Avatar

Marik13

Marik13

About

Username
Marik13
Joined
Visits
0
Last Active
—

Comments

  • @Ink_Eyes said:

    we need a summer beach skin for him...

    Funny you mention that. Someone made a mod for RE3 Remake for a "Beach Body Nemesis" mod complete with speedo. I don't know about you...but I'm sold >.>

    maxresdefault (11).jpg


  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283907#Comment_2283907

    He was my first main before I started maining Hag and Trapper so I'm always happy to spread more Doctor misery around lol

    I recently got in to him before Nemesis released. I was leveling killers to unlock their perks and I figured, screw it I'll try Doc. My god...once I got the hang of him and his shock blasts, denying pallets and vaults, he became soooo much fun.

  • @Sluzzy said:

    He's OP by default but how much he is OP is a question? Wait until his powers are mastered and he will likely shine brightly. Also, most don't have meta perks for him yet.

    Sluzzy, shhh. He's really not OP and he has a part of his power that literally isn't working at all right now.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283860#Comment_2283860

    I like to play "you can't hide from me" Doc using BBQ, Iron Maiden, Whispers, and for a regression perk Pop, with Calm and Restraint add-ons. Whispers and Restraint kinda counter Calm Spirit but are good for general tracking since Restraint shows you the doctor illusions longer and at lower madbess. Then the Calm makes your TR larger when the blast is ready to find even more people. Iron Maiden makes them super hesitant to hide from the electricity because even if I can't get to them while they're still exposed I know where they are, it's kinda gimmicky and there's probably much better perks to run but I find it fun.

    Honestly, this sounds like a fun build to run anyway, gimmicky or not lol. I'll definitey run this next time I play Doc- and provided if I have the right perks unlocked for him. Thank you!

  • No he's not OP and fun fact, his power is literally broken, as in it's not working like it should. At least I hope that it's broken because if this was done intentionally then why purposefully make a part of his powers literally useless and countered with gameplay mechanics that we literally have no control over?

  • Yeah that has got to be a bug because again I've never seen them go anywhere near the basement in any of my games. They'll hang around shack but they never wander down there.

  • @JHondo said:

    How did I not realize until just now that they buffed the Iron Maiden exposed time? I only use it on Doc to condition survivors that there's nowhere to hide but tonight I saw the exposed effect is 30 seconds instead of 15! What a time to be alive!

    OMG! Why have I not thought about running this on my Doc too?! You, my friend have enlightened me in to a new path of murd- errr I mean, therapy. Yes, that's it therapy! I now have a new method of treatment for my vic- patients.

  • Wait, they can go down there? I swear I have never in all my games playing him since his release have I seen one of those dumb dumbs wander down to the basement o.o

  • Guys...that Van dude is a troll account. He says the same exact thing as three other troll accounts that are on here. I'm pretty sure it's the same person on at least two of them cus this guy and the other one something-zayne type exactly the same. Just ignore him.

  • @Nos37 said:

    Taking bets...

    Which will the devs delete first: keys, or Charolette's ability to bodyblock on top of items?

    Pffft that's a fools bet. Clearly they'll just remove Victor from the game and make it so that you can kick Charlotte now!

  • @Hoodied said:

    Leon, he is still trying to get him to go on a special date with claire’s sister

    "Leon. Hey it's Chris. Look I took your spot in the Entity's realm so that you can go out with my sister. You must keep the Redfield bloodline going Leon. I'M COUNTING ON YOU TO ADD MORE BRANCHES TO THE REDFIELD FAMILY TREE! MAKE ME AN UNCLE ALREADY DAMMIT! Huh? Yeah Jill's here with me. What? Wait so you're telling me that Jill and I should-? Yeah, I'm not following. Look go give my sister a kid. Call me back when you're done so that I know the mission was a success. K, bye."

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283005#Comment_2283005

    Yep pretty well explained. In most cases its better just to punch people, i only use the tentacle if the survivor is going for a window or pallet and only IF i can't reach them with my fist. Hitting 3 times someone with the tentacle is very counterproductive because of the huge speed boost they get as you said. That why i think current Nemesis can get some use from STBFL. But i hope they make some changes because a killer that has to use M1 more than his power already remind me of a certain someone.. lol

    Well what I meant by his power is broken I mean that the first hit, the one that infects survivors is supposed to apply the hindered status effect to them. But there's two things. The first is, the speed boost they get from being hit with the first tentacle smack IMMEDIATELY negates the hindered effect. That's just one problem. Now say they fix that and take away the speed boost from the first tentacle attack and infects someone. That makes it better right? Nope, even without the speed boost Nemesis still does not benefit from survivors being hindered because of this.

