nemesis m2 attack sliding
Remove the ability for the nemesis to slide its attack, or fix how it has "hitbox detection"
The reason its that players intentionally hit an object to use the slide of the attack, even when the animation of the attack "M2" has ended.
Its not wrong in my opinion that the attack can slide, the thing is that when they do the "Hit" with the m2, the attack hitbox stills detecting even when the animation of the attack ended, like a milisecond extra, idk.
I dont think thats so fair. It reward the player for attacking objects intentionally, the player doesn't attacks the survivors, instead it attacks a wall/rock/what ever loop you want to take in example. Doesnt makes sense for me.
Comments
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If you know Nemesis whip hitboxes, the whip is effectively a series of sausages that come out of Nemesis parallel to the floor from top to bottom. Each one is independent, so if any of those hitboxes hit terrain, they stop, but the others keep going. This is why it's possible for the whip to hit terrain and the player, but its difficult to whip over terrain (you only have the first 1 or 2 hitboxes to land the hit, before the others are cut off). This doesn't make sense, cause its a whip, it should be able to hit over terrain, but that would involve a more complex calculation of allowing hits if the hitbox above in turn is not impeded.
So instead of that strength we have sliding, and if you think of the hitboxes again, they go in straight line from top to bottom (12 o'clock to 6 o'clock). Due to the fact there is a slight delay for each hitbox to come out, strafing changes the starting position of the hitbox when it comes out. When you slide, you're effectively whipping at an angle instead of straight up and down. If you strafe right, your whip goes from 11 o'clock to 5 o'clock. Strafing left is 1 o'clock to 7 o'clock. This is realistically something you would do if you were using a whip, you don't just whip in straight line, you attack at angles.
Along with that Nemesis specifically has a power that needs to be charged throughout the course of the game; it starts off weak and gets stronger over time. He's not particularly oppressive as a result of his whip needing building up, and as survivor its often better to deliberately get hit by a zombie to get a speed boost away from him AND slow down his power build up on his whip. Most survivors heal his infection early, which is a mistake because you only get 4 in the game, and healing the infection allows him to infect you again and power up sooner.
So with all that to consider, I think Nemesis is quite fair being able to drag his whip. It makes logical sense, and he's not strong at all without it, and especially on console. Without his drag, he'd basically be a far more limited, crap version of Huntress.
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All you explained would apply if the animation at leasts go hand to hand with the explanation, the animation shows a whip going straight to the floor, and when it already finished the landing, stills dealing damage wich doesnt makes any sense. Players doesn't attack to the survivor in most loops, (nor me when i sometimes played nemy), they attack the wall and slide the hitbox because its not well-made.
Also you cant compare it with huntress, huntress attacks in a straight line as how its supposed to do a whip, or at least with the animation it does.
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The lingering hurtbox happens with multiple Killers.
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I just want them to fix his m2 having no animation or sound queue sometimes from the survivor perspective.
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Not only is he not strong enough to warrant that onus of nerf but also he can be completely shut down by crouch at windows and pallets which is a pathetic aspect of his power that makes him way worse than he should be.
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nah nemesis is fine. Just needs addon pass
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Before this, remove the speed boost after the first it then
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Nemesis needs buffs, not nerfs.
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Nemi is fine. There is counter play even to that and it helps make him stand out from Xeno. Not to mention Nemesis is pretty weak overall since his Zombies can be really chaotic. Either really useful (like blocking the exit of the basement, that was fun game) or be completely useless.
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Nemesis needs it power to be accurate as how now it is blight power.
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DIsagree.
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I dont mind the speed boost im talking about how it slides the tentacle and players hit objects, compare it to alien. Alien doesnt attacks the wall and slides the tail hit, why nemesis able to? Needs to be accurate as how the animation is. Players hit intentionally objects bc of how the power is made.
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Its way too funny because alien can do it as well and way more than nemesis mind you, like actually worse example you could have chosen.
Also that thing you are avocating for removal is perhaps the only reason nemesis is kinda good, because that tech actually lets him get some cheeky hits, remove that and he is just worst xenomorph, hell he already is worse xenomorph no reason to nerf him.
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Well, I agree that the visuals of an ability should align with the actual effects. - But to go from there to saying the effect should be changed to align with the visuals is imo questionable. I can agree to the visuals being changed to align with the actual effect tho. Actually, I would like that very much. Cause it would remove a lot of frustrations.
And while we're at it, how about we do that for all killers?
And once we take that thought we quickly realise that it's way easier said than done. - Huntress hatchets being basketballs is probably not quite nice and Wesker's Arm being the size of a fridge isn't either. Same for Demo's head when he shreds and many more.
Don't get me wrong, I wish it was possible to get both: nice and accurate visuals. But alas, it's not really possible and/or feasible.
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Well to build on my original post, the hit needs to go through because without it, Nemesis whip is really bad. Try to play Nemsis without sliding and you'll notice:
- The hitbox is really narrow, and easily avoided by survivors trying to spin or juke you.
- Your wind up slows you down and allows survivors to greed pallets and make it hard to touch them around terrain.
- It's very hard to hit over terrain and pallets because only the top hitboxes can hit the player, a simple crouch denies the hit... this is a problem even now, but at least you can start the whip while the survivor doesn't have good vision of you to maybe sneak a hit.
- You need multiple hits to actually injure someone.
- People can use your zombies even to deny you hits/whip charges.
- All the above slows your tier up progress, and once you get there, it doesn't really help you much when everyone can just wiggle left and right and make it super hard to hit anyone.
With all of these limitations the only time its good is in a locked animation, which means if you remove the hitboxes from his slide, there is literally nothing his whip has over Huntress, Xenomorph or Pyramid Head... and all of those killers also don't need any power up time or multiple hits to do damage.
If you wanna make the whip look visually accurate to what the whip is doing, such as having a blue mist hang in the air for where each of the hitboxes are/were, sure thatd be a great addition.
However if you're trying to actually remove the ability to do it, you're gonna have to seriously buff the whip in other ways to compensate for all its above weaknesses
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Nemesis is already pretty weak and has a ton of counterplay
"Nerf nemesis please, his whip attack is almost as broken as pig crouch"
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Nah, this is one of the few things that make Nemesis fun to play and at all engaging to play as and against, yields skill expression.
Nemesis already is the most mid of killers, that if anything could do with buffs (such as removing or shortening the sprint on tentacle hits that inflict infection) and certainly with zombie improvements and an add-on pass.
What they should definitely do though is fix bugs with the tentacle strike animation where winding up, whipping and unleashing can all fail to be properly displayed. And yes, they should show the blue stuff in the air for as long as the hurtbox of the tentacle lingers, which would also make this lingering/strafing aspect much more intuitive to use and play around.
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So let me get this straight...
You suppose to eliminate a higher level play of a killer that is already struggling?
My take: no.
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Crouch teching nemesis whip shouldn't be a thing either its a WHIP
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Except Blight is a f2p killer, and Nemesis is licensed, so he brings them more money and therefore they will postpone fixing him for as long as possible, while gutting killers like Blight here and there.
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