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Nemesis Buffs And Ideas
The Nemesis has little going for him right now which places him, on a standard tier list, in the B tier. Before I get started with my ideas, I want to point out what makes him weak and strong.
Strengths: Easy to understand power, zombies can sometimes come in clutch, very oppressive in the 1v1.
Weaknesses: Contamination pretty much acts as another health state, Nemesis is extremely tall, zombies can be useless, survivors get a speed boost off of contamination and the hindered applied by contamination isn't noticeable, no mobility which means his 4v1 potential doesn't exist.
Now, even though he has a bunch of weaknesses, his strengths are just powerful enough to warrant a B tier. Now, onto my ideas.
Eliminate the speed boost survivors get from contamination
I'm fine with keeping the extra health state, but the speed boost NEEDS to go. Why? The speed boost firstly removes the first thing that contamination is supposed to do, hinder survivors upon contact. The 2nd thing that it does, is encourage the boring META of holding W. All in all, there's no reason as to why the speed boost for that first hit contamination should stay.
Make Mutation rate 3 more powerful
Right now, mutation rate 2 is widely considered to be more meaningful than mutation rate 3. Why? Because 1 meter is NOTHING. Yeah, it "might" land you hits that you wouldn't get at mutation rate 2 or 1, but most of the time you don't even feel its effects. There are a BUNCH of ways that it could be buffed. I'll list a couple ideas below.
- Increase the range from a 1 meter gain, to a 3 meter gain.
- Decrease the cooldown on successful and missed attacks for your tentacle strike.
- Increase your movement speed slightly (5%) while using your power.
Any of these options would work just fine and would make mutation rate 3 actually something to strive for. Right now, there's no reason to go out of your way to actually obtain it. Of course adding all 3 of the described changes at once might be a BIT much, so choose what you will.
change the ultra rare addons
I won't spend too much time here and just list some ideas.
Iridescent Umbrella Badge: Increase the duration of exposed to something like.... 60 seconds. There's only 4 vaccines on the map and survivors can be injured while they use them, making the exposed status effect completely worthless. You also can't see where the vaccine cases are located, so you most likely won't even be around to get the hit regardless of how fast you are.
Shattered S.T.A.R.S Badge: Increase the duration to something long like... 120 seconds. The Increase to movement speed is only 1/ms for those of you who don't know.
The other addons are pretty much fine. Some could use some tweaks, but I'm not going to be picky.
IDEAS
I'll now proceed to list some random ideas that popped in my head before I get into the "reworks".
- Make the mutation rate addons slightly weaker to compensate for the mutation rate 3 buff.
- Have some addons effect tentacle strike directly (such as applying mangled)
- Buff licker tongue to a .35 second increase (from .15 seconds)
- Increase the hindered from initial contamination from 20% to 25%
- Serotonin injector now gives you undetectable for 20 seconds (increased from 15 seconds)
- NE-a Parasite now causes survivors hit by tentacle strike to be afflicted with incapacitated for 20 seconds.
- Broken Recovery Coin now removes 4 vaccines/vaccine cases from the trial.
These are just some small ideas that would add more flavor to Nemmy's kit and addons.
The changes below are risky
Change: contamination
Alright, the main thing holding Nemesis back is his map pressure. It's terrible, like... really bad. How can we fix this? Well, you COULD give him a secondary mobility power, but I think that contamination could fix this all by itself. How would it do this? In my opinion, all we'd have to do, is make old NE-a Parasite base-kit (60 seconds of oblivious upon becoming contaminated) and make contamination spreadable (like plague). Unlike plague however, Contamination would remain on objects for only 10 seconds. To make this even less frustrating for survivors, add more vaccine cases around the map (from 4 to 12). If this is sounding like too many vaccine cases, allow 4 vaccines to be found in each case but reduce the amount of cases to 3. These changes would make contamination more threatening while encouraging survivors to vaccinate.
Allow Tentacle strike to hit survivors and break pallets at the same time
This change could easily be abused since he's already very strong in the 1v1, but would make him feel more fluid. Tell me what you think.
Conclusion
With the changes stated above, Nemesis would be able to push himself up from B tier, to A tier. While he doesn't have the best mobility, he's in a much better state and should be more fun to play. Please be sure to tell me your thoughts.
Comments
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I have said this so many times that he needs changes and I agree with you on so many points
The speed boost for contamination is his biggest problem. It should just be removed
Considering tier 3 I think the ability to break pallets and infect/injure survivors in one swing would be fair and worthy of the mutation rate required
What I would also adjust is the width of his tentacle hitbox. It is deathslinger levels of small and I think increasing it a bit would be nice
These are the simple buffs that would make him feel a lot better
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Any points you disagree with me on?
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Your change to contamination would be too much I think. Making him plague 2.0 is not necessary imo.
You proposed upgrade to tier 3 could also be problematic depending on the numbers. 3 meters is a lot. I agree that one meter is kinda pathetic but 3 might be op. Maybe make it 2 meters. A safe the best for last on tentacle strikes and increased movement speed while charging could become overwhelming I think, but that might require testing in a ptb.
Otherwise you make solid points and I am glad I am not the only one who wants to see him buffed
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Fair enough, I just wanted mutation rate 3 to feel rewarding.
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Honestly making the tentacle be increased by 2 meters and making the missed attack cooldown less would make Tier 3 Very good.
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Will keep that in mind
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I don't mind speed boost survivors get, because that makes vaccines valid for survivor to use, but his power should be good enough to justify 8 extra health states per game.
I would do 3 changes:
-Change vertical play of tentacle. The fact they you can just crouch behind any loop, or just a window and Nemesis can't hit you is just stupid., when he strikes from above.
-fix zombie AI, ignoring survivors / getting stuck / walking to wall.
-change tier III. Remove extra range, let it hit multiple objects and maybe faster recovery.
I would probably make that +1 extra range base and didn't give any in tier III. My problem with it is that you need to learn basically two max distances where you can use tentacle, I would prefer 1 range for all tiers.
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I disagree. I think that the extra health state is enough. Adding a speed boost on top of that makes it bullshit in my opinion.
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What would that extra health state do without speed boost. It is not actually health state without it. It would waste like 5 seconds?
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5 seconds is still a lot of time in a game where every second matters. That extra health state shouldn't be used for distance, but to continue a loop.
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Every seconds matters in high skill games, where Nemesis will get ######### anyway.
Alright, so you waste 5 seconds of Nemesis time and it will probably not matter, but how much time it will cost you? Let's say 10 seconds to get near Vaccine crate, 5 seconds opening, 4 seconds using, you reveal your location to Nemesis and you will give Nemesis more Mutation next time he hits you with tentacle.
Is it worth it now? Hell yes, you want to do it asap whenever you can. Would it be worth without that speed boost? No, just do gen and it is way more time efficient.
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Like I said, an extra health state is valuable enough, because Nemesis still has to go through the cooldown. If the survivor was at a strong tile, they could continue to run that tile for much longer just due to the extra health state. Besides, the best way to beat current Nemesis is to force him to use his tentacle and hold W, which isn't interactive in the slightest (problem with a lot of other killers as well).
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