Give Nemesis range add-ons like Pyramid Head
I don't know if this idea has been mentioned but why not give Nemesis two addons that increase his tentacle strike range? I know tier 3 increases his range but it only increases by one single meter. It's not like Nemesis is OP or very strong to begin with. He already has flaws, like how infecting a survivor does not do anything right away and still grants them a speed boost as if they took damage, etc.
I think a yellow and green range add on would be good. Make the yellow give like an extra 2m and the green 4m? Even just yellow being 1 extra m and green giving 2m sounds nice. What do you guys think?
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That one extra meter from tier 3 is game changing, itd be broken if he had range add ons
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Honestly, they should let Nemesis plant zombie bait like Demo plants his tunnels. That way he could "trap" certain areas of the map.
All his addons need a rework alongside. Because neither is good.
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On the one hand it could be fun. On the other hand, basement hook + bait = easy win.
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Shoot, I'd take a half, or even 1/3 extra meter. Feels terrible when you think the tentacle should hit, but the range wasn't good enough.
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I don’t know about the green one. That extra meter in tier 3 does a lot for him. The yellow one seems fine though, although it might have to be a very rare or ultra rare add-on.
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He will only be the 6th killer that excels at basement camping.
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Wouldn't be different from MyC + Territorial imperative and a tunnel entrance as Demo.
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I like that idea, but I feel like that can be problematic. Maybe that's just me being paranoid haha.
Wait... what if the iridescent umbrella badge allows you to manually spawn zombies in any spot you'd like?
Nah bad idea
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Wouldn't be much different from trappers traps. Or hags. With the difference that Nemesis only has 2, that can be drawn away.
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Well, those are normally stationary, but yeah. You got me with the last part. Apologies, I'm just slightly paranoid haha. That would be a fun idea, would they just be a set zombie spawn they constantly use or they just get attracted to that area until they run into a survivor?
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Just something that attracts zombies. Maybe let them spawn there, once a zombie dies. Giving Nemesis more control of his secondary power.
Yesterday i played a few matches on the swamp and most of the time, the zombies were patrolling the borders of the map. Totally useless.
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I suppose, I personally like the way they are at the moment, but it would definitely allow Nemesis get more use out of them.
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Ah yes, and the guy who can shoot an attack through walls and MUCH further than nemesis is completely fine.
Pyramid head's attack is better in essentially every way, and he comes with range addons.
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Yes it would. Two zombies can counter BT even without Nemesis there. A single Demo can't. The only other killer that comes close is a Bubba and even then BT is often enough to get through.
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Demo doesn't has to hit through BT. He just downs the unhooking survivor and chases the unhooked survivor while counting to 12.
My proposal would be looking more like basement trapper with 4+ traps.
You don't see that to often, do you?
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Except that pheads is harder to hit and more punishing if you miss, of course it should be more powerful
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That takes three hits and he has to slow down after each one. There's no comparison to two zombies that can passively deal with rescuers and BT without the killer even being there.
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Honestly his base kit range should be increased and tier 3 should be aoe in front of you.
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MyC exposes the unhooking survivor. So only 2 hit for 2 downs.
And you talk like the AI of the zombies isn't easily distracted or disabled.
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As long as zombies are changed to ignore the hooked survivor that sounds like an interesting idea.
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You can't walk past two zombies on the basement stairs or next to the basement hook. It would take absolutely forever to lure them far enough away to go for the save, and all the while Nemesis knows you're there because he can see the zombies' auras.
Demo still needs to be physically present in the basement in order to have a chance at two downs, even with burning two perk slots on Make Your Choice and Territorial Imperitive. Meanwhile, again, Nemesis doesn't even need to be there if he can easily lure zombies to the bottom of the basement stairs. Either zombies will take care of everything or he'll have a ton of time to get back to the basement before the survivors are able to pull off a safe save. You could basically recreate [this post] at will. No perks necessary. You don't even need to be there right away. Just get a basement hook and bait the zombies down there and have them camp the hook for you. Fun fun.
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Then add a zombie free zone in the shack/around the basement.
Just like the safe rooms in RE.
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I'd be okay with that. I still don't love the idea of being able to direct the zombies, but if they at least can't jam up the basement I don't think it'd be the end of the world.
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It's just an idea to make zombies more useful. We have tons of addons that address them, but none that gives range to the tentacle. So either we make the zombies more useful, as they are obviously the killers power, or we change the addons to improve the tentacle.
