But, I'm a bit bummed out with how he turned out, I'm not saying he should be GREAT, just unique. Kinda like Old Freddy, he sucked, but he was a lot of fun to see and go against.