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BEHAVIOR REMOVE THE SPEED BUFF OF THE INFECTION TENTACLE NEMESIS
No point in give an extra speed buff to the survivors if you want to just use the power of the killer, being punished by extending the chase
Comments
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Wouldn't that just basically guarantee that the killer gets a 2nd hit in the next few seconds?
The infection mechanic is supposed to act as a third health state. No point in that if it doesn't give you a chance to get away before you lose another one.
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The debuff of this infection is not even worth to count as a health state, the survivors just coff sometimes and thats it. In this case in comparison whith another killer they would hit first then you, the difference is that you will infect the surv to be possible injure with the power as anti-loop thing.
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But it is a health state. If they're getting infected, and get away, that's a health state they didn't lose, a third health state.
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K, but the point here is that Nemesis is the killer that is punished for using correctly his power, is more loss than gain.
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No... it's a draw back to having such an effective power.
Plague can't injure with Vile Purge, Legion can't injure with their dash, Doctor can't injure with his AoE, etc.
Nemesis has a very effective ranged attack that is hard to counter, so the trade off, is survivors get ONE extra health state.
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Hard to counter and indeed hard to hit thou, killers like him and huntress is almost a guess game to were it will land, but the time that chases are extended by this third health state is not worth it, and makes him a lot weaker
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I've yet to face Nemesis and come away thinking he was weak. In fact I don't think I've been against any Nemesis where all survivors have escaped yet.
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Depends on what rank are you, and about win rate is too relative, that is the point hard to know if this speed buff makes difference or not. But in a comparison video that i watch, in a straight line the chase has been prolonged by 10-12 seconds, thats is a lot taking into consideration that is for every healthy surv, and the gens speeds at the moment.
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It protects bad Survivors and gives the good ones too much power. It needs to go.
I’ve been wondering if the reason for this (and for a bunch of other Killers starting out weak or with obvious problems) is so the devs can avoid another old Freddy/Legion situation. Both of those Killers were getting more hate than usual when they first launched (even though Freddy didn’t deserve it).
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We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.
I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.
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Is there any other changes being considered for his tentacle, like making a miss less punishing or making it harder to dodge? As it is right now, you need pretty much need to have perfect aim to hit with it so even a slight turn can be enough to make it miss. If you do miss, you’re punished with a long cooldown.
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I am sorry but bad design then. Can you explain this to me please because i am Nemesis main now but i think i will stop.
4 survivors = There is 4 vaccine for them (without addon). And also i have to hit 3 times. So with vaccine 4 times i have to hit one survivor. How you thought this is good balance. Because it is not. Generators are not slow on high ranks. And if you do not finish chases fast, you are losing them and game. How this is fair? How can i get survivor down? I am playing Nemesis with m1, so rare i am using m2 because m2 makes me lose game. You gave us killer, who have to not use him power. How this is healthy?
Please explain this to us, i wanna learn and get better as Nemesis.
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Is the speed boost from the infection the same as losing a health state? If so couldn't you reduce it slightly instead of removing it?
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Contaminating a survivor with the Tentacle Strike applies hindered status effect for 0.25s. The hindered effect just needs to last longer, because right now it barely does anything.
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The cooldown is what, 2.5 seconds? And Nemesis has to catch back up after that and deliver 2 more attacks to down the survivor. The only situation in which this would be "unfair" is if the survivor was already injured, in which case they'd go down anyway because any player with half a brain would just M1 at that point.
Meanwhile, Trickster's getting buffed to be able to take a survivor down in about 3 seconds. How is that perfectly fine to go against but a 2.5-second cooldown while the survivor can keep making distance is unreasonable?
At the very least, put it on the next PTB and let the players decide how "unfun" it really is. No-one's saying the change ever has to make it to a live build. Unless, of course, the Public Test Build isn't for actual testing purposes...
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@Almo haha, I knew original nemesis was better! I knew it! 2 hits to down is unfun? perhaps you give survivors 3 health states on against every killer. while your at, make sure make sprint burst work 2-3 times per chase instead of once, surely it will feel better to go against all the killers. /sarcasm
I wonder how powerful that "more powerful" state was. Anyhow, hopefully next the killer is better.
even if it did last longer, 3 health states is terrible but yeah hindered should last like 2 seconds to have noticeable impact on gameplay. maybe it did last that long in original version and was "unfun" so it got cut out. apparently one of dev mentioned that one of his iri add-on was adding 3 zombies. probably a lot of stuff got cut out as usual to increase survivor fun factor without ever thinking about the... killer.
