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CrimsonMothKing

CrimsonMothKing

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CrimsonMothKing
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  • I miss him, I loved going around with M&A and that 1 addon he had where his terror radius was massively reduced and pulling people into the dream world without them realising I am nearby.

    I also missed the fact that Freddy could see survivor auras if they are outside his terror radius in the Dream World, I really felt like I was Freddy, always knowing where my victim is. It was also really damn cool to think that there was this parallel world where he was and you weren't. But now, he has a basic kit and he is just missing that oomph and that fear factor that old Freddy had.

    I like the gameplay that his traps give, the fact you can't tell what is real or fake, but the fact that you have to choose between the snares or the pallets really just makes both feel like a let down. Because if the survivors are good at looping, I need the snares and most of the time the dream pallets are never used.

  • The Devs have said that they will not be removing the speed boost from the infection hit as, during play testing without it, Nemesis felt way too oppressive in the 1v1 chase.

  • @TacitusKilgore said:

    https://us.v-cdn.net/6030815/uploads/JG5YH1WHEZTV/ddtgh8u-e111f600-c49a-4364-b781-0a3263dc9636.png

    I am begging you BHVR, please give nemesis an outfit for his battle shredded look

    I doubt they will do this, I mean no skin came with the DLC on release, you have to buy them separately. I don't see them giving Nemesis any kind of cosmetic similar to Freddy.

  • When it comes to Lady Dimitrescu, and Mr. X for that matter, Behaviour haven't done 2 killers from the same license before so we don't know if we will ever get either of them.

    A gorgon killer could be fun, but I'm not sure how their power would work.

    And for Alien and Predator, Disney has them licensed up the ass and those greedy bastards have said that they will not accept requests to use a license, they will ask you to use it.

  • @KingCH said:

    I love this concept, honestly some great highlights to Nemesis. I do believe Nemesis needs some reworks, especially towards contamination aspect. And of course the information provided in regards to (CrimsonMothKing). The contamination aspect is very vague (personally)........feel the contamination has so much unused potential. Simply Nemesis could have more resemblance to the Plague. Such as the ability to force survivors into the broken status effect for not cleansing themselves, utilizing the ability to not be able to heal before cleansing themselves. Some basic abilities that could improve Nemesis game play, and could open the door for different builds utilizing perks that play off the ability of making healing a little more challenging. Overall I feel that Nemesis needs to be looked at and have some adjustments made, for it be the zombies, tentacle strike ability, or simple his contamination theme. Alot of unused awesomeness, Nemesis is a huge monster designed for killing and I honestly feel so degraded when I play as him. Point I simply agree with (Crimson) and wanted to add my own thoughts and ideas as well.

    Yeah, until he gets at least some kind of bug fix patch, I've reduced how much I play killer, because at the moment he is the only killer I enjoy. And I do agree with you, his contamination is a bit of a missed opportunity and if Nemesis had just a bit of slowdown in his kit he could be amazing.

  • @leviivel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364621#Comment_2364621

    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.

    In a different post a Dev came out and said that it was necessary as well

  • @TurtleStrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363806#Comment_2363806

    I do believe that is exactly the point he was trying to make.

    This is why I don't play Huntress, I miss ######### so easily

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362636#Comment_2362636

    We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.

    I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.

    Would you be open to the idea of when Nemesis tiers up he gains small passive bonuses similar to Myers, e.g. increased lunge, vault speed or stuff like that?

  • @Seraphor said:

    I guess Christmas and Easter cosmetics are out of the question then... oh wait.

    And Oni has to remain Japanese, in every outfit, he couldn't, for example, wear something Greek.

    Wouldn't the Minotaur skin he has count as Greek?

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362560#Comment_2362560

    That's the whole point, why not have plague wear a Versace outfit and hit you with a Gucci purse?

    I would love to be chased by the damn Clown dripped as hell, or Bubba in a rat costume allowing him to become the Basement Rat he truly is.

  • @CheekyLilGobbo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362751#Comment_2362751

    I guess giving the survivors three health states and an extra speed boost is fun to play against then.

    They would have to increase its cooldown by a lot if you want to get rid of the extra health state otherwise he would be way too oppressive in chases.

  • I would love the idea of Nemesis having further evolution stages outside of tier 3, with each one giving something extra. The extra 1m is actually quite strong, but the main issue everyone seems to have is that that is all we get as our final power spike.

    My idea is that as he continues to mutate he gains some kind of passive effects as well similar to Myers, e.g. increased lunge range, increased vault speed, etc. And maybe he could get a cooldown reduction on successful attacks. Or maybe when he is in a higher tier, whenever he Tentacle Strikes an infected survivor he gets a brief Killer Instinct on other Infected survivors.

    But the main changes he needs loads of bugfixes, especially the one where a survivor can crouch to counter his entire ability.

  • 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.

  • He does need quite a few QoL changes, especially the ducking part. I was playing as Nemesis, and this Nea was well over 3 meters away from the vault, I whipped her, she crouched, I missed. She then stood still, crouching, I swung again, missed. It's upsetting.

  • I would love to see one of the Dead Space Necromorphs shambling towards me and you could change which Necromorph you are or something like that.

  • @ChantyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324047#Comment_2324047

    N...No... It would be BALANCED. What's broken is survivors spawning split on 3 even 4 gens meaning that no matter what you do by the time you get your first down the game can be more than half over even if you have a perfect chase. THAT is what's broken lol.

    What I find more broken is a survivor spawning on top of a gen or a group of survivors spawning on a gen. Spawning together is fine, it's the fact they can start their objectives so quickly.

  • Firstly, I like how your changes for Nemesis are all things that are changes to his current kit, without introducing new abilities or reworks.

    Secondly, I agree with all the changes you have proposed, especially the contamination changes. As of right now, it really does nothing, there is no threat to the T-Virus. The most it does no is highlight the survivors in blue. But with these changes it gives the Nemesis as sort of Pig style gameplay where he can be a constant source of pressure. The only thing I would change is reduce the timer to 4 minutes instead of 5.

  • If they made it so the whip was had like teeth or serrated edges on it, then maybe it would feel like it would actually hurt someone.

  • 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/

  • @Dino7281 said:

    There is no reason why it shouldn't activate borrowed time. Everyother special attack works like that and there is reason for it.

    Fix AI, yes. Buff Tier 3, yes.

    I would also like it to work vertical at least a little. It is sometimes impossible to hit over cars and some other structures.

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/259280/my-ideas-for-nemesis

    Why should his power not activate borrowed time?

    Pretty much every other power (except trapper traps I think) activate bt normally.

    EDIT: To add onto that, not any other power benefits from exposed (if you don't count Nurse's blinks and Deathslinger's Basic attack after M2)

    The reason I have for it is because I have ran into a few toxic SWF squads recently and borrowed time has rubbed me the wrong way. Wouldn't actually want the change, just was a little ranty when I was writing it.

  • It's an extra 1 meter, it can help but it's never anything noticeable, for me his power has some hit registration issues.

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