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Nemesis changes

BlueHorkew
BlueHorkew Member Posts: 1,081
edited December 2022 in Feedback and Suggestions

I am not an expert on nemesis, but i think the character could be way more interesting if some small changes were applied:

So:

  • contamination points gained from contaminating survivors reduced from 3 to 1.5
  • contamination points gained from damaging survivors increased from 1 to 3
  • Mutation 3 contamination required increased from 15 to 24
  • Mutation 1, no hindered effect on contamination, 1 second of hindered effect on injure
  • Mutation 2, 0.25 sec of hindered effect on contamination, 1.5 seconds of hindered effect on injure
  • Mutation 3, 0.5 sec of hindered effect on contamination, contaminated survivors are put directly in the dying state
  • Vaccine chest respawn after 60 seconds of a vaccine being used
  • Zombies are destroyed after hitting a survivor, zombies put survivor in deep wound if contaminated and injured instead of dying state
  • Better add-ons that affect his power instead of zombies

So, why these changes,

  • trying to make each mutation more distinct and an increase in tension along the match
  • Giving survivors incentive to vaccinate, by upping the rewards of nemesis in contaminated targets and giving him one shot at mutation 3
  • Reducing the effectiveness of zombies, so RNG wouldn't affect matches to badly, they would be less efficient campers or one shot combos and would be more of location, slowdown and spreading contamination
Post edited by Rizzo on

Comments

  • Blueberry
    Blueberry Member Posts: 13,671

    So..the zombies which are already borderline useless..you're wanting to make worse?

  • InvadeGames
    InvadeGames Member Posts: 458

    exactly my thoughts. if your gonna nerf the zombies just remove them and the addons for them from the game. they already are practically worthless as is.

  • Blueberry
    Blueberry Member Posts: 13,671

    His whip does need to be better but they need to put a lot more strength and play in his kit around the zombies. The zombies are the unique thing about him that makes the game play different. The whip is just another hit over attack that exists on multiple killers. A lot of his skill should be built around playing around his zombies and trying to zone/pincer with them.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,866
    edited December 2022

    The zoning/pincer got reworked into knight. Personally, I think the zoning/pincer was better on Nemesis because it was not consistent. It was more like side-skill which survivor could manipulate in their favor and killer "should be able" to manipulate in their favour. the issue with nemesis's kit is that zombies are too inconsistent at zoning/pincers because they're far too slow and have too little detection. it happens too infrequently such that survivor can avoid zombies entirely and nemesis barely gets to use them for anything other then some minor tracking.

    --

    With that being said, OP version of nemesis could potentially be pretty strong. T3 gives unlimited exposed similar to Wesker's infection and T1/T2 give a weaker stbfl on tier 2 and slightly stronger one on tier 2. It makes nemesis like a ranged-unlimited tier 3 myer's.

    People might use nemesis green add-on that boost farm condemn points when you gain infection points on whipping a zombie and that zombie add-on that respawn's faster. farming zombie simulator in dbd in order to rush the tiers. that playstyle would be more viable but overall, I think his add-on are suppose to side between pincer play-style(which ineffective) and T3 rush whip play-style(which is also ineffective because all tier 1-3 have pointless bonuses).

    I semi hope nemesis get rework like legion one day because he's cool character in lore. Its sad that he is so hollow in dbd.

  • Sava18
    Sava18 Member Posts: 2,439

    Oh man you know what would have been really cool? If his power wasn't his whip and he evolved through the match in stead.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Yes, because its RNG, there is basically no skill for the killer in using them. So yeah i would preferred if the zombies got even worse and they focused on his power and change his add-ons to focus on his power

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    So buffing his chasing power and giving exposed in tier 3 is a nerf? Ok

  • Idotzoar66
    Idotzoar66 Member Posts: 9

    My only two problems with the killer are that his Tentacle Strike is a very pingy ability and that he cannot manually redirect the zombies..


    I used my VPN just to see the difference between me, for instance and a Nemesis player who lives a state away from the server (or a bit farther)


    You can have up to an additional 0.5-0.8 seconds of delay before you can release the Tentacle Strike (get the prompt to actually use it after holding M2) when your ping is around 90-110

    This is mostly relevant for middle east players, because DBD's servers aren't conveniently located for them, as far as I know, I think this can't really be solved because if they make his Tentacle Strike client sided, a survivor with good ping will get hit a by a whip that they don't even see on their screen during chase.. Unfortunately, I don't see a way to optimize this part of the power for high ping players


    And the zombies are just the issue as the Knight, it's an AI controlled part of the killer's power that can be really buggy and incosistent, effectively removing half the killer's power sometimes when both zombies are stuck on a single pixel for the rest of the game


    Would be nice if Nemesis could just mark a zombie with CTRL and then use designate a generator or marked area with the mouse for them to go to, and that they would have a self-kill mechanism to be automatically triggered when they are stuck on something for an unintended amount of time, say, for instance... If a zombie walks up to a combine in a Coldwind map and gets stuck on the elevated surface for 10 seconds, it automatically dies and respawns within the next 5 seconds as if Nemesis killed it.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    those are straight up nerfs. for his whip, survivors have basically 3 health states and you are asking this to be permanent, not a fan. zombies are already useless. idk if he needs it but he currently has no add ons that directly affect his tentacle, making some would be nice

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Nobody vaccines against nemesis except in the end game, if contamination is supposed to be a mechanic there needs to be more reward for nemesis to go against infected survivors while giving survivors more ways to cleanse that effect.

