DaddyMyers_Mori
DaddyMyers_Mori
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509151#Comment_3509151
The point is that people have been incessantly spamming about the perk since its release and I've seen my fair share of terrible comparisons. Let's dispel a few yeah?
MFT isn't original DH.
MFT isn't original MoM.
MFT isn't original DS.
MFT isn't pre-nerf Eruption.
MFT is a strong, arguably overtuned perk, that's it.
Acting like its breaking the game or making any killer unplayable is wrong, the dramatics are old now imo. Either adapt like literally everyone does for any emerging meta perk or don't play.
Also no, Eruption could also mess up SWFs too unless your entire SWF was confident in their comms and were able to gauge chases well. There were plenty of times where the weaker players in my SWF miscalled a down or thought they'd make something and then trigger Eruption on the rest of us.
FTP + Buckle Up is a problem though, I agree and hoped it would've gotten removed this patch.
Well, I picked don't play option...
I never said MFT makes any killer unplayable. But it makes it near true for several killers, where most of them are my main killers. I enjoy mainly M1 killers, where MFT is best...
I refuse to play specific killers just so I don't mind a survivor meta perk. So I play Baldur's gate instead.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508900#Comment_3508900
Survivors went through months of Eruption because there were ways to deal with it until it got nerfed. And Eruption was far, far worse than MFT ever was or will be to play against so its not a good comparison.
You still have a few more weeks/months before MFT gets adjusted, you'll live.
Oh right, because it's not whole issue overall.
I will rather they learn how to detect issues and fix the fast.
Rather then, we suffered so it's your turn to suffer.
And soloQ suffered against eruption, not SWF. SWF is getting most value from buckle up + FTP. Not really balanced.
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@KoreWaPantsu said:
Just DON'T PLAY KILLER until things are getting better. Leave the "skill issue" players wait in the lobby with their absolute and unargued truth.
Already chilling on Baldur's gate :D
I am doing my part.
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That's one of worst ideas I have seen so far...
It would make her feel awful and basically useless.
You want to drop drone during chase in shack? Too bad, gen is there.
Midwitch? Basically nowhere allowed
Band aid fix on level of kill switch. Basically same thing.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507834#Comment_3507834
I spend money to play the game, not get locked into hour long ego chess matches.
If you don't want to be locked in 3-gen, then dying is fast escape from it...
You can try to break it, fail and go next. Not really complicated concept.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507756#Comment_3507756
None of the killers are weak. We have add ons and 4 perks and an entire power maybe practice with the killers you find weak could just be a skill issue. Trapper has some Insane add ons. SM power is just super oppressive with gens it needs a rework for sure.
So do survivors...
Killer is really not as strong as his iri add-ons...
Survivors with 4x insta heal, or 4x BNP will demolish most killers.
But same as with killer. Survivors are not as strong as their best add-ons.
Trapper is one of weakest killers. Even with his best add-ons, it's not difficult to beat, if you don't let him hook in basement...
He got even weaker with vaulting buff.
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Yeah, it's just another thing to add on list of changes noone asked for or wanted.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507585#Comment_3507585
How would those groups ever get a match then?
Who cares? Author doesn't care about Nurse players neither...
It's just: "I don't like it, so make it disappear" approach...
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People still didn't learn what holding the game hostage means?
You have option to give up at any point.
She doesn't want to kill you? Then ignore drones and work on gens. That will make her either kill you, or you escape...
Just make it free to DC after 20 minutes and you keep your current BP. That will fix hiding survivors too and everyone is happy....
Also make it if game has only bots left, then game ends.
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How about feature that makes you not play against more than duo survivors?
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So full SWF can be matched only with Nurse, or Blight?
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You escape = +MMR
You die = -MMR
When you are above a threshold, it doesn't matter you can match with anyone there.
It's not really good system. Ranks were flawed, but still did better job than this.
They tried to make strict matchmaking, but everyone hated it and queue times were hell.
