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The Nemesis Rework (V.2 technically)

Bluebird
Bluebird Member Posts: 309
edited February 2025 in Feedback and Suggestions

I know I made a 'rework' in the past (https://forums.bhvr.com/dead-by-daylight/discussion/279937/nemesis-rework-ideas#latest), and to be frank, I don't like how overpowered it made him. So, I took inspiration from RE: Resistance, and came up with a rework that I feel is a bit better. I also went through and gave all the Addons a pass, as some of them partially or only affect the Zombies.

image_2025-02-27_035045051.png

Some notes:

  • That should say "Special Ability", not "Special Interaction". A remnant from when I gave the Vaccine its own dedicated slot, akin to the First Aid Spray for Wesker.
  • Vaccine count increased from 4 to 8 (2 Vaccines per chest), due to the new reveal mechanic.
  • Tentacle Strike/Pull Range increased from 5 meters to 8 meters in Mutation Rate 1 and 2, and further increased to 12 meters in Mutation Rate 3.
  • Tentacle Strike’s lingering hitbox would/should be removed, due to its interaction being different than simply injuring.
  • Nemesis’ non-Enraged animations would be his slower movement seen in the End Game Screen.
  • Enraged movement speed is 5.6m/s instead of 4.6m/s, and his animations would change to his current animation set to match his increased speed.
  • Enraged attack speed, break speed, and vault speed will be 25% faster, and should not stack with perks like Unrelenting or Brutal Strength. Attack animations could change due to the faster base swing speed (maybe incorporating his left arm).
  • Enraged will be treated as a Special Attack, meaning you can not gain STBFL Stacks or utilize the Exposed Status Effect.
  • Enraged can be activated at any time, regardless of amount, however ending Enraged would remove all current charges.
  • Enraged’s meter will be charged at 1 charge per second. Stuns and Blinds grant 5 charges. Max charges is 60 before addons.
  • Enraged’s meter will not drain until The Nemesis can move (after the animation is finished).

The goal of this rework is to give Nemesis back his identity as a 'Relentless Pursuer', changing his Tentacle to a knockdown effect (think of Wesker's throw, it'd work like that but you're pulled instead of yeeted). I also gave him the window pull as a way to make him feel more relentless, and gave it the same effect that Wesker's vault has (being able to hit Survivors trying to vault after you go through). I also made Contamination actually useful, allowing him to track Survivors who are far away (although it'd almost never be useful in small maps like The Game), but upped the Vaccine count to compensate. And the final big change, removing the Zombies in favor of the ability to sprint, akin to RE3R or RE: Resistance (the main inspiration I pulled from). I didn't want to make him too fast as there are enough Killers who can have massive map-traversals, so I gave him a bit of a boost in everything, speed, attack cooldowns, and stun reduction. But, as compensation, gave the Survivors a third health state due to the Enraged state's ability to counter loops faster.

Addon Rework

Brian’s Intestines: Increases the Lunge Duration while Enraged by +0.15 seconds.

  • Old: Increases the Movement Speed of Zombies by +0.25 m/s.

S.T.A.R.S. Field Combat Manual: Decreases the stun duration of Pallets while Enraged by -0.25 seconds.

  • Old: The Auras of Zombies are highlighted to you in yellow for 6 seconds when they hit a Survivor.

Visitor Wristband: Decreases the reveal distance for Contaminated Survivors by -4 meters.

  • Old: Increases the Survivor-Detection range of the Zombies by +2 metres. Increases the Field of View of the Zombies by +10 °.

Admin Wristband: Decreases the reveal distance for Contaminated Survivors by -8 meters.

  • Old: Increases the Survivor-Detection range of the Zombies by +4 metres. Increases the Field of View of the Zombies by +17.5 °.

Mikhail’s Eye: Increases the Lunge Duration while Enraged by +0.25 seconds.

  • Old: Increases the Movement Speed of Zombies by +0.35 m/s.

