Nemesis's Tentacle Attack Should ALWAYS Do DAMAGE At Tier 3 After ALL Gens Are Done
I think that would be a fair change but also give Nemesis a 1 second ready up period before using his Tentacle attack so a survivor can actually SEE it and try to dodge instead of just getting hit because the activation and hit are super short.
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Or just don't give the speed boost for infecting someone. It's ridiculous the amount of distance they gain for him chipping away at their third health state.
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No?
Not to mention that the tentacle is pretty much immediate, those extra meters can destroy short loops and bridge a few meters you need to get a hit before you get to a window. The tentacle is fine where it's at now.
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I'd be alright with that. His Tier 3 should have a reduced CD for the attack, though. It's ridiculous how crap it is.
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The Tentacle attack is very easy to dodge if you're looking back while running. You seem to think his tentacle attack is super long. It's like 3 meters in front of you. It's half the distance of PH's attack and works the same way but much thinner. He also has a CD with a 2-3 second slowdown if he puts it away. They also get SB no matter if they're hurt or not by the tentacle. He has a ton of downsides and 1 positive and that's to break pallets with it.
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Fully agreed. Pyramid Head's attack is much easier to use and hit with, and it still doesn't have any of the downsides that Nemmy's attack does. Tentacle should either always do damage, or not give a speed boost on hit. He's always going to be a much weaker version of PH until they change that
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I'd be fine with either, honestly. Half the time, it isn't even worth attacking with the tentacle.
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Just like pretty much all extended melee attacks, it's not telegraphed extensively. The survivor can juke but the killer can either stagger their timing or simply predict the survivor's course and adjust. The cooldown isn't too punishing at loops, where it's not like the survivor is running straight away, and makes up for its relatively short range (which is 5 meters, not 3, a simple search can prove this) by its ability to 1) break pallets, 2) go over pallets and windows, especially in animation lock, and 3) happen almost instantaneously. At short-walled loops, it can straight-up cross over obstacles. Plus, it's not telegraphed as easily as something like PH's punishment and is still more spammable than deathslinger. 5 meters (6 in mutation III) is more than enough for loops. It's like the length of a wall at a pallet gym.
The cancellation cooldown is not 2-3 seconds. It is 1.5 seconds of moving at 4.2 m/s, still faster than survivors. The speed boost is there to give survivors the ability to find a strong loop (or stronger loop) once contaminated, since the tentacle is lethal at certain loops and the survivor has to have at least a fighting chance. That isn't even much of an issue considering how much Nemesis excels at looping.
The only few of your perceived "ton of downsides" is the post-contamination speed boost and the missed attack penalty. In fact, the successful attack penalty for tentacle strikes (2.5 seconds) is shorter than the successful attack penalty for basic attacks (3 seconds), and the post-contamination speed boost is there for aforementioned reasons. This is far outweighed by the potential at loops. The simple fact that he can pull out a tentacle pretty much invalidates many short loops and brings an assortment of new threats to others. If you're close enough at shack, and they vault or are lining up for a vault, a well-timed tentacle strike can not only bridge that gap of 5-6 meters, but also pass through the window. At a T&L wall tile, behind the wall and anticipating a vault? You can moonwalk around the corner with a tentacle at hand and that will 100% hit the survivor if they vault.
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Play him and tell me how much fun you have :)
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I played him since the PTB and I quite enjoyed him :)
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I take back my previous statement about being able to dodge his attack. I've been playing against a lot who didn't know how to use it properly. If they just use it immediately, you can't really dodge it. I think the animation isn't playing on survivor side. On killer side, you see it come out. While I was running away, I never saw it come out. I just saw an invisible movement lol. I think its bugged. On PTB, I remember seeing it come out.
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Oh yeah, his tentacle is weird. It's probably because my FPS is always on ketamine, but just because of how fast it moves without actually being instantaneous, it seems inconsistent.
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I agree with this line of thinking
However, the wind-up time and the speed of the tentacle attack are significantly better than PH to be fair.
Big But, PH can reach behind walls and his attack has way longer reach.
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I dont agreed.
- He has enough of power. 4.6 + almost power of huntress without need of reload + zombie. Trickster has A LOT less for example.
