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Bluebird

Bluebird

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Bluebird
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  • Well, I guess they decided to give part of this idea to the new Killer. Quite upset that this new Killer has a kit that'd partially be such a good fit for Nemesis. Oh well.

  • @Skillfulstone said:

    I honestly would like more and more Resident Evil content to come to DBD, so far there hasn't been any true (or at least long-term) failure when it came to RE Killers/Survivors/cosmetics. The Nemesis chapter broke the game for a bit on console but it was fixed in short order and both RE chapters marked the highest playerbase increases for a while.

    I still remember how Wesker was such a success that it took around 2 MONTHS for his pickrate to drop down to normal levels enough to not see him nearly every game, usually new Killers drop back after a couple weeks, maybe even days (cough Houndmaster cough). And neither of them are overpowered (in fact Nemesis is pretty weak against good Survivors despite being fun to play and Wesker has lost much of his luster since they made infection almost irrelevant instead of only targeting the single issue yet he still has a good pickrate) it also helps that however is in charge of music absolutely cooked when doing the RE chapters music.

    If Krauser comes to DBD in some fashion, he's got to have his own voicelines/Mori though (with Leon-specific ones).

    I agree. He doesn't *need* a new Mori, but voice lines are an absolute must. Could even drop Ashley/Luis in that bundle too, as it'd also fulfill everyone's wishes with Legendaries.

  • @[Deleted User] said:

    Out of curiosity, out of the original killer's, who do you think HUNK would fit better playstyle and power wise?

    HUNK simply should've been a Survivor, he is the Fourth Survivor after all. While he is seen as the best Mercenary in the RE Universe, he's only really the best against B.O.W's.

    Aside from the non-canon Operation Raccoon City, we don't really know how he fairs against non-BOW combatants. Yes, Legion is the closest you could do, but the kit just doesn't match the character.

    • Edit: this is all my opinion of course, I know a few people that think it all works great and I say more power to them. I'm simply just throwing my personal opinion out here.
  • @Serras said:

    This rework seems pretty interesting but sadly the chances of him getting one are really low (because he isn't a f tier killer). I would love if he got some movement ability and a rocket launcher. At least I would really appreciate if he received a addon pass because his addons are weak or boring, and if behavior fixed the zombies.

    That's very likely true, unfortunately. I would say having a rocket launcher would be cool, although unless if it was heavily restricted (like one Rocket per 2 gens completed), it might be too overbearing, especially if he's given a movement ability. As for addons, I think they're fine, they aren't great, but each one can have some use. Better than Pyramid Head's at least.

  • image.png

    Probably this one of a Ghostface peeking over a window. Always found it adorable for some reason.

  • Some of these are pretty interesting, though I think it'd be better for Nemesis to get a full-on rework. Zombies would be better fitting for a Killer like Mr. X or Birkin (if he didn't get a Legendary), not Nemesis, the Unrelenting Pursuer.

    I do not mean to 'advertise' though I did just make a rework of my own, if you want to check it out.

    @Bluebird said:

    I know I made a 'rework' in the past (https://forums.bhvr.com/dead-by-daylight/discussion/279937/nemesis-rework-ideas#latest), and to be frank, I don't like how overpowered it made him. So, I took inspiration from RE: Resistance, and came up with a rework that I feel is a bit better. I also went through and gave all the Addons a pass, as some of them partially or only affect the Zombies.

    https://us.v-cdn.net/6030815/uploads/37U81CH5OHBG/image-2025-02-27-035045051.png

    Some quick notes:

