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Product's Nemesis Buffs

Product
Product Member Posts: 108
edited July 2021 in Feedback and Suggestions

For the tallest (and probably biggest) killer in the game, its surprising that Nemesis wasn't made to be a powerful killer. Below are my ideas for buffing him.


1) Remove speed boost for an infect hit. (Why do survivors get reward for being infected? Am I missing something here?)

2) Reduce missed attack cooldown by 1 second (From 2.5 seconds to 1.5 seconds) [Missing an attack that is smaller than Deathslinger's shot needs to be less punishing]

3) Add a Tier IV to Nemesis, since it is pretty easy to get to tier III. At Tier IV Nemesis will get the following buffs:

  • Reduce Successful attack cooldown by 10%
  • Reduce Successful Pallet break cooldown by 15%
  • Slightly widen the hitbox of his power (maybe)
Post edited by Rizzo on

Comments

  • Rougual
    Rougual Member Posts: 526

    I'd just enjoy being able to break pallets AND contaminate a survivor at the same time if iv lined it up right to be honest.

  • Product
    Product Member Posts: 108

    Thats a good idea. Maybe only in Tier III and up maybe (because Tier III does very little)

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    I think he should have a wider tentacle hitbox at all tiers. I’d like to not need perfect aim to hit it. As it is right now, if your aim is just a tiny bit off, you’ll miss. I don’t think any other Killer with a ranged attack requires as much precision as Nemesis does.

  • Product
    Product Member Posts: 108
  • Zokenay
    Zokenay Member Posts: 1,158

    Do that and you will have the most BS killer in the game...


    Nemesis isnt a killer you can buff without care.

  • yobuddd
    yobuddd Member Posts: 2,259

    I think tier 3 tentacle should always injure since there’s no more need for infection. Or maybe injure AND infect so that zombies are still dangerous.

    Due to universal sounds, survivors will know that things just became riskier at tier 3, so I don’t think this would be unfair.

  • Zeus
    Zeus Member Posts: 2,114

    I don't think there is any such thing as a successful attack cooldown for his tentacles. It's just one cooldown for both missed and successful attacks and I assume it's difficult to code different animations for ranged attacks like this.

    Not getting a sprint burst for contamination might make going for vaccines pointless. Not entirely but makes them less appealing and I feel like they are in a good place right now. But the sprint burst speed should be slower than normal hits. The hindered effect should last longer than 0.25s to feel any significant difference.

    My idea was to have tier 3 nemesis be able to hit survivor and break pallets at the same time while making sure the survivor doesn't lose sprint burst distance stuck in a sliding/pulling down pallet animation. It saves loads of time for nemesis especially at god pallets, and it wouldn't be oppressive because it's pretty much the same thing as hitting someone with a tentacle in the open.

    And then fix the zombie AI. For some reason I work on a gen they come towards me and halfway through they move away for no reason.

  • Purgatorian
    Purgatorian Member Posts: 1,146

    The highest tier should both break pallets and hit the survivor.

    Widen the tentacle hitbox slightly bhvr, it's the narrowest hitbox in the game by far, too narrow.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,234

    I agree with the points you make, but I think your tier 4 suggestions could just be applied to his current tier 3 as it does nothing (no a measly 1m increase doesn't count).

    Like others have said previously his tentacle hitbox should be bigger. Right now it is smaller than both deathslinger's spear and trickster's knife hitbox and I don't understand why. It should also be more consistent. Like I know technically it is a straight line projectile but it is just dumb that survivors can duck out of the way at windows or loops with short obstacles

  • Dino7281
    Dino7281 Member Posts: 3,294

    I agree with you. Speed boost kinda needs to stay, if you want survivors to use vaccines, because when they use vaccine, you get your power faster.

    Main issue is tier 3 being kinda useless and zombies get stuck somewhere all the time.

    I wouldn't mind that extra range removed (maybe give it as base, that would be nice) so you don¨t need to learn to max distances where to hit survivors.

    Tier 3 should either grant ability to hit multiple objects, or reduce recovery, so your snowball is better.

  • Product
    Product Member Posts: 108

    The game can't detect when you break a pallet and then make your animation faster?