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Nemesis Buff Concept
The idea I have is pretty simple, but the way I word it may be confusing, so if you have any questions don't be afraid to ask.
Tier 1: behaves as normal. hitting a survivor will infect them then open them up for injury.
Tier 2: hitting a healthy uninfected survivor will injure and infect them. hitting an uninfected injured survivor will give only infect before damaging them again.
Tier 3: damages survivors of any health state and infects them.
and hopefully better zombie AI
The purpose of this is to make the tiers have varying danger and be more rewarding. The extended range is nice, but having to hit survivors 3 times regardless is a really counterintuitive process. Plus the whole concept of his power is he mutates into stronger forms, like the games.
I think a tweak to supply crates may be necessary if this buff ever went live. Maybe they respawn after certain checks or times?
Comments
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Why does he need a buff? He's quite good
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True, but reinfecting survivors constantly can be pretty time costly later into the match.
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He does not need a buff, he is a fine killer.
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The zombie AI desperately needs a fix
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He still could be better than what he is now tho.
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So could 90% of the roster. I think if his zombies had consistent and good pathing he'd be A-tier.
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The zombies move too slow to be much of a real threat. Better AI would certainly help, but their purpose would still be a slow moving obstacle.
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the best buff idea
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Zombies do need many changes, because they're not even his power. He has the only power that you can somehow viably get away with ability only. And this change, doesn't change that.
0.35 wind up for an attack that ignores pallets and windows is jank. These changes would be more fair, if it was an "ALTERNATE" attack, and not the primary attack of Nemesis. As in it wasn't always the best option. Make it harder to use, and then you can make it more powerful.
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The only buff he needs are zombie buffs.
Fix zombie AI, improve pathing or have them kill themselves if stuck
Make zombies lunge towards survivors when they get close to them to make it a little harder to kite past them mid chase or down halls.
I'd say add a third zombie at the start of the match, but if any are killed the third does not respawn. (maybe make this an ad-on?)
If a zombie sees a survivor enter a locker it will wander to it and start to bang on it, if the survivor exits the locker without head on to kill the zombie it will hit/bite them for infection or damage if infected
Maybe nemesis can have an ability to 'roar' calling zombies to move towards his location as if they heard a loud noise indicator
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Straight up a great idea imo. If you die while under the infected status effect, after 30-60 seconds your character respawns as a zombie on the map. But if they're killed via head-on, pallet drop, etc, they don't respawn again. IE killing an infected player gives you 1 free extra zombie spawn until it's killed. If mori'd you just reanimate where your body was left after 30-60 seconds instead of spawning someplace random like normal zombies.
Having more zombies creates more pressure, and it may push survivors to use their perks or pallets to kill them more to relieve that, or they can be used by you as extra mutation level. And even with bad AI adding more zombies to the map, even if they are temporary in that they won't respawn, gives a bit of extra pressure to the killer they didn't have before.
Plus it just feels resident evil, imagine the terror of pushing late-game knowing there is an extra zombie or two wandering around now made up of dead teammates wanting to maul you. "Oh hey it's ace, wait what's wrong with him... wait a second ace was killed- oh god"
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