    • That should say "Special Ability", not "Special Interaction". A remnant from when I gave the Vaccine its own dedicated slot, akin to the First Aid Spray for Wesker.
    • Vaccine count increased from 4 to 8 (2 Vaccines per chest), due to the new reveal mechanic.
    • Tentacle Strike/Pull Range increased from 5 meters to 8 meters in Mutation Rate 1 and 2, and further increased to 12 meters in Mutation Rate 3.
    • Tentacle Strike’s lingering hitbox would/should be removed, due to its interaction being different than simply injuring.
    • Nemesis’ non-Enraged animations would be his slower movement seen in the End Game Screen.
    • Enraged movement speed is 5.4m/s instead of 4.6m/s, and his animations would change to his current animation set to match his increased speed.
    • Enraged attack speed, break speed, and vault speed will be 25% faster, and should not stack with perks like Unrelenting or Save The Best For Last. Attack animations could change due to the faster base swing speed (maybe incorporating his left arm).
    • Enraged can be activated at any time, regardless of amount, however ending Enraged would remove all current charges.
    • Enraged’s meter will be charged at 1 charge per second. Stuns and Blinds grant 5 charges. Max charges is 60 before addons.
    • Enraged’s meter will not drain until The Nemesis can move (after the animation is finished).

    The goal of this rework is to give Nemesis back his identity as a 'Relentless Pursuer', changing his Tentacle to a knockdown effect (think of Wesker's throw, it'd work like that but you're pulled instead of yeeted). I also gave him the window pull as a way to make him feel more relentless, and gave it the same effect that Wesker's vault has (being able to hit Survivors trying to vault after you go through). I also made Contamination actually useful, allowing him to track Survivors who are far away (although it'd almost never be useful in small maps like The Game), but upped the Vaccine count to compensate. And the final big change, removing the Zombies in favor of the ability to sprint, akin to RE3R or RE: Resistance (the main inspiration I pulled from). I didn't want to make him too fast as there are enough Killers who can have massive map-traversals, so I gave him a bit of a boost in everything, speed, attack cooldowns, and stun reduction. But, as compensation, gave the Survivors a third health state due to the Enraged state's ability to counter loops faster.

    Addon Rework

    Brian’s Intestines: Increases the Lunge Duration while Enraged by +0.15 seconds.

    • Old: Increases the Movement Speed of Zombies by +0.25 m/s.

    S.T.A.R.S. Field Combat Manual: Decreases the stun duration of Pallets while Enraged by -0.25 seconds.

    • Old: The Auras of Zombies are highlighted to you in yellow for 6 seconds when they hit a Survivor.

    Visitor Wristband: Decreases the reveal distance for Contaminated Survivors by -4 meters.

    • Old: Increases the Survivor-Detection range of the Zombies by +2 metres. Increases the Field of View of the Zombies by +10 °.

    Admin Wristband: Decreases the reveal distance for Contaminated Survivors by -8 meters.

    • Old: Increases the Survivor-Detection range of the Zombies by +4 metres. Increases the Field of View of the Zombies by +17.5 °.

    Mikhail’s Eye: Increases the Lunge Duration while Enraged by +0.25 seconds.

    • Old: Increases the Movement Speed of Zombies by +0.35 m/s.

    Brad’s Heart: Increases the max duration of Enraged by +5 seconds.

    • Old: Zombie Heart: Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

    Serotonin Injector: Grants the Undetectable status effect for 15 seconds after triggering Enraged.

    • Old: Grants the Undetectable status effect for 15 seconds after a Zombie is disintegrated by any means.

    T-Virus Sample: Increases the max duration of Enraged by +10 seconds.

    • Old:  Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +1 point.

    Tyrant Gore: Increases the max duration of Enraged by +5 seconds. Being stunned while Enraged will increase the duration by +7.5 seconds.

    • Old: Reduces the Respawn time of disintegrated Zombies by -7.5 seconds. Increases the Gain to Mutation Rate after hitting Zombies with a Tentacle Strike Attack by +0.75 points.

    Depleted Ink Ribbon: Being stunned while Enraged will increase the duration by +5 seconds. Increases the Lunge Range while Enraged by +0.4 seconds. Once the Exit Gates are powered, become Enraged with a locked duration of 90 seconds.

    • Old: Reduces the Respawn time of disintegrated Zombies by -5 seconds. Increases the Movement speed of Zombies by +0.5 m/s. Once the Exit Gates are powered, disintegrated Zombies respawn in the Exit area.