    By the survivors refusing to cleanse you get faster mutation and get to have an exposed effect

  • DBDVulture
    DBDVulture Member Posts: 2,437


    I am a Nemesis Expert. The best change for this killer would be to do one of two things :

    1. Keep the tier up whip system as it is but make it so that on T3 he injures+infects with a whip attack.
    2. Remove the tier whip system and have him play with one whip length the whole game.

    Of these two options #2 makes the most sense. Change Nurse to be a "tier up" killer. She only starts with 1 blink until she has blinked and hit survivors with that blink three times. Then she gets two blinks.


    Along with this have Zombie AI changes:

    1. Zombies now get scaled % movement and detection rates based on map sizes. Any map that is 9000m² or smaller will have a 1.0 effect. For 10,000m² maps increase zombie detection range by +6m. For 11,000m² maps make zombie detection be +12m. Double all detection rates when a survivor is infected. Give Zombies a 25% movmeent speed buff on 10,000m² maps and a 50% movement speed buff on 11,000m² maps. (or we could just make all maps be no larger than 9000m²).
    2. Zombies don't get stuck. Ok it's not that simple - so have them respawn immediately if they just got stuck. Give them a "sprint burst" effect and a detection boost if they had just gotten stuck and respawned.
    3. Make Nemesis able to clip through his zomibes
    4. Make the zombies "killer sized" so they cant get stuck in all the places they get stuck now.


    Finally you need to rework like 90% of his addons.

    1. the pink addon for zombie movement speed should be something like : +50% zombie speed every time a generator is completed for the rest of the match. That would mean that zombies would move at 250% speed when all gens are done.
    2. Change Plant 43 Vines (green addon) to be : -1 vaccine per trial.
    3. Change Broken Recovery Coin (purple addon) to be : -2 vaccines per trial (formerly -1 vaccine per trial)
    4. Change Licker Tongue (green addon) to be : -2% movement speed if infected
    5. Complete rework for : Visitor Wristband, Admin Wristband.
    6. Change : S.T.A.R.S. Field Combat Manual to reveal a survivor's aura for 6 seconds when a zombie initiates a chase.
    7. Chane NE-a Parasite to not have a duration. If you are infected then you are oblivious.
    8. Double the duration of killer instinct for : Damaged Syringe and Adrenaline Injector
  • R1ch4rd_N1x0n
    R1ch4rd_N1x0n Member Posts: 1,731

    Yeah Nemesis needs some changes, one of the worst perks imo.

  • Blueberry
    Blueberry Member Posts: 13,671

    There is skill there in the zombies in micromanagement of them because you play around them by trying to herd and pincer the survivors into them. The zombies are also the only thing unique about him that differentiates him from other killers. I would go in the complete opposite direction you are and be emphasizing more of him around his zombies and less his whip. There’s very little skill involved in his whip. All you’re doing is hitting them in a locked animation at windows or pallets.

  • Blueberry
    Blueberry Member Posts: 13,671

    Now this is how you make some actually good addons. These would actually feel impactful and fun to play around.

  • Dream_Whisper
    Dream_Whisper Member Posts: 750

    Exactly, Nemesis is bit underwhelming when the rng of his zombies is not in his favor. Getting stuck in obstacles, not patrolling areas that is more likely has Survivors, such as a Survivor working a generator and making sound; or a Nemesis in engaging chase with a Survivor. It would be nice if the zombies despawn if stuck in a tree or obstacles and respawn elsewhere, and preferably if they can patrol close to Survivor's that are doing actions or making sound; such as repairing, unhooking, Healing. Also, a bonus if the zombie can find Boon Totems too, as they generate loud sounds.

    And if possible, make it so that being hit with the tentacle and infected but not injured should not give you speed boost. It quite annoying when smart Survivor can exploit zombies in chase while healthy and not infected, to use them as a speed boost to get away to the next loop in chase. Either being infected while healthy should not give speed boost, or make all attacks that infected you will injured, doesn't matter if it was a zombie attack or Nemesis tentacles.

  • DBDVulture
    DBDVulture Member Posts: 2,437


    That reminds me - that Nemesis needs one more change.

    If a zombie hits a survivor then your infection level increases as if you delivered the hit.


    "make it so that being hit with the tentacle and infected but not injured should not give you speed boost"

    This would not be an issue if he gives infection+injury on hit at T3. I would rather he get everything else on my list before this - even though it would give him a power increase.

    Alternatively if Nemesis played the entire game in t3 then he would have less time in "bad buildup" mode and it would counterbalance things. Plus there would be the option for the killer to do something like -2 vaccines and -2% move speed while infected.