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no I don't think range addons would be a good idea
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Or we could leave him as is lol
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Nemesis' addons may not be amazing, but I'd GLADLY trade Pyramid Head's range addons for ones like Nemesis that actually affect the game in a variety of ways. Except for the 3 range increasing addons, PH has the WORST addons in the entire game. Despite being nerfed 3 times and his perks being revised, he has never gotten the addon overhaul he dearly needs. His torment trails are a joke, his cage is wildly over-hyped, and any pretense at turning a gigantic noise machine like PH into a stealth killer is bad comedy.
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So leave him with useless addons instead? Because most of them do absolutely nothing.
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No, his counterplay now is based around his limited range. If he could hit people from 8+ metres away he would be just another Pyramid Head.
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Add-ons being weak is actually a good thing for balance. The best case scenario is a killer with a good base kit but weak add-ons. The alternatives are killers that are add-on dependent (weak base kit, strong add-ons), killers that are too strong with add-ons (strong base kit, strong add-ons), or killers that are non-viable (weak base kit, weak add-ons).
I agree that add-ons should not be actually useless, but his aren't.
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Most are useless. They buff zombies, a chest or simply do nothing like licker tongue.
Addons should allow for different playstyles like they do on Hag or Myers.
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Most add-ons on most killers do not allow for different playstyles. It's typically ultra rares only.
Buffing zombie speed, increasing killer instinct time and chest search time, etc. are not useless effects. Not strong =/= useless. They are weak but useful, which is exactly what add-ons should be.
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Zombies are extremely map dependent. On most open maps, they just sit at the border of the map or are at the opposite side of the map.
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Just wait till they nerf his mutation addons because too many people are using those and not his useless Iri's.
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Nearly everything in DBD is going to be stronger on some maps than others. Zombies are always at the opposite side of the map or stuck on walls when you play killer, and as survivor they're always camping the hook and denying key gens. It's funny how that happens 😂
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The only add-ons Nemesis needs are add ons that produces more zombies. I got really heated the other night when a zombie whacked me after Head Oning Neme, but that’s the magic of the zombies RNG.
Two zombies aren’t enough. The zombies should keep spawning much like during a zombie apocalypse, and then lower the rate in which Nemesis gets stronger from absorbing the zombies. However, since there’s more zombies they become killable via interaction. Like the way you kick Victor when he’s immobile. Say you creep up behind a turned zombie. You get the action command to kill it. Sometimes the zombie will detect you, and hit you. Putting you at risk of infection like the movies. You can only perform said action if a zombie isn’t aggressive (Turned), or after it’s been stunned somehow.
This gives survivors another objective. For if Nemesis puts too much pressure, or if survivors are careless, the map fills with zombies! Like any apocalypse you’ll all be overwhelmed if there are too many. 👀
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Addons shouldn't be applied to completely random things.
They should at least improve the killer in some way.
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Zombies and contamination are both a part of his power and the add-ons you're complaining about apply to those. That makes perfect sense. They also clearly do have a positive effect.
If you have specific critiques please state them. Don't just call them useless and random.
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- licker tongue increases the survivor slowdown duration to 0,45 seconds (that's not a typo)
- chest addons either let survivors take a couple more seconds to open one, or remove one chest.
How would those addons help Nemesis?
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Increased hindered effect shortens the time necessary to catch a survivor after contaminating them. Removing one chest removes one "get out of jail free card" survivors have to essentially tank a tentacle hit in exchange for being contaminated. The ones that give additional killer instinct time also give Nemesis more information and increase the likelihood of him quickly re-contaminating a survivor. Extra time on boxes means less time on generators.
If any of the numbers on these are weak to the point of providing no value, they will probably get a number tweak in an upcoming patch. Nemesis has been out for 11 days.
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I know!!! I was thinking his whip should just extend to however far the survivors happen to be, so I don’t have to chase or use my brain at all to play him. More zombies too, like 10-12 per map. Good post.
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I repeat: With licker tongue = 0,45 seconds.
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An extra .2 seconds of hindered (-20% speed) saves between a quarter and a third of a second in straight-line catchup time during the chase (-0.8 m/s * .2 s = .16m; .6 m/s * x s = .16m; x = .27s). Sometimes that'll be useless, but sometimes that'll be the difference between a quick follow up hit and wasting another 20 seconds at the next tile.
Like I said, if it turns out that the number is too low, I'm sure it will be tweaked. He does not need zombie baiting add-ons and range add-ons to solve a problem that really only needs small number tweaks at most. That's all I have to say on the matter.
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It’s actually not very game changing but ok. Lol. I mean did you read what I typed? The first tentacle strike doesn’t even do anything and actually helps the survivor get distance as if they got injured lol
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I'd rather his hit registration be a little more accurate. Whipping over obstacles is incredibly oppressive, but if the game decides to cheat you, then you lose so much chase pressure it's not even funny. range addons would not help with that.
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