    Iridescent Umbrella Badge: Survivors who are Contaminated will no longer be put into Deep Wounds while Enraged, and Enraged attacks can now down Exposed Survivors. Sets The Nemesis’s Movement Speed while not Enraged to 4.4 m/s. 

    • Old: Survivors suffer from the Exposed Status Effect for 60 seconds after using a Vaccine.

    Shattered S.T.A.R.S. Badge: Each time a Generator is completed, become Enraged with a set duration of 30 seconds. Any time a Generator is completed while Enraged, add an additional 15 seconds to the duration.

    • Old: Increases the Movement Speed of Zombies by +1.5 m/s for 60 seconds each time a Generator is completed.

    Notes: for the Ink Ribbon , all 'locked duration' means is that it can not be increased via stuns or addons.

    Thoughts? Even if the thoughts are "too OP" or "It's just x + y merged". There might be some tweaks or notes I didn't have posted (as frankly I'm quite tired). Any questions or critiques I see in the comments, I'll answer. Any further edits will be posted in comments, or directly edited (if that can be done).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422146/moris-should-be-the-requirement-to-kill-survivors-in-2v8

    killer don't need slowdown. the survivor objective time is super oppressive. even smallest amount of inefficiency from the killer results in a loss for the killer. part of the reason why there is no slowdown is that killer cannot use any strategy or barely any strategy to make their objective go faster on most killers. the game is somewhat balanced but it is razor sharp for killer to win. the killer has to make like… very little mistakes to come out on top.

    I do agree on that sentiment, and the Survivor side is a topic in of itself, I am just simply speaking for the Killer side of things. I've thought of slowdowns for the Survivor side as well, such as 10 gens instead of 8, or less speed per person, or even only 2-man generators.

  • @Nazzzak said:

    Probably a new video from a content creator has been released

    Yeah, I just looked it up. Apparently there's a bug with Nurse that gives her 133% movement speed.

  • One huge change they can make to prevent disabling Corrupt early is simply that Plot Twist can't be used while Broken. Then, Terminus gains a huge buff, No Mither becomes useless, and Plot Twist retains its current intended usage applications.

  • @Brokenbones said:

    When he gets pallet stunned, he should say

    "Mortals are so WEAK" which is one of his lines from Marvel v Capcom 3 (A game where he is one of the most OP chars)

    I'm only doing quotes from canon sources, but I'm updating it to add one similar to that.

  • Are people really upset that OP is suggesting Exhausted causing Survivors to breathe louder? Any good Killer doesn't need to listen to noise to know where Survivors are, they just need common sense and to watch for repetition. I think the breathing louder aspect is a good idea that hardly affects much, while also making sense with what exhaustion does to the human body.

  • I feel it'd be good in its old state in current times for high MMR's where the Killer gets gen rushed super fast, but it'd make low MMR's hell for new players.

  • @Breadn said:

    They quite clearly want to keep the game in a somewhat serious tone, as they've removee cosmetic set bugs, reworked maps to make them more professional, etc. I doubt they'd add a YouTuber, especially one most consider somewhat goofy.

    I just don't see it happening. Absoluty massive reach.

    Hence why I called it a stupid theory. Just something that popped into my head that I decided to share. 😅

  • @RiskyKara said:

    Oh man I love Pyramid Daddy so much. I'm a Cheryl main and I adore him. Every time I realize it's him I get all sorts of excited, followed immediately by my crew groaning uncomfortably at my undying thirst.

    Are you me just on a different account, or am I you?

  • It triggers me for the same reason NOED triggers Survivors, I see it everywhere and often leads to my failure (or death for Survivor) just for losing.

  • I haven't played much of new Freddy, since I played so much of OG Freddy, remembering how he played in the past, and the different varieties of builds you could make (Slowdown Freddy, Wallhack Freddy, End-Game Freddy, Brute Force Freddy, etc.), he was one of if not the most interesting and unique Killer pre-Pyramid Head. His power actually fit with the character.

  • CoH negates my need for a team healer build.


    No, I will not run CoH for my team healer build.

