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The Nemesis needs Changes

Vulgun
Vulgun Member Posts: 439
edited June 2021 in Feedback and Suggestions

I'm skipping straight into what I want to suggest. You know the deal with my philosophy if you've seen my previous threads. I'm not boring you with a speech neither before nor after these suggestions.

Killer: The Nemesis

  • Quality of Life: The Nemesis' shadow now moves in tune to its animation.
  • Quality of Life: The Nemesis' punching animation from the Killer perspective is changed to a downward hook punch animation.
  • Quality of Life: The Nemesis now yells out "S.T.A.R.S." whenever it initiates a chase with either Jill Valentine or Chris Redfield. This is, obviously, on a cooldown of 60 seconds.
  • Quality of Life: The Nemesis' walking animation after the trial is changed to not bounce as much and have him hunched over slightly.
  • Quality of Life: The Nemesis' running animation is now altered so that it looks more natural and weighty, akin to his running animation in the Resident Evil 3 Remake.
  • SFX: The Nemesis' punching sound now sounds less like a "squelch" and more like a raw hit akin to its sound in the Resident Evil 3 Remake.

Power: T-Virus

Special Attack: Tentacle Strike

  • Quality of Life: Tentacle Strike no longer locks the camera briefly just after the attack lands.
  • Bugfix: Tentacle Strike animation no longer repeats from the Survivor POV.
  • Buff: Tentacle Strike charge time is reduced to 0.15 seconds (from 0.35 seconds)
  • Buff: Tentacle Strike charge movement speed is increased to 4.2m/s (from 3.8m/s)
  • Buff: Tentacle Strike range is increased to 6 meters/8 meters (from 5 meters/6 meters)

Special Ability: Mutation

  • Buff: Mutation II now grants The Nemesis the ability to injure Uncontaminated Survivors with Tentacle Strike.
  • Buff: Mutation III now reduces Tentacle Strike's attack cooldown to 2 seconds.

Special Enemy: Zombies

  • Quality of Life: Zombie collision detection is altered so that Zombie hitboxes do not get stuck in certain areas.
  • Quality of Life: Zombies will now deliberately stay 1 meter away from all windows, dropped pallets, vault locations and general walls so as to not get stuck near them.

Special Item: Supply Cases

  • Change: The amount of Supply Cases that can be in a trial at once are increased to 8 (from 4).
  • Change: Vaccines are now hard coded not to be removed unless used by a Survivor.
  • Buff: The duration of Killer Instinct from Vaccines is increased to 6 seconds (from 3 seconds).
  • Nerf: Vaccines now grant a 10 second invulnerability period from being Contaminated.
  • Animation Change: Vaccines are now injected into the Survivor's body after some slight hesitation.

Special Mechanic: Contamination

  • Change: Contamination now charges for upwards of 3 tiers itself; for each tier, Survivors experience adverse effects from the Contamination.
    • Tier I Contamination is like the standard contamination, in that it causes Survivors to produce a slight noise.
    • Tier II Contamination causes Survivors to cough more frequently, while also causing a slight Hinder to their movement speed when coughing (-10% for 2 seconds).
    • Tier III Contamination now starts a death timer in which the Survivor must either complete all generators as fast as they can and escape, or vaccinate in order to get rid of it.
      • Tier III Contamination's death timer is approximately 300 seconds (5 minutes), which resets upon using a Vaccine.

Perks

Lethal Pursuer

  • Nerf: Lethal Pursuer now lasts 4/5/6 seconds at the start of the match.
  • Buff: Lethal Pursuer now reveals the aura of Survivors injured by any means for 3/4/5 seconds.

Hysteria

  • Buff: Hysteria now activates when a Survivor is put in the Dying State by any means.
  • Buff: Hysteria now increases injured Survivor volume by 10%/20%/30% when activated.

Eruption

  • Buff: Eruption incapacitation timer is changed to 10/15/20 seconds.

Add-Ons

Shattered S.T.A.R.S. Badge

  • Buff: Now considerably increases the range of Tentacle Strike (to 8/10 meters).
  • Buff: Now increases movement speed by 10% for 5 seconds after hitting a Survivor with Tentacle Strike.
  • Buff: Now moderately reduces the cooldown of Tentacle Strike (by 0.5 seconds).
  • Nerf: Zombies no longer gain a tremendous movement speed increase when a Generator is completed.

Iridescent Umbrella Badge

  • Buff: The Exposed status effect after using a Vaccine is increased to 20 seconds (from 12).
  • Buff: Now inflicts the Blindness status effect for 60 seconds after using a Vaccine.
Post edited by Vulgun on

Comments

  • elpoh
    elpoh Member Posts: 222

    Since with these buff, Nemesis can hit uncontaminated survivors, making syringes useless....


    Can we add that survivors can use syringes to kill zombies?

    Example:

    Making a Zombie miss a hit, the Zombie Lights Red as Victor does, and you can inject the Syringe to it.

    Killing a Zombie with a Syringe increase his respawn time.

  • Vulgun
    Vulgun Member Posts: 439

    Altered it so that Contamination has a very, VERY special system to it that makes it something dangerous and making Vaccines useful.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,925

    I think the contamination changes are a bit much but otherwise solid ideas. The tentacle injury you suggest would be a better reward for reaching tier 3 imo.

  • PatWesker
    PatWesker Member Posts: 252


    I disagree with a lot of your points because IMO, Nemesis is already pretty well balanced and he doesn't need any buff about his tentacle, especially increasing his movement speed while chargin it would be too OP as he already is a good loop counter as he is right now.

    However, your contamination mechanic would be awesome since when you are infected with the T-Virus, you are not supposed to live forever. That said, increasing vaccine boxes to 8 would be a bit too much and that would be too easy to counter this contamination mechanic. 5 or six would be the best number I think. So now, when you are contaminated, you risk to get easily hit in loops by tentacles and also you will die soon if you do nothing. That would implement a new great mechanic and good pressure. That would make survivors think much more than before if they vaccinate or not, because they risk to get contaminated again if they use too many vaccines and won't have more at the end of the game.

    With this mechanic implemented, we will have to nerf zombies somehow, because they already act as a pressure method for nemesis to stop survs repairing and doing some actions and against very good Nemesis players, you will be pushed to a zombie mid-chase. I'd say to decrease their base movement speed or to put only one in a map.

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 436

    Firstly, I like how your changes for Nemesis are all things that are changes to his current kit, without introducing new abilities or reworks.

    Secondly, I agree with all the changes you have proposed, especially the contamination changes. As of right now, it really does nothing, there is no threat to the T-Virus. The most it does no is highlight the survivors in blue. But with these changes it gives the Nemesis as sort of Pig style gameplay where he can be a constant source of pressure. The only thing I would change is reduce the timer to 4 minutes instead of 5.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited June 2021

    Holy crap this is awesome! These are some great changes for Nemesis and hopefully the devs will at least take these into consideration.

    The only change I’m not completely sold on is Lethal Pursuer. I’m not sure if aura reveal upon injury is worth losing three seconds on its first effect. The only four Killers that I can see being able to take advantage of it are Bloody Coil Trapper, Plague, a Huntress that can hit from long range, and Nemesis because they’re the only Killers that can damage Survivors from far away. The other Killers are also losing a couple seconds of it because of the hit cooldown. Tier 1 is going to end up being useless of those Killers.