So they made that threshold, which is kinda equivalent of red ranks.
It's basically rank system, but worse.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502822#Comment_3502822
Could we also have her lullaby and the slow down on manifest/demanifest removed in exchange for this?
I would be up for it.
Showing TVs would be good for survivors and make her counter play way easier.
So making her stealth aspect better would be good trade for everyone imo.
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@Thund3rstruck57 said:
@DaddyMyers_Mori Something else occurred to me. Onyro has a "lullaby" creepy sound effect even when demanifested to warn survivors that she's near. If that exact same creepy sound effect was used for the stack 1 effect, it could really scare survivors and make her a little more of an effective stealth killer. And of course as an added benefit, the devs wouldn't need to create any new sound files.
I kinda don't get why it wasn't removed in first place.
Stealth killer with lullaby....
Making survivors hear it would work too and it could make survivors return tape early.
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@rvzrvzrvz said:
You could get good with spirit-blight-nurse and win most games fairly easily right ? Surely the next alien indoor map is going to be a midwich 2.0 very killer sided map
Or hell on earth for any killer who needs line of sight...
Indoor maps almost never end well, doesn't matter which side.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503026#Comment_3503026
That's fair, i misspoke tbh i meant the game is easier for killer than it has ever been not that it is not killer sided game now. My opinion on that the game is "whoever brings the most broke stuff" sided is still true tho.
If you're nurse/blight with slowdowns and a win at any cost mindset you're gonna win 90% of your games basically from the start, Same with stacked swfs
sure, that was always true.
Side which wants to win more usually wins. There is less broken things on both sides to be honest. Mori, Keys etc. was kinda nuclear.
Some still are in the game tho.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502962#Comment_3502962
The game is more killer sided than it has ever been. If you're unable to enjoy killer anymore due to hard matches, it's ether burn out or user error.
If you said it two months ago, then kinda... Not really killer sided tho, but it was enjoyable.
Overall balance never changed tho:
SWF -> killer -> soloQ
you have some changes based on specific killer / SWF level, but it works for most.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502983#Comment_3502983
The POR, COB, OC nerf
Pop the weasel is okay but honestly, at high level we do not have time to hit gens.
Jolt is fine as well but competent survivors will go far from the gens before falling.
Competent survivors will go to locker against Jolt. You can deny infectious fright this way and killer is unlikely to slug too (it will waste time).
There are some decent gen regression perks, but nothing is even close to old ruin, or pop. Not really worth a trade for extra 10 seconds per gen imo. Mainly with how many gen speed perks were released since then, but not really slowdown perks. Last is Pain resonance, which is 7 chapters ago. I don't really count CoB with how much it was nerfed...
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502922#Comment_3502922
To me the better balance was just before the gen regress nerf. My games were balanced and engaging on both sides.
Killers could have good chases and they had enough time for it, survivor could still finish all the gens and escape. Also there was less camping and tunneling, way way less.
And queue times were isntant on both sides.
gen regression nerf?
which one? You probably talk about some perks.
As gens basekit it was increased some time ago, but since then most gen regression perks were nerfed, so it's basically same/worse than before.
I miss ruin/pop, that was a good time.
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Sure, but remove map offerings.
I really don't want to see Lery's offering and 4x Dance with me without cooldown.
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Funny is after healing nerf match making was quite balanced.
Both sides had fast queues, afternoon was survivors bonus, evening killers bonus.
Well, then Larry patch got live with MFT and then buckle up...
Yeah, I had week break after anniversary grind. Got back for few games.
First game was actually 4x MFT, resilience, buckle up and FTP. I just can't be bothered...
Good thing is we have Baldurs Gate today, so see you in few months.
I really hope they will not screw alien chapter. Devs didn't really perform well last chapters... So maybe it will be their comeback.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502203#Comment_3502203
I agree. But let me do it right away. Turn off DC penalty against SM. The game experience is at the record low, so this would be a nice fix. Let bot play with other bots
Or just turn off DC penalty after 20 minutes overall?
