Nemesis needs buffed
This guy needs buffed his tentacles take too long to recover this needs to buffed so it doesn't take long. His infection rate thing needs buffs as well so it doesn't take forever to increase.
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Recovery speed isn’t the issue imo. It’s the fact that survivors get a speed boost from getting infected, which shouldn’t be a thing.
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I think if they fixed the pathing on his zombies that might help quite a bit.
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Fixing zombie AI and no speed boost for infection are all he needs.
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I think Nemesis base kit is perfectly fine. What's garbage about him is how inconsistent his zombies are and Survivor literally passing by zombies and their attacks are so slow that they don't hit. I had a Zombie stuck on the tractor with a window, Some survivor passed by that zombie unscathed and still vaulted the window it was dumb AF.
This tractor
Fix zombies and he'll be a genuine threat that I don't mind giving away 8 free hits with his tentacles.
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Just make zombies somewhat controllable by him. If they are kinda close to a gen let nemmy tell them to go to it and so on
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He needs some heavy buffs.
They could make his tentacle strike damage on the first hit (removing the 3 hits to down thing) which would indeed be a huge buff and he would still just be a flat out worse Demogorgan...who is already only just a decent killer that still gets mopped by good survivors...that should illustrate how really bad Nemesis is. Demogorgan does everything Nemesis does except significantly better.
The problem with that is now infection has no purpose. This is why they should really tie infection to growing his zombies. IE for each survivor infected it increases the zombies move speed, detection range, ect. I like the idea of more zombies but they've already stated that's not happening so we're doing the next best thing and making the 2 we do have just better.
The zombies at base need to not get stuck on objects like they currently do, move faster, have higher detection range, and honestly just be flat out more useful/smart. I shouldn't be able to work on a gen and the zombie walks right past me on the other side of the gen without detecting me just because I'm out of line of sight...he should be able to hear me on the gen.
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Don't know how you come to the conclusion that he's a worse demo. Demo suffers worse penalties for whiffing his power, and that power does not go through pallets and windows, making it far weaker in loops. Nemesis also has passive intel and pressure. In theory.
Because, IMO, that is Nemesis' actual problem: the zombie AI is busted. If they do what they're supposed to, Nemesis is fine. If they faceplant into a tree, he's underwhelming.
Fix the zombies. Then re-evaluate.
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"Don't know how you come to the conclusion that he's a worse demo. Demo suffers worse penalties for whiffing his power, and that power does not go through pallets and windows, making it far weaker in loops. Nemesis also has passive intel and pressure. In theory."
Worst penalties for whiffing isn't quite accurate as many times the distance moved can actually be more beneficial. Also, Demos power is significantly more easy to land. Nemesis tentacle can be juked quite easily. Demo doesn't need to go through windows because if you know how to play Demo you time it at animation lock and you get the hit every time anyway. The only thing Nemesis has going for him is over pallets and even that's a stretch as he requires T2 to break pallets whereas Demo has it from the very beginning. You're also generally always running the increase pallet break addon meaning you're shredding them extremely fast whereas Nemesis is auto locked on Marvins Blood just to even get to pallet breaking within a reasonable amount of time. Nemesis passive intel and pressure "in theory" is the key words because realistically you aren't getting almost any pressure from them and very limited information. You're probably getting more info from even Demo portal pings than zombies not to mention way, way more reliable match pressure from teleporting around than what pitiful pressure you're getting from the zombies.
Do we even also need to add that Demo doesn't need 3 hits to down? Or that most Nemesis addons are bad with one even being force auto locked?
Like I said, nearly everything Demo does just better.
"Because, IMO, that is Nemesis' actual problem: the zombie AI is busted. If they do what they're supposed to, Nemesis is fine. If they faceplant into a tree, he's underwhelming."
The zombie AI getting stuck is an issue, but even if they never got stuck they would still be barely useful in most matches. Even calling them map pressure is being generous.
"Fix the zombies. Then re-evaluate."