    Screenshot_20210617-154708_Chrome.jpg

    The duration of the hindered effect upon infection is so LAUGHABLY small that it makes me wonder why even add this at all? Oh but he can gain a little bit of ground in 0.25 seconds right? Nope. Because even without the survivors getting a speed boost, Nemesis still goes through a cooldown animation for 2 seconds after landing a hit with his tentacle. So no matter what you do as the player, you can never ever benefit from this part of his power the way that it is right now. This is what I mean by broken, without even getting in to how there are no negative effects for survivors to be infected anyway.

  • And unfortunately his power seems to be kinda broken right now, as he has an effect that he can never make use of with his powers. So honestly I don't think I can actually correctly place him in a tier until they fix his power.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283156#Comment_2283156

    Even so being able to charge at survivors like that while sped up is insane. It's basically spirit except he can see you as well.

    ....n- no....no it's not even close to being compared to Spirit, are you high? The activation time alone for both speed boosts makes them vastly different, plus the whole Spirit is invisible thing kinda gives her the edge over a big ass hulking Clown stomping your way. Activation time for the speed boost for Clown takes 2.5 seconds after the bottle breaks and the gas is released. For Spirit it's 1.5 seconds to activate hers. Clown only gets a 10% speed increase where ass Spirit's movement speed becomes 7.04m/s. I don't know the exact math on that, but I think Spirit goes faster. Duration though is the same at 5 seconds. But no...Clown is no where near being as fast as Spirit with her power, again just off of activation time alone makes this not even close.


    Edit: I was right, Spirit is still waaaay faster than Clown with her speed boost to where they're not even in the same continent. As stated before, while in phasewalk her movement speed becomes 7.04m/s. For reference the normal movement speed for killers is 4.4m/s (survivors are at 4.0m/s). Speed boost that Clown's antidote gives him changes his movement speed from 4.4m/s to just 5.06m/s. Yeah no...not even close to Spirit.

  • @Th3Nightmare said:

    Level 1: 5 Meters

    Level 2: 5 Meters

    Level 3: 6 Meters

    I'm not a designer, but these numbers don't make sense. Why? Why is Nemesis Level 1 the same as Level 2? What need is there to do it?

    Maybe my 5k hours of play falls short.

    Nemesis needs a look at their numbers, not only that, but various aspects of power.

    Tier 2 let's you break pallets and walls. That's essentially where the real value of his ability is. Tier 3 is very underwhelming and meh.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283156#Comment_2283156

    Yeah but he can already slow you down by 15% which already makes him OP at loops. And anyway how does some piss in a jar speed you up?

    You are slowed for 2 seconds. Whereas the speed boost becomes effective after 2.5 seconds and they can still drop a pallet on your head and vault through windows. I like Clown. When I was leveling for perks he was the more fun killer I leveled. But he's no where near as busted as other killers, not even close.


    Also as for the piss jar thing, I dunno. I guess it runs off the the similar logic to TF2's piss jars where if it hits you, you're dealt critical damage lol. Gotta love that jarate

    g9gyktxar2sz.jpg


  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283097#Comment_2283097

    He can still use his speed up bottles on himself to cheese free hits on survivors. I agree removing the slowdown on his pink bottles was the right decision but if he's going to keep these ones he should be 110 max.

    You do realize that the speed boost, in order for it to work he has to time it right to get the effect right? Like you can't just throw it at your feet and automatically get a zoomin' like Sonic the Hedgehog. You need to wait 2.5 seconds AFTER the bottle breaks and releases the gas in order to gain the speed effect. So there are very few situations where you'd be able to use them in mid chase where only you can benefit from the boost and accidentally also boost the survivor as well.

  • Sorry I meant to quote the guy on here who was saying that Clown is OP. Which that is probably the most funny thing I've seen on these forums lol.

  • @boostedsurvivormain said:

    Now, I love Nemesis, his design is great and he sounds awesome. But his gameplay can get very frustrating sometimes. The fact that survivors gain a speed boost when hit by his power, even while uninjured, makes it feel like m1'ing is the better option. Also, the zombie AI seems to have gotten dumber from PTB? They get stuck and don't really get hits as often. Overall I love Nemesis but I think he needs some work.

    I've been posting this all day. It gets worse when you look in to the stats of his power. He's supposed to apply hindered to survivors when they get infected, but you'd never know because as it works right now you can never capitalize on it. The speed boost alone negates the hindered status effect. Right off the bat, that alone counters it. No way to capitalize from it when they get boosted and are already halfway across the map. Second, even if you took away the speed boost, you STILL would never be able to notice or even take advantage of the hindered effect for two reasons. The first is that whenever he hits you you his tentacle he still has a cooldown animation for his attack. But the worst part, the thing that when combined with everything I said so far, is that the hindered effect lasts for a LAUGHABLY small amount of time.

    Screenshot_20210617-154708_Chrome.jpg

    0.25 seconds of hindered is all they get when they get infected... So even without the speed boost literally negating the effect, even without it due to his attack cooldown, he still can't do anything for 1.75 seconds while he's locked in to his cooldown animation. So yeah he literally has a useless effect as part of his power that he can never ever take advantage of. They need to rework his power, badly.