That would actually be good for both sides.
Normal games won't go far than this, it's either 3-gen, or survivors hiding, or both.
If you want to win, then keep going...
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I would be fine if you could swap to Charlotte during fatigue.
That 4 seconds fatigue after each down with Victor feels so bad....
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@o37gekko said:
i run lightborn, bamboozle, agitation and brutal strength.
100% manifested Sadako...
merciless.
no porting, no mori, all hooks
Clip or didn't happen.
Not like it matters tho. It used to be possible to 4k with burger Myers, it doesn't make it viable...
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Too much work at this moment. People should really learn to be realistic.
Just make survivors see active TVs aura on 32 m.
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@Meepy13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502649#Comment_3502649
But it literally does nothing rn vs competent survivors because of the skill check, it's a perk that gives you a 90 second cooldown for a regular gen kick
If noone is working on that gen it starts regressing.
So it's basically small ruin. If it had lower CD, it would be decent perk.
Doesn't matter most survivors will manage to hit that skill check. There are ways to make it harder.
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Just lower CD, fixed.
Skill check is bonus. Ability to regress other gens on map would be decent, if it weren't for that high CD.
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Simple solution is just get rid of endurance part. There is absolutely no reason for it.
Alternative is as you said limit duration of bonus movement speed after getting injured.
I actually like that idea simply because it creates counterplay with hit&run and survivors can't stay injured to get value from resilience + MFT.
Not sure if 30 seconds is enough, but 45 would be fine imo.
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@Magalha_20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502310#Comment_3502310
And you clearly never played as Pinhead. Its not 1/4 as I said, but you think you know more than my about my own main lol. Also I am not arguing, the intention of the post was never that, I didn't believe someone, specially someone who clearly doesn't know about the topic, would disclaim a problem me and other Pinhead mains are facing
Just stop focusing box and chase single survivor. You have learned how to use M2, then do it.
You think calm spirit as bad for Pinhead? Try Doctor...
You just have no idea what completely countered means.
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@Magalha_20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502295#Comment_3502295
Power struggle is strong againt twins, but you can just stop slugging, its ridiculous I know, but not near Pinhead's case. If you don't use the box you are not using the max potential of the killer and very likely will lose. Twins you can still use everything you learned to chase one survivor, while everything I learned after thousands of hours just don't matter anymore.
I learned how to use his M2 as well, but as I said is nothing compared to his passive. I don't know why its in the game if you can't even counter this perks or hiding in locker, you are basically a clown but weaker now
Funny,
you can use your power to chase one survivor instead of map wide pressure as Pinhead.
And it clearly shows you have never played against this as Twins.
What you mean slugging? Survivors have time to recover enough after getting downed by Victor. He has 4 seconds fatigue + walking by Charlotte. Power Struggle means you can't use Victor to down survivors of there is a pallet nearby. That's completely countering power.
Pinhead loses like 1/4 of his power and you call it complete counter...
You are such a hypocrite with those arguments.
Twins using max potential without using Victor? Max potential of M1 killer...
Twins player learned how to use Victor well too...
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I don't like stunning for hitting survivors.
Thing is it makes them stop screaming... Their several seconds screaming can be annoying.
I couldn't care less if they fix that tho.
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@Magalha_20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502287#Comment_3502287
That is his primary power, that's what makes him a good killer, if not for that he is C or B tier. You are right, you can still use chains in chase, survivors still have to waste time, and teleporting doesnt worth it in the most cases sorry to say that.
I am saying that it ruins Pinhead because it does, I am playing him since his launch, so believe me, if I undersand about something its him
Sure, I am not saying it's bad perk against Pinhead.
I just don't consider this complete counter.
There are worse situations that can happen imo. Worst is probably power struggle build for Twins.