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I use the tentacle to zone survivors then when I get close enough I just punch them. Im not gonna give the survivors a free speed boost for the virus on the first strike that does noting.
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Instead of remove the speed boost, do you think it would be better if in the first tentacle, he injure and infect the survivor?
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If instead of just infect, in the first tentacle injure and infect? Don know if would be too strong but as it is his power is almost usless
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Also you have a Hinder on the hit that does noting because of the speed boost the survivor gets. Genius development right there.
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It still needs a change. As it is; hitting an uninfected Survivor is just giving them a free speed boost & thus prolonging a chase.
Instead of 2 hits to down someone, it's now three, so chases go from 1-2 minutes to 3+ minutes. IN matches where a NORMAL chase can see 3 gens pop.
I like Nemesis but his power needs another look-at. Unless they are already infected, he's better off being an M1 Killer & getting a 2 hit down instead of going for Infections & prolonging the chase in a game where every second counts.
Basically; his power is hurting his chances of winning. No power should actively work against it's Killer.
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The fact that you can't hit crouching survivors behind any loops or windows with tentacle is bug or counter-play?
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I think the hindered duration just needs to be the same duration as the speed boost. If i right which I'm probably not survivor moves at 130% for .25 sec and then 150% for 1.75 or 2.75 sec when hit by the tentacle. I think the speed boost being 130% seems good enough though I'm not a game designer and I'm not 100% sure on the numbers.
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They would have to increase its cooldown by a lot if you want to get rid of the extra health state otherwise he would be way too oppressive in chases.
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Would you be open to the idea of when Nemesis tiers up he gains small passive bonuses similar to Myers, e.g. increased lunge, vault speed or stuff like that?
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Could we make it so that you only get a speed boost from whip attacks after the initial infection? There is no other killer in the game that gives you a speed boost when they use a non damaging power successfully. Imagine if stalking with ghost face immediately gave the survivor a speed boost. Imagine if non damaging vomit from plague gave a speed boost. See the problem?
Alternatively could we maybe change it so that being infected makes the survivor permanently hindered. There is no real downside to being infected. This would make survivors want to fight over the vaccine and that would be decent. As an example a 3% slowdown for moement/repairing/totems healing would make up for giving survivors a speed boost.
Looking at his addons almost every addon is pointless. The only addons worth using are his brown/yellow addons for movement speed/ detection range for zombies. Everything else does nothing to help you win.
The licker tongue green addon does nothing. This addon should make the hindered status permanent (if having that by default with no addon is too strong). There is no point to giving survivors a 150% speed boost from a whip with a miniscule hindering effect. Make this addon inflict the hindering effect until removed with a vaccine.
The green plant addon for the cases does nothing. This addon should hide the auras of the vaccine chests so the survivors also have to find them manually.
The pink addon that exposes the survivor does nothing. This addon should injure a healthy survivor and inflict broken status on a wounded survivor. Furthermore the infection is only healed on a wounded survivor after the broken effect ends.
The pink addon that makes zombies move faster for 30 seconds when a generator is completed does nothing. This addon should say : zombies move moderately faster every time a generator is completed. This addon is cumulative with itself and other addons.
The purple ribbon addon that reduces the vaccine count should reduce it by 2 cases. Again though without a change for infection to have a base detrimental effect there is no point.
The purple ribbon addon that makes zombies spawn inside the gate are pointless. The exit area is huge and even if 3 zombies spawned per exit the survivors could still get past with ease. Zombies are worth more outside the gate than inside the gate. This addon could simply be a rework of the movement addon for detection range.
There is no point to using any addon that increases mutation rates for the whip. You get level 2 whip by hitting 2 unique surviovrs. These addon should do something else.
While we are here: why does nemesis get zero mutation increase when a zombie attacks a survivor? No that should not be an addon as it happens so rarely it should be standard base kit.
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So the intended gameplay with Nemesis is man with raw fists, and his power is a time budget trap?
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