That's so little of an improvement and he's so far below par I think he would need a lot more before we even give the first re-evaluate.
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Maybe make him actual unique and accurate https://docs.google.com/document/d/12JPH3f09esWgqiSLgWUNlyaGscv1gjXQmbVWqdZ2f70/edit?usp=drivesdk wink wink
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From a survivor stand pov Nemesis is very unfun to go against especially if the nemesis is patient with his whip.. The devs kinda recently buffed him and made him faster in T3 while he is pulling out his whip.. His zombies in certain cases seem very oppressive and annoying to deal with all while trying to dodge his whip and can literally cut you off in gyms to point where you just get zoned in.
There are also many many many situations to where especially in T3 his whip effect will linger and survivors will get hit while running back into it..
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IMO Nemesis doesn't need a buff if you play him really well get you're tier 2 and 3 quickly he's pretty strong but the tentacle cooldown doesn't really need to be reduced as the recover is quicker each level up.
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I disagree. Nemesis anti-loop is far superior because he can drag his tentacle hitbox. I would also say that his tentacle strike has quick wind-up compare to demo shred. Demo has to charge his shred to get full distance. Demo shred often forces demo to commit to blind reads.
The main counter-point to demo is that demo's shred has bigger hitbox therefore he can bottleneck survivors from a range but his best case reward for these situations are pallet drops unlike nemesis that can hit over pallets.
A counter-point to nemesis anti-loop is that you can crouch as his tentacle hits you thus avoiding hit.
I would say its unclear for which anti-loop is easier to avoid.
both of them have time inefficiency. Demo loses time efficiency because he has to place portals around the map as he goes around the map chasing survivors. Nemesis loses time efficiency because survivors has 3 health states against his power and they can get 4th one from the crates
Add-on wise, they're a bit strange. Nemesis best add-on are marvin blood and serotonin injector. Demo best add-ons are barbed glasses and Leprose lichen. Its hard to compare these add-on because of what their base-kit is. Nemesis base-kit pallet break is better than demo. its just that he takes time to get it. Marvin blood makes him get t2 in 2 hits and he needs hit survivors to actually use his anti-loop. Demo has to use yellow add-on to get as good pallet break as nemesis.
Demo when walking out of a portal already has undetectable status effect, Its just that his footsteps are loud enough that undetectable status effect is ineffective. Demo in general is very loud killer. Nemesis is less loud but he is very tall and in general, he does not make that great use of undetectable, but given how pointless every other add-on is, it does allow him to start chases closer to the survivor. Undetectable status effect ends up being strong for nemesis because his zombies are strong indoor maps, so undetectable for nemesis makes him that much more nasty in indoor maps.
Nemesis already has build in tracking because zombies show where survivors are and the needles show killer instinct. Demo has to use Iri add-on that gives him like 3 second of aura reading after coming out of a portal. Its basically global BBQ on 10 second cooldown without range limit. It is better tracking but it is iri add-on after all. More comparable, Demo has lesser add-on called lifeguard whistle which gives him killer instinct whenever a survivor is near a portal which are often placed near generators. Lifeguard whistle is about as good as nemesis zombie tracking.
Leprose lichen is probably strongest anti-stealth add-on in the game, but its limited on the fact that the points that you can get on aura reading are limited by portal placements to take advantage of information.
conclusively, I'd say that nemesis is better on indoor maps because indoor maps are smaller and have narrow hallways where zombies can do a lot. Demogorgon is better on outdoor maps because outdoor maps such as... Mother dwelling are bigger, so the ability to move from one location to another can be great advantage when the portals are setup. I'd say both of the killer have no chance vs strong teams.
They're too time inefficient. Most of their gameplay ends up being pallet-break simulator from safe loop design and shift-W simulator from health state design. The only way I could see these two being good is if their pallet break was faster and their powers had instant down capacity(such add having an add-on like clown pinky finger where shred/tentacle strike put survivor in a dying state).
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I know it's a pretty bad perk.
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