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Will Nemesis ever get their weapon? (Flamethrower/Rocket Launcher)

GeneralSkien
GeneralSkien Member Posts: 222
edited April 2024 in Feedback and Suggestions

Long shot considering the fact that a rocket launcher power would be too similar to unknown at this point, but since the alien chapter there is hope!


I understand that giving a killer an entire new part of the power out of nowhere may seem like a stretch but hear me out.

Nemesis for the first RE killer is lackluster when looked at a whole compared to wesker who had a grand and powerful ability, the only special thing about Nemesis’s power is the zombies. Nemesis reaches tier 3 too fast and tier 3 itself is lackluster


they already have the fire coded in, it would be very difficult to code in the rest maybe but a flamethrower would solve a lot of nemesis’s problems, that with an add-on pass


wishful thinking aside, have the devs flat out deconfirmed it for the future or should I (albeit foolishly) hold out hope?

Post edited by Rizzo on

Comments

  • arcaneGospel
    arcaneGospel Member Posts: 297

    I believe it's been confirmed it was left out for being tonally inconsistent rather than for reasons of programming or balance.

    I definitely think Nemesis needs something added onto his anemic, critically uninteresting kit, though—if I had my way his power would be changed entirely, and more or less the exact same ability could instead be given to a Licker from the series. Nemesis isn't interesting, he isn't good, and he's also not even really a good adaptation of the character who is notorious for his relentless yet intelligent pursuit. He is constantly using his superior intelligence to track and ambush Jill, to cut off her escape routes very intentionally, and yet in DbD he is just a guy who slaps you with a limp noodle.

    I'd like to see a projectile that maybe causes a large area to be rendered unsafe—maybe some sort of bomb, maybe it could be a canister of the T-Virus, that would be interesting. Or he could have a longer-ranged attack where he spears his tentacle into the ground and has it emerge farther ahead.

  • Huge_Bush
    Huge_Bush Member Posts: 5,482

    There’s no chance, sorry.

    At the very least, it should have been a part of his mori.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,378
    edited April 2024

    I see no reason why Nemmy shouldn't be able to hit up Amazon for same day delivery of 1 use Rocket that insta downs anyone caught in the blast, breaking everything around it but it has insane arc preventing it from having any real long range applications

    Lock it to Tier 3 and make it spawn in a crate. Make wielding it move Nemmy at 80 or 90 speed. Give it an air raid siren.

    I don't see the big deal, it's OK for some things to just be fun and not everything needs to appeal to tryhards

  • ExcelSword
    ExcelSword Member Posts: 518

    In RE resistance, Nemesis' main ability was a dash attack similar to Oni, sprinting relentlessly after the survivors. He also had a Rocket launcher as a limited ultimate ability.

    Fom what I understand since I never played the original RE3, Nemesis was extremely fast. I think that a dash or Sprint would alleviate the issue of him having very weak map control beyond his zombies, and help against survivors that just hold W against him.

  • Smoe
    Smoe Member Posts: 3,394
    edited April 2024

    I'd rather give him an addon rework that incorporates more of his sprint ability than giving him a rocket launcher or any other form of weaponry.

  • arcaneGospel
    arcaneGospel Member Posts: 297

    I think the problem with building Nemesis into a sprint is that that's… Boring. It's not interesting, we have twelve of that sort of power, and it's not really an interesting part of the Nemesis if we had to choose one thing to add. The Nemesis is a mutative, adaptive, intelligent pursuer, surely we can come up with something more compelling than a run button, right? We could give him an information feature or actually change some of his options at different stages of mutation, something.

    The Nemesis doesn't even just use his weapons to fire at Jill—He burns or explodes escape routes from a distance, he uses them to keep Jill from escaping, he uses them in interesting ways that play into the most compelling part of his role in RE3. He doesn't necessarily need a gigantic missile launcher so long as what he gets is something that lets him do interesting things and cut survivors off in more interesting ways than just being a big guy that's already standing where they wanna go.

  • GeneralSkien
    GeneralSkien Member Posts: 222

    honesty if he had kinda a baby rage/Tantrum where he throws a broken weapon that leaves a lingering field of fire to cut off loops would add so much, and be a lot less coding.


    also a flame thrower mori would be an instant buy, since they are gonna start selling mori’s

  • Smoe
    Smoe Member Posts: 3,394

    Honestly, i'm fine with whatever they decide to do with Nemmy as long as they don't give it any weaponry from his game.

  • arcaneGospel
    arcaneGospel Member Posts: 297

    What is it that makes you so opposed to giving him a weapon in particular? Not that I even disagree, I'm just curious. I assume you think it's too far into the action genre, which I'd probably agree with at least for the actual rocket launcher and hi-tech flamethrower. I'd like to maybe see a weapon that's more grounded, myself, some sort of canister that emits the T Virus would be fitting without feeling out of place in DbD, I think

  • Smoe
    Smoe Member Posts: 3,394
    edited April 2024

    My reason is that any ballistic projectile weaponry such as guns with real bullets or explosive launchers such as grenade or rocket launchers simply just doesn't belong in DBD both tone-wise and gameplay wise.

