Suggestion list of changes for the RE chapter (+discussion)
the RE chapter’s been out for over a month now, from playing with some friends, seeing online opinions and making my own opinions, I’ve made a list of some changes for the RE perks and nemesis, but I would enjoy to discuss with others for changes aswell :D
List:
nemesis:
• When contaminating survivors, they no longer get a speed boost
• Survivors being contaminated don’t get hindered anymore
• Nemesis’ tentacle prioritises breaking pallet’s instead of hitting survivor’s (unless the survivor is dropping/vaulting it)
• breaking pallet’s with the tentacle has a slightly shorter cooldown than normal misses
• nemesis gets a slight passive pallet breaking increase (with his normal kick) during tier 2
Nemesis add-on changes:
• Licker tongue: now hinders survivors by 10% for 1.5 seconds when they are contaminated.
• Plant 43 vines: now also considerably reduces the time before the supply cases auto close and allows them to close even without a syringe, rarity increased to very rare
• Broken recovery coin: rarity reduced to rare
• Depleted ink ribbon: the zombies spawn next to the exit switch instead of inside the exit if the exit is closed (otherwise still the same)
• Shattered S.T.A.R.S. badge: duration increased to 60, no longer stacks, if a gen is completed while it’s active the current duration will increase by 60 seconds
Perks:
• Lethal pursuer: duration increased from 7/8 9 seconds to 16/18/20 seconds, the perk instantly deactivates upon starting a chase.
• Eruption: incapacitates all survivor within 8 meters of the generator instead of only survivors working on it.
• Blast mine: no longer shows a flashbang on the gen (yes, you can see a flashbang on top of the gen while it’s effected by blast mine)
• Bite the bullet: failed healing skill check effect increased from 3/2/1% to 2/1/0%
• Flashbang (and firecrackers in general): holding down the item button while holding a flashbang (or firecracker), allows you to throw the flashbang up to 10 meters away in the direction you’re facing based on how long you held the button down.
And that’s some of my balancing idea’s, feel free to leave feedback or discuss changes.
Comments
The contamination speed boost is kinda necessary because otherwise Nemesis would just infect you and tentacle you again since the cooldown isn’t too long
Why should tentacles prioritises pallets over survivors???
Delete useless zombies.
That is kinda a true fact, it just kinda feels like a drag sometimes having to hit them 3 times, I think having the first hit be quicker while the other 2 harder feels better. If it’s too strong however, a change could be made.
its to make short wall loops more fair, since nemesis can just hit you over short walls, making a pallet generally useless unless it’s a longer wall, this change is so nemesis is more consistent on all loops, plus I did give him quicker pallet breaking.
What did they do to you lol?
If he wouldnt have that, his power would be completly useless since its pretty easy to dodge and hard to hit.
Why should i go for tentacle hits out in the open?
Would it be fair to maybe increase the hitbox or something? Cuz I do also think he needs something for that, tentacle out in the open hits are a little useless indeed, maybe a panic sprint speed reduction if their hit by the tentacle, sound good?
If you could use it almost only out in the open, everyone would just use STBFL since it gives way more value. You would use your tentacle only against the obsession then.
Speed penatly or anything like that also wouldnt really work there.
They're a great source of intel, so no.
I'd add deleting RPD, jk I know that would never happen but I do hope they consider cutting it in half or something map is both massive, indoors, and a labyrinth, really ticks all those boxes for a terrible map. They did a very faithful recreation of the RE2 map but that did not translate well at all to DBDs gameplay.
In a different post a Dev came out and said that it was necessary as well
According to the devs the hinder was a necessity so... yeah.
The depleted ink ribbon change seems kinda bad considering that the zombies aren't gonna stay there while with the exit gates there stuck in there.
Lethal doesn't need to last longer but rather have a second effect. Maybe it can show survivor auras every 30 seconds for a few seconds similar to object.
I think the Bite the Bullet change is unnecessary since you lose only 1%.
For flashbang rather then holding it to throw it farther why not just make it go the same distance as pebble.