Dead by Rework: Nemesis
If you think Nemesis is good and fine, or if you think Nemesis is an uninspired piece of dog turd that the devs rushed out probably without Capcom's notice, then I'll have a treat in store for both of you on how Nemesis could have been, if he was given a different direction.
This version of The Nemesis makes him more true to his canonical source material where there are things to actually utilize and make for a more interesting Nemesis, at least in my opinion. The design for this encapsulates Nemesis' abilities to pursue its targets with an unrelenting nature, as well as showcases the idea of what it would've been like if he was more of a pursuer type enemy.
Killer: The Nemesis
Power: Extermination
The Nemesis has an array of attacks and tools at its disposal to intercept and eliminate Survivors from both a close and far range, and make escape seem hopeless.
Special Attack: Rocket Launcher
- Press and hold the Power button to charge the attack.
- After charging the attack, press the Attack button to fire a rocket from Nemesis' Rocket Launcher.
- Hitting a Survivor with a direct hit of the Rocket Launcher will put them in the Dying State.
- Hitting a Survivor with an indirect hit of the Rocket Launcher will Injure them and cause them to suffer from the Mangled status effect until healed.
- Rockets have a maximum blast radius of 6 meters.
- The start-up of the move is 2 seconds to aim it, and 1.5 more seconds to be able to fire it.
- The wind-down of the move is 3 seconds.
- Nemesis' movement speed when aiming the Rocket Launcher is reduced to 4.2m/s (105%), which slowly goes down to 3.6m/s (90%) after holding it for 10 seconds.
- Nemesis' movement speed after firing the Rocket Launcher is reduced to 1m/s (25%).
- Rockets travel at 20m/s in a straight line upon being fired.
- Rocket Launcher has a cooldown of 60 seconds.
Special Attack: Tentacle Scythe
- Press and hold the Active ability button to activate Tentacle Scythe, unleashing an area-of-effect attack that first hits directly in front of Nemesis, then causes tentacles to sprout from the ground around it.
- Tap the Attack button to unleash Tentacle Scythe to the ground.
- The maximum range in which the first phase of the move can hit Survivors is a 2 meter radius.
- The maximum range in which the second phase of the move can track Survivors is 8 meters within The Nemesis' field of view.
- The start-up of the move is 1.25 seconds for the first phase, then an additional 0.75 seconds for the second phase of the attack.
- The wind-down of the move is 3 seconds.
- Nemesis' movement speed is reduced to 3.8m/s (95%) when charging Tentacle Scythe, and 1m/s (25%) upon unleashing the move.
- Up to 4 tentacles can sprout from the ground at once, one for each Survivor.
Active Ability: Accelerate
- Press and hold the Active ability button to activate Accelerate, causing The Nemesis to produce a massive, bellowing roar that sounds off map-wide.
- Upon unleashing Accelerate, The Nemesis gains a +25% boost in forward movement speed for 10 seconds.
- Nemesis can only get the movement speed increase so long as the forward button is held.
- Survivors within a 16 meter range of The Nemesis are dealt the Hindered status effect for 3 seconds.
- The reduction of movement speed is -15%.
- The start-up of the move is 1.5 seconds.
- The wind-down of the move is 3 seconds, after which The Nemesis can accelerate.
- The cooldown of the move is 20 seconds after the acceleration wears off.
- Upon unleashing Accelerate, The Nemesis gains a +25% boost in forward movement speed for 10 seconds.
Special Ability: Mutation
Mutation is a special ability of Nemesis that occurs over time, or when dealing damage to Survivors via the Tentacle Scythe attack. Mutation affects the abilities that The Nemesis has, as well as its efficacy over time.
The Nemesis has 3 tiers of Mutation:
Mutation I
- The standard Mutation with no benefits.
Mutation II
- Increases the range of Nemesis' Lunge Attack.
- Allows Nemesis' Lunge Attack to destroy breakable walls and pallets, applying the same cooldown as if he had hit a Survivor with the same attack.
Mutation III
- Increases Tentacle Scythe's attack range by 2 meters per phase.
- Tentacle Scythe can now hit Survivors around The Nemesis, not just in front of him.
- Increases the duration of Accelerate by 5 seconds.
Gaining Mutation
- Mutation is gained over time at 0.2 charges per second.
- Hitting Survivors with Tentacle Scythe increases Mutation by +3 charges per Survivor.
- Mutation II requires approximately 15 charges to activate.
- Mutation III requires approximately 20 charges to activate.
Add-Ons for Extermination
Visitor Wristband (Common)
- Slightly increases the flight speed of Nemesis' rockets.
Dirty Coin (Common)
- Slightly reduces Tentacle Scythe wind-up.
S.T.A.R.S. Field Manual (Common)
- Slightly increases the passive rate of mutation.
Zombie Flesh (Common)
- Slightly increases the amount of mutation gained upon hitting a Survivor with Tentacle Scythe.
Brad's Blood (Uncommon)
- Moderately increases the amount of mutation gained upon hitting a Survivor with Tentacle Scythe.
- Slightly increases Accelerate's movement speed boost.
Samurai Edge - Jill Model (Uncommon)
- Moderately reduces Tentacle Scythe start-up and wind-down.
- Slightly reduces Accelerate cooldown.