- Lose all point of vacsine and some addons
- Give at least a month that players learn how properly play this killer
- Statistic will show tryth.
- PH can hit THROUGH walls and have other advantage.
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You can just punch them, the tentacle doesn't have enough range that you have to rely on it at all times, if you want to injure instead of infect, get that extra meter closer and lunge.
His T3 should get a bit of a buff to give inflicting infection more of a payoff though.
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Hitting survivors with the "infection" feels so unrewarding because it literally does nothing except allow them to be injured; something that should've been available from the start anyways.
If they made his infection intimidating by having some type of punishment (ex. speed reduction for gens, totems, chests, etc) as well as not giving survivors a Sprint Burst away it, he'd be fine. Not to mention, his "tier 3" should have more to it as well.
Overall, he's a decent killer in need of some minor buffs.
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Sorry about the delayed response. I think your comment got buried between the other posts on my notification bar. But yes, I've faced him a few times as survivor and STILL cannot see him even prepare the tentacle. The least they could do is make him grunt or something when its out so you can prepare yourself against it.
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every friend i talked to so far told me that he is weaker than huntress+deathslinger+Pyramid head, his zombies don't do almost anything in most of the games that are being played especially in open maps which are like 80% and his range attack is like 3m so like using m1 would actually be the same thing if u ask me, very inconsistent and unrewarding when it's 3 hits and 2 sprints, like why would u use ur ability if he is getting a free sprint and not getting injured either LOL, C tier if not even less for me.
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@ShamelessPigMain would you be alright if when he pulled his tentacle out, you could actually see it for 1 second and actually see the whip come down like PH's attack? I think then it wouldn't be such a pain in the ass to face it. Also, I would like health states if Tier 3 and all gens are done. Trying to get people after that once they cleansed is pretty much a no-go. 3 health states with a door 99'd xD I think those together (and fixing the ai so they don't run into rocks or stand next to a person while they're doing gens would make Nenesis solid but balanced at the same time.
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Nah the speed boost on the initial tentacle hit for infection needs to go. That one thing alone completely negates and renders a portion of his power useless to the point where it makes you wonder why the hell it even is a thing to begin with. I'm talking about the hindered side effect of being infected. Hard to really capitalize off of this when the survivor ends up in Timbuktu by the time you get out of your strike animation, and it only applies to the initial infection slap. Imagine it every time you hit someone with clowns bottles they get a speed boost and wind up on the other side of the map. Would kinda make his power useless huh? Also it's kinda sad because the hindered effect from Clown's bottles even last longer than Nemesis' infection slap, with Clown's bottles leaving them hindered for 2 seconds after clearing the purple smoke. Meanwhile for Nemesis, survivors are hindered for...
0.25 SECONDS! At that point why bother even having this?!
So one of two things needs to happen. Either A) Take away the speed boost from the initial infection slap, and maybe bump up the hindered duration to 1 or 2 seconds, bringing it more in line with Clown's bottles. Or B) take away the hindered effect entirely, keep the speed boost, and just have Nemesis tentacle deal damage and infection at the same time.
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I think maybe for a red add-on, but otherwise I think that would make him too similar to PH. Relatively short range and little to no telegraphing, unlike Pyramid Head's longer range, ability to go through walls, but well-telegraphed attacks.
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Eek. What's your normal Fps?
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120 FPS on Steam. I got a 3060 Nvidia Graphics Card and most of the time I don't see it come out before I get attacked.
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The point of the contamination speed boost is to help survivors get to a decent loop. Contamination renders you much more vulnerable, and it can be annoying when you get contaminated and don't have the opportunity to make it to a decent loop. Of course, the precedent is that vulnerability debuffs (torment, sickness, etc) don't give you speed boosts, but it's not exactly impactful.
So there's still no demonstrable necessity to remove this. You talk about the measly hindered effect but not why we need to do away with this.
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Oh gosh. I usually play on 30 FPS just for consistency. My computer would blow up if I even thought about running 120 FPS.
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Yeah, if they ready it up then immediately attack, its almost impossible to see the wind-up before the attack itself.
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