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@Magalha_20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502269#Comment_3502269
How? I don't know if you main Pinhead or not (apparently not but...) let me explain if you didnt undersant. Calm Spirit makes you unnable to know where the box will spawn next, meaning you will have to be lucky to play. As for the other counters I mentioned, there isn't a think the killer can do to prevent it, it just deactivates your chain hunt and when you get to the next chase with the box it happens again and again.
But that's not his primary power.
-You still can use chains in chase.
-Survivors still have to waste time solving it.
-You still can teleport.
This counters only option to keep finding the box for snowball effect with Pinhead. That's very far from completely.
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Well, clearly not everyone...
I could say same about CoH and it took them something over a year to finally fix it.
They were refusing to nerf DH and Object of Obsession too for a long time.
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The idea with movement speed is interesting.
Deep wounds change not so much... It's also not 5%. I may remember this wrong, but survivors already lose some progress on vaulting. Unless it was changed.
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This is very far from completely...
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Some of them rarely see their family, they don't get enough sleep, just so you guys can have these rewards.
Where did you get that information?
Stalker alert
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They could just show hooks per survivor...
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@ReikoMori said:
You're out of your mind.
Nurse would never be able to make use of the perk or any perk that requires making substantial distance from the hook. She literally moves slower than survivors when not using blinks.
Some killers being able to use their power to get AWAY from hooks is a good thing. Removing that is just going to make perks that incentivize not proxying around the hook less of a value proposition. Trying to couch this in the claim that they have an unfair advantage over killers who don't have mobility based M2s is dumb. Killers don't go against other killers so this makes no sense to try and balance as if they do, but even if they did there is no legitimate reason to suggest this change.
If you want to have safer unhooks you should practice a bit of patience and let killers actually go far enough away that they can make up it back in a single use of their full power. You have plenty of time on the both hook states to do that, but your best solution is to learn how to spot Devour Hope is actually in play and just go break it.
Most funny thing about this post is that mentioned killers wouldn't use devour hope in first place.
It just doesn't work that well for M2 killers.
Spirit, Dredge, Sadako or Wraith would be more valid to mention. M1 killers who can leave hook fast.
But yeah, not an issue anyway.
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@poinepp said:
do you know you can't insta down people blinking with perks anymore since blink attacks are considered special attacks now? same with blights rush attacks too if they even have that perk they wont even need to use m1 a lot as their secondary power grants more advantage anyway its not likely to see devour hope, noed from those killers that know what they doing with their power
no, his issue is getting away from hook so it's near impossible to unhook before killer leaves area and get devour stack.
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501744#Comment_3501744
by mean lethality, they can injure survivors so fast but have hard time to down them around pallets.
That's low lethality.
You know, lethal "sufficient to cause death."
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Very high lethality?
Are we talking about same Legion?
Just go ask @Tatariu on what to do with Legion. He did many posts/comments on this topic and there is not many players to understand it better than him.
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Just don't make drones follow anything. We have guards and zombies. We really don't need this boring copy/paste approach.
I have seen it many times and still hate it.
I want to focus on claw traps, that's kinda unique to her.
What's possible to improve:
Stealth - short delay and longer lingering would be nice
Claw trap - I have seen nice idea about increasing lunge, but increased movement speed or hindred for survivors would work too.
Active drone - you can basically use purple addon to make survivor hindred
How I would change her to nerf 3-gen.
-Basically lock on will disarm the drone. You will get claw trap + exposed status effect.
This allows survivors to basically instantly remove drone on gen, so your teammates can work there. You also don't care about it while injured and teammates can take a hit.
- Skull merchant can't use drone in same area 10 seconds after it was disarmed.
So you don't just cycle drones effectively.
-you still can't disarm drone with claw trap active, but make it so other survivors can. Drone gets active, but possible to disarm.
- if you are in active drone radius with claw trap, Skully gets extra movement speed, you basically count as 2 at that moment
That's basically so there is reason to use drones in chase against survivors with claw trap.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501571#Comment_3501571
Does anybody actually enjoy playing against 3-gen Skull Merchant? It's not engaging. It's not fun. It's just a boring stalemate where neither side gets anything done. I'd much rather see SM's power shifted away from defending generators to being better in chase.