Psychostimulants (Uncommon)
- Moderately increases the passive rate of mutation.
- Slightly reduces the cooldown of Rocket Launcher.
Admin Wristband (Uncommon)
- Moderately increases the flight speed of Nemesis' rockets.
Empty Virus Injector (Uncommon)
- Slightly increases the duration of Accelerate.
Tyrant Gore (Rare)
- Considerably reduces Tentacle Scythe start-up and wind-down.
- Moderately reduces Accelerate cooldown.
T-Virus Sample (Rare)
- Considerably increases the passive rate of mutation.
- Moderately increases the amount of mutation gained upon hitting a Survivor with Tentacle Scythe.
Destroyed First Aid Spray (Rare)
- Survivors hit by Tentacle Scythe now receive the Broken status effect for 20 seconds.
Licker Tongue (Rare)
- Slightly increases the Hindered status effect duration when using Accelerate.
Samurai Edge - Chris Model (Rare)
- Survivors hit by Nemesis' Rocket Launcher will receive the Incapacitated status effect for 60 seconds.
- Moderately reduces the cooldown of Rocket Launcher.
NE-a Parasite (Very Rare)
- Moderately increases the range of Tentacle Scythe's phases.
- Moderately reduces the time between both of Tentacle Scythe's phases.
- Survivors hit by Tentacle Scythe will have their auras revealed to The Nemesis for 8 seconds.
Depleted Ink Ribbon (Very Rare)
- Survivors hit by The Nemesis' Accelerate will suffer from the Oblivious status effect for 15 seconds.
- Considerably increases the duration of Accelerate during the Trial.
- Tremendously increases the duration of Accelerate when all Generators are completed.
G-Virus Sample (Very Rare)
- Tremendously increases the passive rate of mutation.
- Gain a 5% increase in movement speed for 30 seconds upon ranking up mutation.
Mr. X's Fedora (Very Rare)
- Removes the ability to instantly down a Survivor with the Rocket Launcher.
- Considerably reduces Rocket Launcher's cooldown.
- Moderately increases the blast radius of the rockets.
- Survivors within a 24 meter radius of a rocket's blast will scream and reveal their locations to you.
Shattered S.T.A.R.S. Badge (Ultra Rare)
- Upon reaching Mutation II and using Accelerate, any Pallet dropped on The Nemesis will instantly break.
- All pallets broken in this manner will not stun The Nemesis.
Iridescent Umbrella Badge (Ultra Rare)
- Tentacle Scythe no longer activates as an attack, but rather, a trap.
- Survivors wandering into Tentacle Scythe will be hit by a tentacle and have their location revealed via Killer Instinct.
- Survivors hit by Tentacle Scythe suffer the Exposed status effect for 20 seconds.
- Only 1 Tentacle Scythe pool can be out at a time, and will expire after 20 seconds or if a Survivor runs on it.
Epsilon Strain (Ultra Rare)
- When performing Accelerate, the auras of all Survivors will be revealed to you for 3 seconds.
- When all Generators are completed, Accelerate will automatically activate, becoming permanent until the Trial ends.
Closing Statements
Chapter 20 of Dead by Daylight is, in my opinion, one of the most underwhelming and unfortunate chapters to see the light of release in this game. This is especially unfortunate, considering that this chapter is not only the 20th, but is the 5th anniversary chapter as well, and brings in the extremely iconic Resident Evil franchise into the game.
More could have and should have been done to make this Chapter the most memorable one yet, and more should have been done to reinvent how you play the game.
What I did here as a project wasn't to just revise The Nemesis, it's to give him the life that he deserved from the get-go, and to put him at the fullest potential he could've been. This is how I think he should have been treated, with the utmost respect to his source material, not with some shallow ability that's just a bad facsimile of Pyramid Head's Punishment of the Damned move.
This Nemesis is what I believe everyone in the community should have gotten, not the one we have in the live game. This Nemesis is what I believe would be worth the price of the chapter alone, and would be something for the fans of the Resident Evil series to enjoy playing as. This Nemesis puts his identity at the forefront: a lethal pursuer hellbent on making sure it gets its targets, no matter what.
What makes The Nemesis iconic isn't just one single aspect about him, nor zombies that just roam around, it's the fact that The Nemesis has tools and abilities that far exceed its Tyrant brethren and allow it to get the jump on its targets. That's how he should have been crafted from in the beginning.
Some of you may disagree with how I decided to make this, and I understand, there are a lot of things in this kit that are, if nothing else, interesting and would potentially be in need of a power balance. But the thing I wanted to get across is that I believe this is the Nemesis we should have gotten, and the one that everyone in the community, as well as the Resident Evil community, deserves.
Thank you all who decide to see this rework or shares it. I've put time and effort into crafting this, and I hope that you have at least enjoyed my rework of The Nemesis.
Comments
I would love to see this, I think it would be amazing to play as, as the killer. But for survivors it might be too oppressive. And it's also way too early to be talking about a rework for him. But I do like the idea of the rocket launcher, would be awesome to blow up teabagging survivors/
I would have loved a Rocket Launcher Mori in what we got, Your ideas are cool. but how do you know know it would be better.
If you believe we deserve a better Killer, that is like an opinion.