Nemesis' Zombie and Contamination Rework

Nemesis can indefinitely contaminate a survivor, yet the vaccines are limited.


The Contamination should have a meter just like (Trickster's Laceration)

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Contamination Meter (8 Bars)

  • Nemesis' Tentacle Strike :

Adds 6 Bars. Being hit once by Nemesis' Tentacle Strike will exceed half the contamination point, getting hit a second time will make you fully contaminated and then injured. (It works like the usual, just added a meter bonus)

  • Zombies :

Adds 4 Bars. It takes 2 hits from a zombie alone for a survivor to get full contamination.

*The Contamination Meter will start to regress after 60 seconds of being hit by tentacles or zombies.

*Fully contaminated survivors will need the vaccine to get rid of the T-Virus.

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Contamination Effects

  • Fully contaminated survivors make much more noise kinda like (Stridor without Iron Will)

(Zombies will pick up the noise and will investigate the source.)

  • Fully contaminated survivors will hear a distant illusionary zombie moan.

(Making them paranoid and it's as if they're turning)

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  • Zombies :

It takes 2 zombie hits from healthy to a fully contaminated state from a zombie alone.

It takes 2 zombie hits to actually deal damage. (Contaminated healthy to Injured/ Contaminated Injured to dying)

The hits that zombie makes won't give a speed boost to survivors.

A zombie hitting a contaminated survivor applies hindered that lingers for 2 seconds.

Zombies move faster (+0.5) [add-ons not yet included] within 12 meters of a Contaminated survivor.

A zombie has an attack cooldown of 4 for a successful hit and 2 for missed attacks. [Zombies will shrink their collision after an attack(successful or not), allowing survivors to move past them in small areas.

(I'm still looking for ways to making zombies significantly weaker yet so annoying, just so we can have up to 4 zombies in a match)

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  • Add on

Hand of Winter: Upon touching or unlocking a Supply case, a random zombie (Who is idling/ not in pursuit of a survivor will despawn and respawn near the supply case)

(I cant spice the add ons enough for them to be worth mentioning, Just the zombie permanent movement speed comes to mind at the moment.)

[Additional input]

  • Nemesis' Mori :

Survivors that are killed by The Nemesis through Mori have a chance or will spawn as a zombie through the match.

(BHVR PLEASE!)

Comments

  • The added, meter mechanic for the contamination doesn't really add anything, and making Zombies need to hit a survivor twice in order to contaminate would just make them even more annoying to play with as Nemesis, because I rarely see the zombies hit once with their current AI, so that second hit would never occur.

    I like the idea of Nemesis turning people into Zombies, but the idea of it being tied to his mori feels weird. If it was like Pyramid Head, where he has a mori built into his kit, then it would be fine.

    I do like the idea of commination making survivors louder, but as long as it's the coughing and not grunts of pain. It Nemesis' base kit could completely nullify Iron Will, then that would be too much.

    However, I would love to see an addition to Nemesis' kit where he could physically create new zombies. So if a survivor has become fully infected and are on their last hook, Nemesis can perform an action on the downed survivor and reanimate them. But the devs have said, that for now, no more zombies due to technical limitations.