    DBD is first and foremost a slasher inspired game, while it has branched out into other parts of the horror genre, it's slasher roots is still what's most prominent in it's gameplay, all from aspects such as chasing a defenseless victim while hearing intense repeating music that increases the tension of the life and death situation, the damp and dark basement on the map that reeks of death, the hanging of the victims on hooks or killing the victim in a bloody manner with a close range weapon. It is all gameplay that's based and inspired of Slasher flicks, things like Rocket Launchers just don't fit that tone-wise.

    While Nemesis did have a flame thrower in the remake, i don't see how they could implement that without it just turning into Deep Wound 2.0 while also being generally map dependant, with narrow pathways being the strongest parts to use it at.

    As for the Rocket Launcher itself gameplay-wise, it would be a nightmare to balance. Things like quantity of rocket ammunition that can be carried, the speed of which the rockets themselves travels when fired, the blast radius itself and how much it damages Survivors, etc. Way i see it, you'll end up with the following.

    • Rockets would be either too fast or too slow with no inbetween and with a blast zone that is either too big or too small with no inbetween either.
    • Blast damage that would either make the weapon itself way too strong if the Survivors cannot see the impact zone from the rocket blast or make the weapon itself be way too situational or useless if they can see the impact zone.
    • If Nemesis had to aim for a while before being able to fire, then it would just feel awful to use.
    • If the weapon is too strong, it will dominate on all maps. it the weapon is too situational, it will only dominate on indoor map's tight pathways.
    • Even if it only had one Rocket that insta-downed, it would still either feel too strong or too situational to play against depending on the speed of the rocket.

    People also like to use things like Deathslinger's gun, Survivor grenades or the flame turrets against Xenomorph as excuses for why something like a rocket launcher would be fine, yet forgetting that none of them are comparable in the slightest, as grenades and turret are both only used as defense tools rather than offense and The Redeemer is specifically designed around the game's ground rules as a harpoon gun rather than a normal gun, so that it can still obey said ground rules rather than ignore them.

    The people who say ''it can just be balanced'' don't realize that it is not just something that can simply be balanced the same way one can balance such a weapon in a RE game, as Survivor gameplay in DBD is not designed to support it since the mechanics required to make it fair are not there to justify it's existence in DBD.

    Even if they were to add some kind of mechanic that allows Survivors to dodge a rocket, it would create another balancing problem as only special weapons gets tied to killer kits, where as any movement mechanics gets tied to perks of Survivor basekits, which again begs the question of how would it affect every other Killer powers and how to make sure it wouldn't just turn into Dead Hard invincibility 2.0.

    They've already done a sickness killer with Plague, so doing something related to the T-Virus could probably work too, not sure what exactly what would be though.

    Post edited by Smoe on
  • GeneralSkien
    GeneralSkien Member Posts: 222

    honestly really well said, and despite my fondness for Nemesis you are 100% right in tone

    However (Small tangent) WHY PICK A KILLER THAT IS KNOWN FOR ITS WEAPONS AND STALKING ABILITY AND GIVE IT NEITHER. I honestly think it would have been better to give us Mr. X in order to maintain style and tone.

    Maybe an effect that the longer you are infected, the stronger zombies are?

  • Smoe
    Smoe Member Posts: 3,394
    edited April 2024

    The problem with Mr. X is that he just doesn't have anything that would make for an interesting power.

    His attacks both in RE2 & RE:Resistance can be boiled down to either going faster or grabbing someone who is close enough to him, both having already been done by other killers already such as Wesker.

    His Super Tyrant form being not that much different, he either run fast while dragging his claw in the ground towards you or he leap attack you. You can maybe do something with the leaping as an attack power, however i feel it would be better to give such an ability to an original killer that can allow it to be utilized more creatively like leaping from wall to wall and then attack or something like that.

    Even without Nemmy's arsenal, you still have more room to get creative with his power, moreso than what you can with Mr. X

    I am hoping that the devs will add more onto Nemmy's powers or reworking his addons to be more interesting one day when he gets a QOL pass, maybe they can even finally add a 3rd zombie.

    Also speaking of arsenal, for a character who only used an RPG almost half the time in the original, it's kinda funny to me that Nemesis in the remake never uses any of his weapons outside 1 boss battle and 1 short chase sequence that lasts less than 5 minutes, instead he mostly just sprints and uses his tentacle throughout all of his encounters before the flame thrower boss fight.

  • ExcelSword
    ExcelSword Member Posts: 518
    edited April 2024

    Of the original 3 games, Nemesis was absolutely the perfect character to pick for a killer in DBD. He is literally known as a pursuer, and drives the plot of his game. The Tyrant in RE1 and Mr X are treated more as situational bosses and hazards, they are still great but they are not the main focus of either game.

    From what I have heard, they cannot add more than two zombies due to issues with CPU load and performance. I find this would probably be less valid in 2024 however, since we have actual survivor bots and the game will be ported to Unreal Engine 5 soon. I do think the fact that zombies are technically part of his power means the devs will always need to make sure Nemesis is not overbearing on his own, because the zombies can provide good map pressure at times, it is just unfortunate that their impact is random, or can be taken advantage of/bugged out.

  • Smoe
    Smoe Member Posts: 3,394
    edited April 2024

    They said the overload of GPU thing back in 2021 when the chapter came out, i'd like to imagine that the game has evolved and improved enough at this point that it can handle a third zombie now.

  • GeneralSkien
    GeneralSkien Member Posts: 222

    I don’t think one extra zombie would add too much, maybe improved zombie A.I would be better


    like Zombies will parole Gens, get into chase then return to patrol