Nemesis, a Mutating Bioweapon
I love Nemesis. He was my favourite boss when I played RE: Operation Raccoon City, and I love him so much in DBD he was the first Killer in DBD that I wanted to get to P3. I have been playing him a lot, played quite a bit against him and he does need some improvements. I already made a separate post about what I thought Nemesis needed, however after more thinking and experience I have come up with some new changes that I think could really help Nemesis.
Tentacle Strike:
- Fix his Tentacle Strike hitbox. At times it misses when it should have hit and vice versa.
- The main issue with the tentacle is it lacks 0 vertical capabilities. When aiming the tentacle, your camera is locked horizontally and when you do use the ability, survivors just need to duck in order to avoid it. This is especially obvious when a survivor goes over a vault and crouches immediately, the tentacle will miss. It's annoying as hell for the Nemesis player and needs to be fixed. Not to mention, the tentacle should also be allowed to hit upwards and downwards, should the Nemesis be aiming at someone on a different elevation.
Mutation
Next is his Mutations. His Tiers I and II are fine, tier I is basic, nothing special, tier 2 is a definite power increase and is fine. But tier III is not worthy of being a final tier, the extra meter is nice, but it doesn't scream 'he hit his final power spike'. I have a few ideas on how to make tier III more interactive and actually feel like you are this bio weapon that has rapidly mutated.
- Allow Tier 3 to hit multiple entities at once.
- Another change that might help Nemesis is simply giving tier III reduce cooldowns on missed hits (30% like unrelenting).
- Add to his mutation system small passive bonuses that scale with Tier, e.g.
- No bonuses at tier 1.
- Tier 2 gives the Nemesis 10% stun reduction and 15% reduced light burn duration. (Increased to 20 and 25% in Tier 3)
- Tier 3 gives the Nemesis increased lunge range and vault speed as well as a 1%/1.5% increased movement speed for each contaminated survivor. (Survivor must be alive)
Zombies, Contamintaion & Vaccines
As the above changes focus on what possible changes could be made to the Mutation of the Nemesis, next we move onto the source of his power, the contamination. As it currently stands, contaminating a survivor doesn't really do much, it makes them cough a little and makes zombie a little more threatening. As the above changes already allow the Nemesis to have much more power on his own, the next step is tying the Zombies into his kit more.
To do this, we should make it so that whenever a survivor becomes contaminated, any Zombie not in a chase will begin pathing towards that survivor. This simple change will help the Zombies become a more active part of the Nemesis' kit. To make sure this change won't be too oppressive to the survivors, the vaccines will receive a buff where for 20 seconds after vaccinating, the survivor can no longer become contaminated and are 'invisible' to Zombies. What this means is that zombies will ignore recently vaccinated survivors actions that are not 'loud'. For example, it will ignore healing noises and walking in front of them, but missing skill checks and running still triggers them.
All the above changes I feel could potentially make Nemesis a great killer as well as give him more control over his whole kit and give survivors more ways to strategically use the vaccines to their advantage.
Thoughts?
Comments
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I love this concept, honestly some great highlights to Nemesis. I do believe Nemesis needs some reworks, especially towards contamination aspect. And of course the information provided in regards to (CrimsonMothKing). The contamination aspect is very vague (personally)........feel the contamination has so much unused potential. Simply Nemesis could have more resemblance to the Plague. Such as the ability to force survivors into the broken status effect for not cleansing themselves, utilizing the ability to not be able to heal before cleansing themselves. Some basic abilities that could improve Nemesis game play, and could open the door for different builds utilizing perks that play off the ability of making healing a little more challenging. Overall I feel that Nemesis needs to be looked at and have some adjustments made, for it be the zombies, tentacle strike ability, or simple his contamination theme. Alot of unused awesomeness, Nemesis is a huge monster designed for killing and I honestly feel so degraded when I play as him. Point I simply agree with (Crimson) and wanted to add my own thoughts and ideas as well.
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Yeah, until he gets at least some kind of bug fix patch, I've reduced how much I play killer, because at the moment he is the only killer I enjoy. And I do agree with you, his contamination is a bit of a missed opportunity and if Nemesis had just a bit of slowdown in his kit he could be amazing.
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