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Some "simple" improvement suggestions for Nemesis
Nemesis is not nor has been what can be considered a "competitive" killer since his release, and for the most part I'm fine with that, as not all killers need to be on the same level as Spirit, Nurse, Blight, or Freddy in order to be fun, but I feel that all killers at least need the allowance of playstyles and add-on/perk combinations to give them a "chance" to try and reach Competitive tiers (at least in a more balanced sense). That being said, Nemesis has a lot of that potential in his current state, and most of his add-ons/base kit mechanics reflect this, but there are a few aspects that I feel need at least a "little" adjustment to keep him from being mid-trash tier and ultimately restrict him from being able to try for the competitive side of DbD:
- The Zombies: Speed and detection are their greatest weaknesses. In an indoor map, this is slightly compensated for due to their ability to block off tight spaces and loops, but even then their overall default movement speed of 1 meter per Second or m/s, makes this aspect stupidly easy to evade, even in the majority of situations wherein they should've otherwise shut down a loop or avenue of escape, and they are otherwise practically useless in wide open outdoor maps because of these restrictions. On top of that, there is the fact that their detection range by default is abysmal at best. They're said to respond to survivor noises, but even an injured and crying survivor can approach them from behind, and literally poke them in the back with the point emote without them responding... this wouldn't be so bad except it even happens when Nemesis is using the both detection add-ons, and that's just unacceptable in my book. Overall, the zombies currently have some "very situational" merits, but the opportunities for said merits are few and far between, and they are easily the worst part of Nemesis's base kit. Lets face it, anyone getting contaminated/injured/downed by one of the zombies is literally due to more "luck" than anything else, because their ability to pose any semblance of a real threat is practically rendered moot due to the fact that they can't chase well, and can't detect survivors who are literally right behind them, even if they are making all the noises the zombies "should" hear and respond to.
- Mutation Tier 3: There is Literally no difference between Mutation T2 and T3 other than the animation changes. It still takes the same 2.5 seconds to cooldown from a tentacle strike regardless of any tier you are in! Upgrading from T1 to T2 means something because at T2 you can also destroy pallets with the strike, but unlike Billy, LF or Demo who can shorten how fast they destroy the pallets by charging up before the pallet is dropped, Nemesis will ALWAYS take 2.5 seconds to do so. After that, There's Absolutely NO improvement to his power between T2 and T3, and that... Just doesn't make Tiering up to T3 seem worthwhile.
Possible "simple" Solutions to these 2 issues:
- Zombies Move .25 m/s Faster Upon Detecting a survivor, Zombies "Survivor noises" detection increases within 4 or meters of them or 1 meters if simply breathing, and of course instantly attack if the survivor is touching them, the Detection add-ons should add another .25 m/s per add-on, and finally Zombies detect Contaminated survivors from +4 meters further at an increased 20 degree range. Simply put this means that zombies will keep moving at their base speed of 1 m/s, but as soon as they detect a survivor they will move at 1.25 m/s, and with 1 detection add-on go from 1 m/s to 1.5 m/s, and finally with both detection add-ons will go from 1 m/s to 1.75 m/s under the stipulation that they detect a survivor. The Zombie movement speed add-ons benefit from this as well of course, but this still results in the fastest a zombie can move being 2.5 m/s using the iridescent zombie movement speed add-on and a detection range add-on, which is only slightly more than half the speed a running survivor moves. After all, the Zombies in the Resident Evil games all moved faster upon detecting you, so why not implement that aspect as part of their base kit? The inherent 4 meter "survivor noise" detection range is to keep survivors from being able to come up behind a zombie while running/walking especially while injured and poking it without consequences. However if you are a survivor with Iron Will, and crouching up to said zombie, feel free to tempt fate and sneak passed them, but don't expect poking them to end well for you. Add all of this to the base-kit increased detection range for infected survivors, and now we have an additional incentive for Nemesis to spend, what would otherwise be a damaging strike, to infect survivors... how is this not a good idea?
- While Decreasing the 2.5 second cooldown to 2 seconds would make this feel more worthwhile, I'm honestly going to suggest taking this in ANOTHER direction: Instead of Decreasing the Cooldown; add a .5 second Shout, followed by a 1 second cooldown, to call any zombies within your TR at a "moderately" increased movement speed, to your current location. The premise is simple, You bring out the tentacle, press the Activate Ability button (which Nemesis currently doesn't use), and pause in place to Shout with half the activation and recovery time of launching a tentacle attack, rewarding you with the fact that any zombie within your Terror Radius immediately starts moving towards your location at a base kit 1.5 m/s for 10 seconds! If any Summoned Zombies Detect a survivor within their path while coming towards you, they will pursue that survivor at their buffed speed+.25 m/s until the time runs out, and continue to do so at the normal speed until they lose the survivor. This change will definitely aid Nemesis in those Long Loop situations as it will mind game/encourage survivors to leave said loops in order to avoid getting pinned between him and a Zombie, possibly shake off any flashlight bearing survivors waiting for a chance to make a flashlight save, allow Nemesis more control over the Zombie side of his base kit, and Make achieving T3 Mutation much more Rewarding.
While I know this post will likely go unnoticed, and get ignored/moved to the "Suggestions that are never viewed by the general public, much less the Devs" bin where all suggestions go to die... I'm posting it here because, Overall I feel these changes are definitely do-able, won't make Nemesis OP, and will Help this licensed killer become a more balanced addition to the game.
Any feedback or creative criticisms for this idea are welcome, but I urge you to hurry... chances are this post will be moved within an hour or less to where nobody but the few of us who regularly view the suggestion posts will see it.
Comments
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T3 increases the range and feels really nice...
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I think the only change he needs and I mean NEEDS is that tier 3 should not be prevented by crouching. Sure, lvl1 and lvl2 croutch away, hed be too strong if it wasnt the case, but give nemesis a chance to whip over objects that arent tall at all. For those who dont know, if any object is inbetween you and nemesis regardless of size, you can croutch and it negates damage. Otherwise hes strong where hes at, i main him and would say hes fine, not broken by any means but fun and easy to 3k with
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Just fix that Nemesis is not able to hit over loops and windows when survivors are crouching and I am happy.
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Aaand fix the zombie AI too seriously they get a seizure when they find a survivor and won't move sometimes of their place plus they stuck on trees, rocks, even on hills apparently they are afraid of heights.
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