http://dbd.game/killswitch
Nemesis "Drag Whipping" Is Kind Of Dumb...
First off, Im not opposed to the idea of drag whipping, I think when implemented properly, it is fine to have in the game. I think my issue with the current drag whipping is a lack of visual feedback between the Survivor and Killer.
With Killer, sometimes getting hits feels random, since you are not able to see where exactly you whip is hitting and at what point it is hitting. It can also make Nemesis more difficult to learn since certain tiles you wont be able to tell if a hit is possible or not.
With Survivor, getting hit can also sometimes feel random or awkward, it sometimes just looks like you got infected by the wind or air rather than it actually being a clean hit. I think this is what leads to some players, such as myself, just feeling incredibly frustrated with this Killer.
I think the visual feedback for both Killer and Survivor should be changed. Maybe having some mist particles indicating where exactly the hit area is, this way you can convey to both sides where exactly a hit is possible.
(Thank you Mods for moving this to Feedback and Suggestions, I put it in the wrong section by accident and didnt even notice.)
Comments
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You are absolutely right about that. The visuals don't fit the hitbox well.
Otz made a video about it:
edit: typo
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I think Nemesis' Tentacle Strike is in a good spot overall, but it definitely needs its visuals adjusted to accurately match its function.
The lingering hitbox and ability to drag is not made clear in his power description, nor in the visual feedback of his Strike. It's especially confusing (and annoying) for new players.
IMO, they should update his animation to accurately reflect how his Tenatcle Strike works. Perhaps if Nemesis drags it, have him flick his tentacle to the side to clearly show that that's what happened.
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Also sometimes his charge animation doesn't play at all for the survivor. Idk if it's a bug or "tech" but it's very annoying to not have that visual cue to react to.
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My first thought was of a wildly different meaning for Drag and I was very confused.
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This is largely why I don’t find nemesis fun to play against
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Agreed, that only the initial path gets a visual is confusing and creating frustration where none should be. The mechanic is pretty clear at this point but so, so, so often visuals don't align with what's actually happening. That being said though, I don't know if it's as easily fixable as I imagine (just put blue wherever the actual path collides with sth).
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