Longer cooldown and half drones is power shift to trash bin....
I never said I don't want any changes, but I am not going to accept basically removal of killer just because someone doesn't like that playstyle.
Is it an issue? Yeah, but it depends on map.
Changes should include maps for sure, if you want to fix 3-gen.
3-gen is not Skully only issue. I can do it on several other killers. She just has it easiest.
Skully should get changes to basically nerf her gen defending and buff her chase/stealth.
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@MeowMeow93 said:
They should give her longer cool down for using drones and give her only 2 drones to avoid that
Ah right, delete the killer approach.
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It's not really play nicely. Some perks can work better on lower tiers.
Probably best example is Whispers. It would be amazing on Pig if you could use tier 2.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501238#Comment_3501238
Adrenaline has more value in SWF, because I am confident to finish all gens and we get more value from it with taking protection hits on purpose with one gen left, then staying injured.
i hate bodyblocking as killer so I know full well the strategy. i think if your swf, you might as just use for the people+buckle up. it is basically repeatable adrenaline for entire game.
My killer main soul always die when I see 2/3 heals as last gen pops. You are just done as a killer when it happens. It's hard to recover from that (depends on killer).
i think it depends the killer and how many people are alive. if you have a killer that has good counter to shift-w, it is not that bad. most killer have terrible lethality so even one health-state can be game-changing depending on context. I think context matters a lot in dbd.
I hate buckle up + FTP, same for MFT + resilience.
I refuse to do things I don't like to play against.
Of course it depends on killer. I play mainly M1 killers, so it's usually end when it comes to that.
Even when there are 2/3 survivors left, unless you can instadown, or have no way out. It's simply unlikely to get a down before they open gates.
Perks and killer type change effectiveness, but it's simply bad for a killer in most cases.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501193#Comment_3501193
SoloQ doesn't have really room for adrenaline, it's better to use aura reading perks. SWF doesn't need it.
isn't this what i talked about in the past? soloq would use adrenaline if they had perks slots... to use adrenaline..... you can still run adrenaline with info perks but then you have nothing else.
I still wouldn't use it as soloQ even with extra slot or something.
I will rather use perks for gen speed to help me even get to end game, or aura reading to make overall playing without coms easier.
Adrenaline has more value in SWF, because I am confident to finish all gens and we get more value from it with taking protection hits on purpose with one gen left, then staying injured.
My killer main soul always die when I see 2/3 heals as last gen pops. You are just done as a killer when it happens. It's hard to recover from that (depends on killer).
My standard build for soloQ is Lithe, WoO, Bond and deja Vu. It works great for me. I get to escape quite often with it.
SWF build depends on my current teammates.
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They want 50-60% kill rate.
It's expected to get into endgame and finish all gens.
But in reality it's mostly balance between stomping soloQ and getting destroyed by SWF.
SoloQ doesn't have really room for adrenaline, it's better to use aura reading perks. SWF doesn't need it.
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So what changes are good imo:
Trapper, Wraith, Nurse, Doctor, Spirit, Clown Ghostface, Trickster, Knight, Larry
What killers need way more/different changes:
Billy, Shape, Pig, Blight, Skully, Wesker
Nemesis is over buff imo, he needs definitely an add-on pass and maybe some number buffs to his tentacle, or decrease survivors movement speed from getting infected.
Artist don't need a nerf, she is in a good spot.
Oni doesn't need a nerf. Flicks are fun to do, you didn't want to remove techs from Wesker or Blight(only hug). Pyramid head also call flick and make his power impossible to react against. So I would say either all of those or none. I would definitely prefer none, they are not game breaking, it's not easy to do, so increasing skill ceiling and it's fun to do.
Deathslinger would need rather ADS activation time reduced. Deactivation would just force faking ADS even more than now. It's boring as hell for both sides imo.