Brad’s Heart: Increases the max duration of Enraged by +5 seconds.

  • Old: Zombie Heart: Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

Serotonin Injector: Grants the Undetectable status effect for 15 seconds after triggering Enraged.

  • Old: Grants the Undetectable status effect for 15 seconds after a Zombie is disintegrated by any means.

T-Virus Sample: Increases the max duration of Enraged by +10 seconds.

  • Old:  Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +1 point.

Tyrant Gore: Increases the max duration of Enraged by +5 seconds. Being stunned while Enraged will increase the duration by +7.5 seconds.

  • Old: Reduces the Respawn time of disintegrated Zombies by -7.5 seconds. Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

Depleted Ink Ribbon: Being stunned while Enraged will increase the duration by +5 seconds. Increases the Lunge Duration while Enraged by +0.4 seconds. Once the Exit Gates are powered, become Enraged with a locked duration of 90 seconds.

  • Old: Reduces the Respawn time of disintegrated Zombies by -5 seconds. Increases the Movement speed of Zombies by +0.5 m/s. Once the Exit Gates are powered, disintegrated Zombies respawn in the Exit area.

Iridescent Umbrella Badge: Survivors who are Contaminated will no longer be put into Deep Wounds while Enraged, and Enraged attacks can now down Exposed Survivors. Sets The Nemesis’s Movement Speed while not Enraged to 4.4 m/s

  • Old: Survivors suffer from the Exposed Status Effect for 60 seconds after using a Vaccine.

Shattered S.T.A.R.S. Badge: Each time a Generator is completed, become Enraged with a set duration of 30 seconds. Any time a Generator is completed, Enraged's max duration increases by 7.5 seconds. This additional duration will also apply to the Enraged state caused by a Generator's completion. Sets The Nemesis's Movement Speed while Enraged to 5.4 m/s.

  • Old: Increases the Movement Speed of Zombies by +1.5 m/s for 60 seconds each time a Generator is completed.

Notes: for the Ink Ribbon , all 'locked duration' means is that it can not be increased via stuns or addons. For the S.T.A.R.S. badge, when the last generator is complete (as long as you do not have the Depleted Ink Ribbon equipped), the max duration will become 90 seconds, and the given Enraged state will be 60 seconds long.

Thoughts? Even if the thoughts are "too OP" or "It's just x + y merged". There might be some tweaks or notes I didn't have posted (as frankly I'm quite tired). Any questions or critiques I see in the comments, I'll answer. Any further edits will be posted in comments, or directly edited (if that can be done).

*Edit: changed the Shattered S.T.A.R.S. Badge, upped The Nemesis' Enraged movement speed to 6m/s (the same as a max Frenzy Legion), and added the condition that Enraged Attacks were not Basic Attacks. (Re-editing because thinking about it, 6m/s might be too fast, he'd be so good at slugging, so decreasing to 5.6m/s, a +1m/s increase to base).
*Edit2: Added a Movement Speed reduction to Shattered S.T.A.R.S. Badge.

Post edited by Bluebird on
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Comments

  • Serras
    Serras Member Posts: 7

    This rework seems pretty interesting but sadly the chances of him getting one are really low (because he isn't a f tier killer). I would love if he got some movement ability and a rocket launcher. At least I would really appreciate if he received a addon pass because his addons are weak or boring, and if behavior fixed the zombies.

  • Bluebird
    Bluebird Member Posts: 309

    That's very likely true, unfortunately. I would say having a rocket launcher would be cool, although unless if it was heavily restricted (like one Rocket per 2 gens completed), it might be too overbearing, especially if he's given a movement ability. As for addons, I think they're fine, they aren't great, but each one can have some use. Better than Pyramid Head's at least.

  • Bluebird
    Bluebird Member Posts: 309

    Well, I guess they decided to give part of this idea to the new Killer. Quite upset that this new Killer has a kit that'd partially be such a good fit for Nemesis. Oh well.