  • I run Dead Hard with No Mither solely so it's basically a second life 🤧

  • Since the release of Nemesis, I sadly agree. Don't get me wrong, he's THE MOST interesting Killer we have, with everything he came with being a first, but now his Punishment's easily telegraphed and dodged, his trails are easy to dodge, and (if you never get caught) don't do anything that completely hinders someone. I've said it before and I'll say it again, Nemesis is just an easier but worse Pyramid Head.

  • I'd love to see it as a Valentine's Day outfit, tbh.

  • @nikodemo said:

    I'm open to it. He definitely needs an add on pass.

    M2 should apply torment either at base or with an add-on.

    Rotation with M2 needs to be addressed and smoothed out a bit. It's so clunky it makes some hits literally impossible because the rotation angle is so high.

    I couldn't agree more. I play him on PC and while I can hit some hits, I whiff others as it's so damn slow. I tried playing on PS4, I hit... maybe one M2 because they were locked in animation. It's so rough on Console.

  • All I want from them right now is to pause updates for half a year or so and just clean up the code. If they are cleaning it, I'd be happy.

  • If you think he's so easy to play and gives free wins, try him out for a few games. See how you do.

  • Because unlike Hex Perks, Survivors can not only place where the totems are, and they can place them indefinitely. 24 seconds for a zone where you get a free medkit, no scratchmarks, no aura reveal, and double healing is worth it in the long run, especially if the Killer can't find the totem.

  • Cheryl and Pyramid Head.


    Not biased btw

  • I have died 5 times due to it. It's not even me pulling my box-knapping schtick, it's when Pinhead finds or someone else gets caught with the box and I have to get the box to stop the chain hunt.

  • Pyramid Head


    James Sunderland's Jacket - Ultra Rare

    You are no longer slowed when aiming your Punishment of the Damned. (Think of Nemesis' aiming)

    The amount of time you can do the Rites of Judgement is decreased by 50%.

  • I was confused for a second when I saw your tag being BHVR, but I get it now. Congratulations on the promotion!

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543629#Comment_2543629

    I think they mean more like unlicensed sets. If I remember Cheryl's sets where cause of liscensing.

    Konami had no hand in the creation of the outfits, they just OK'd the material for BHVR to use. IIRC somewhere here, someone posted images of them emailing Konami asking about it, to which they stated that BHVR handles the actual selling part, Konami doesn't have a hand in it as DBD is not a Konami product.

  • I just want Cheryl's green sets to be unlinked. Either that or remove the tailcoat part. BHVR please.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543509#Comment_2543509

    The thing is I don't think trail of torment has a strong enough affect to have it not work. Trail of torment is also ruined by the fact that a survivor can get rid of it with a tap. So this could be a nice synergy.

    I guess true.

  • It doesn't work with gen perks, no. However, if it keeps its cooldown, it should work with any perk that doesn't directly influence the gen's regression (so no Pop) or apply a status effect (ToT and Dragon's Grip). I think Eruption and Overcharge should be fair game, and it'd make Eruption + Oppression a keeper on my Nemesis.

  • I'd be completely fine with this if Hex: Undying was reverted to how it was at its release, always bringing back the Hex after it's been cleansed.

  • @Duvie said:

    it's kind of a fun guessing game I do daily. What Nemesis post will TheDarkTyrant make today? 👩‍🚀

    I was just talking to my friend about this. I feel for the guy, it sucks that Nemesis was treated a bit dirty, but there's times where you need to just give up and accept that BHVR messed stuff up.

  • @Neamy said:

    So I wonder if the traps resetting after triggered are from stepping in them, r setting them off manually. Cause trapping the exit gate would be broken.

    It resets 2 seconds after a Survivor escapes from it, so it's only after they're trapped and have escaped themselves or a teammate helped them out.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525469#Comment_2525469

    The killer can remove the blessing, but the totem would return to a dull totem then.

    Bear in mind that blessing a totem is the same length of time, or possibly longer, than cleansing a totem - so if a survivor has had time to Bless that Hex totem, if they didn't bless it, they would have cleansed it anyway.

