Nemesis Whip vs Unknown Uvx Discrepancy
1 ability when infected grants the Survivors a speedboost and the other does not if you Geussed Nemesis your right. How come when Nemesis infects a Survivor they get speedboost but when Unknown infects a survivor they dont? I remember clearly Devs said that removing the speedboost from nemesis infecting you made him unfun but now they made a killer the Unknown do exactly what they didnt want MAKE IT MAKE SENSE DEVS
Buff Nemesis and remove the speedboost when infecting survivors
Comments
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Because you can only remove nemesis infection 1 time (if you are not screwing your team that is), while you can remove weakened easily in chase and out of chase any times you desire to as long as you dodge the UVX after getting weakened . Nemesis infection also nullifies stealth which weaken does not.
I am all for nemesis buffs but comparing him to unknown is kinda misaligned.
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Do you only think theres 4 cures? And who should i compare him too Pyramidhead? You cant cleanse AT ALL except getting hooked or caged Not to mention Nemesis nullifying stealth aint a gamechanger plus how terribly easy it is to cleanse weakness with that bad buffer
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Unknown's UFX is compare to Artist birds. you need 2 hits for an injury. Nemesis whip is counted as a hit. not as debuff. It is just that debuff does nothing for Nemesis. Only helps survivor. that is why i don't understand why he has infection cases or why he even has that tier system because it only self-weakened his power.
He'd be stronger killer right now if he just had no infection, had no cases and his tiers were just his base-whip.
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That would give him basically Xeno tail forever and remove one of the three actual things he does. Would it be better competitively? Maybe. Would it make him even less interesting and infinitely more braindead? Yeah.
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Apples and Oranges. Should nemesis infection be cured by looking at him too?
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it is xeno tail but worst hes already braindead rework him give him a charge and his rocket launcher
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Should Singularity?
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its shouldn't be counted as a hit just like unknowns
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Nemesis doesn't have cooldown on his tentacles, unknown has 7 seconds long cooldown
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Nemesis infection and Unknown's weakened aren't comparable at all. Weakened can be quickly removed just by looking at the killer long enough and can be applied, removed, and reapplied several times throughout the match.
Nemesis infection requires a special item to cure (and there is only a limited supply of vaccines) and essentially is intended to act as a third health state to balance the whip, so it giving the survivor a speedboost is fair considering its more permanent nature.
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The one that gets me about Nemesis, is you can eat a zombie hit to boost away from Nemmy while also denying charges of his tentacle.
The fact it is better for a survivor to let a zombie hit them to run away is mind boggling to me... I actually had a survivor get cut off by a zombie at shack and ot scored a down on them... I was mind blown to see a zombie ACTUALLLY score me a down…
I like Nemmy as a charge up killer, a power that ramps up and gets pretty danegrous as the game goes on is cool... but damn if there aren't a good number of silly things about his power...
Edit: Now I think about it, one change (among the many I would suggest for Nemmy) is have the zombies latch on to a survivor for a few seconds, like they do in Resident Evil. Least that would make the zombies a threat, not a escape tool.
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Xeno Kitty and Nemmy Demmy aren't really comparable.
Blanket removing the sprint burst would make Nemmy too oppressive in chase as soon as he's past T1. This is mainly because he doesn't care about pallets anymore at all. - Even less so than Xeno. Xeno at least has to break that pallet. With Nemmy, you kinda don't want to hit the survivor (except if a hit means a down) because breaking the pallet with M2 is more efficient.
Though, with that being said: if survivors are competent it is nigh impossible to break out of T1 before the match is effectively lost already. While the best early strategy for Nemmy is to do M2 hit n run to get to T2 asap, removing the sprint burst from the T1 tentacle (kinda as a trade off; can't break pallets and is shorter but you can still commit to a chase because no injure sprint boost) might be a small buff that's almost more QoL than actual buff.
However. What Nemo needs way more, imo, is some kind of mobility aid. His chase is absolutely alright as soon as you're T2 (and in T3 is even kinda frustrating for survivors since you can hit kinda stupid things then) - but all the chase power doesn't help you if you have to spend 30+ seconds to get from your hooked survivor to the next survivor simply because you have to walk across the friggin map (which is why I don't exactly hold it against Nemos - and other not-high-mobility killers - if they just stay on the side of the map that has 4 gens and never leave / tend to go back to hook if they aren't in chase by the time the unhook happens).And on a side note: I wish it was possible to make Nemo's and also Xeno's (and some other) powers visually consistent with how they actually work. - The amount of times people call bullshit on a tentacle hit even though it was a mechanically clean hit is… frustrating. Like, I know the blue line is in an entirely different place… but… it moves, y know.
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