    Why doesn't the Killer just... destroy the Totem? I'm not the Devs so I really don't know, but just destroying the Boon Totems (and not just snuffing out the Boon itself) seems more beneficial to the Killer so the Survivors can't replace the Blessing, unless the Killer has NOED or Plaything.

  • You necro'ing this post and seeing a Dev responded gave me hope that light was finally shed on it. Why did you do this?

  • This is probably THE WORST proposed change idea I've read, and that includes troll ones. At least those were funny.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520540#Comment_2520540

    I think everyone would like a Gay Myers breathing on their neck.

    I'm referring to the Moderator...

  • I can't say, otherwise Gay Myers will be breathing down my neck >.>

  • @Dwight_Fairfield said:

    The way McClean was hyping it up I am expecting some spicy stuff.

    Spicy stuff...? Do you mean... they're finally adding it?

  • I do completely agree that the game can be outrageously stressful for Killers, but I agree with the others, you kind of just played that bad. Only use Insta-Down if you can hit your shots, and if you aren't going to have wind up speed or increased locker search (I'm not familiar with the 2nd addon), just run Soldier's Puttee.

  • @GrimoireWeiss said:

    Agree 100%. The amount of people here that complain about the other side running meta when they themselves run it is astonishing.

    BHVR should just make a test for a weekend where Perks are disabled. See how it goes.

  • In all my time of playing Killer, I learned one very important lesson: Never try to grab. It will bite you in the [BAD WORD] 80% of the time. Just lunge.

  • @lauraa said:

    I wanted to like him so much. I thought striking through walls looked cool but he kinda got old fast I guess, and his addons are a snooze fest.

    I'm not even sure what it'd take for me to go back to him.

    Yeah, I'm in the same boat. Once I got too good as Killer, I started facing people that I could rarely hit with my M2 as they almost always juked it. The only hits I got were when they threw pallets/vaulted, any other times were useless. That's why I picked up Nemesis, his Tentacle is just an easier to use Punishment, albeit with less range and not able to go through walls.


    Similar to you, I don't know what'd bring me back to him. I LOVE how unique he is, and still think he's the best aesthetically designed Killer, he's just been over-balanced.

  • @ShinobuSK said:

    This happened to me once few months ago. But at the start of the match lol

    First chase, injured steve jumped into locker and I grabbed him.

    I went to hook and cannot do anything, hook or drop him for the rest of the match. Claudette was following me and tried to pallet save and flashlight save multiple times, it didnt work.

    Luckily they did the gens, open the gate and left. And steve died on my shoulder when timer run out.

    They were all different platforms so no word about it after the match

    I've had this happen from the Survivor perspective. Went against a Deathslinger, they downed me and picked me up. I don't know why but I just... didn't follow Deathslinger and I stayed on the ground. He could walk around as normal (carrying of course) and couldn't use his gun as far as I'm aware, but I was up moving doing everything like normal. It's like he couldn't see me. I'd deliberately block his path, and he'd just swing wildly and not hit me, then walk away. It was real bizarre, and it happened before I set my Shadowplay up so I couldn't record it.


    This was like, before... Twins I think? It was on the new Coldwind Farms map, so it was probably with whatever that update was.

  • All of Cheryl's perks. If they get battered until they're useless I'm done.

  • I don't get why everyone says Spirit's dead now? All they did was add counterplay to her, something that ANY good Spirit can negate. This will just weed out the good Spirits from the bad...



    ...I'm one of the bad Spirits. :(

  • True. They're still in your Terror Radius (or in the Detect Range if you use Legion's Addons), they just don't HEAR the TR. The Undetectable Status Effect is the only effect that nullifies Killer Instinct.


    Source: I main(ed) Legion.

  • @Chaotic_Wretch said:

    This map is complete dog water. No one likes it. It's too big and convoluted. At least rework the damn map. It's hell to play on.

    I absolutely adore the map, but don't get me wrong, as much as I love to get it I know that it's absolute hell for 80% of players. I really think they should just section off the East/West Wings into separate maps. Both variations would have both floors and the Main Hall, but the opposite Wing would be blocked off by furniture or the RPD Shutters.

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