  • Please... the only time Clown is ever really a problem is when he uses the red head's pinky finger add-on to make survivors exposed. Otherwise he's not that bad. Annoying at times if it's a good Clown, but no where near the levels of OP like Spirit or Nurse. Hell, Doctor is actually more of a pain to deal with than him too.

  • Interesting idea, would give them that secondary objective that would be worth playing especially if killers started running DH. My only concern would be how would this effect Undying? Would we leave it so that it still protects the one totem?


    Also I liked the idea that I saw someone else suggest a while back of having the killer plant the totem down themselves whenever they wanted to during the game. That way they can be more strategic on when to use them and also the only one to blame for totem locations would be the killer themselves. I mean it's not like survivors don't have more than enough perks to help them find and cleanse totems right?

  • Honestly his power needs a rework imo. When you look at what it does and what it's supposed to do, it's kinda funny how bad it is.


    Here, let me break it down for you. So fun fact, the tentacle infection slap is supposed to make the survivor hindered. However the speed boost from the infection hit completely negates the hindered effect, as they wind up halfway across the map after being slapped. Now, say we take away the speed boost from the initial hit. That would make it easier for Nemesis to capitalize off of hindering survivors right? WRONG!

    Screenshot_20210617-154708_Chrome.jpg

    The hindered status effect lasts for only 0.25 seconds after being infected. A quarter of a second. "Oh but in that small time, the killer can gain a little distance." Wrong again. After Nemesis smacks someone with his tentacle he is then forced in to an attack animation cooldown for 2 seconds. Meaning that again, Nemesis can never ever capitalize off of the hindered status effect that he causes, with or without the speed boost. Add on to that that being infected actually doesn't really have any negative consequences for the survivors themselves. Sure you're vulnerable to being damaged by his tentacle, but I mean the hit box on that is so thin that it can be easily avoided. But even then, the range is just ok on the tentacle. An extra 5m (6 at T3) isn't really much especially when you have other killers in the game who have better ranged attacks that are harder to dodge.


    Look I like the killer, I think he's a lot of fun to play as. But when looking at his powers especially the part where he has a literal useless part to it that he can never take advantage of, and that other killers have similar but better versions of his powers, I think he might need to be looked at and have his power reworked a bit...

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274113#Comment_2274113

    Just like pretty much all extended melee attacks, it's not telegraphed extensively. The survivor can juke but the killer can either stagger their timing or simply predict the survivor's course and adjust. The cooldown isn't too punishing at loops, where it's not like the survivor is running straight away, and makes up for its relatively short range (which is 5 meters, not 3, a simple search can prove this) by its ability to 1) break pallets, 2) go over pallets and windows, especially in animation lock, and 3) happen almost instantaneously. At short-walled loops, it can straight-up cross over obstacles. Plus, it's not telegraphed as easily as something like PH's punishment and is still more spammable than deathslinger. 5 meters (6 in mutation III) is more than enough for loops. It's like the length of a wall at a pallet gym.

    The cancellation cooldown is not 2-3 seconds. It is 1.5 seconds of moving at 4.2 m/s, still faster than survivors. The speed boost is there to give survivors the ability to find a strong loop (or stronger loop) once contaminated, since the tentacle is lethal at certain loops and the survivor has to have at least a fighting chance. That isn't even much of an issue considering how much Nemesis excels at looping. 

    The only few of your perceived "ton of downsides" is the post-contamination speed boost and the missed attack penalty. In fact, the successful attack penalty for tentacle strikes (2.5 seconds) is shorter than the successful attack penalty for basic attacks (3 seconds), and the post-contamination speed boost is there for aforementioned reasons. This is far outweighed by the potential at loops. The simple fact that he can pull out a tentacle pretty much invalidates many short loops and brings an assortment of new threats to others. If you're close enough at shack, and they vault or are lining up for a vault, a well-timed tentacle strike can not only bridge that gap of 5-6 meters, but also pass through the window. At a T&L wall tile, behind the wall and anticipating a vault? You can moonwalk around the corner with a tentacle at hand and that will 100% hit the survivor if they vault.

    Nah the speed boost on the initial tentacle hit for infection needs to go. That one thing alone completely negates and renders a portion of his power useless to the point where it makes you wonder why the hell it even is a thing to begin with. I'm talking about the hindered side effect of being infected. Hard to really capitalize off of this when the survivor ends up in Timbuktu by the time you get out of your strike animation, and it only applies to the initial infection slap. Imagine it every time you hit someone with clowns bottles they get a speed boost and wind up on the other side of the map. Would kinda make his power useless huh? Also it's kinda sad because the hindered effect from Clown's bottles even last longer than Nemesis' infection slap, with Clown's bottles leaving them hindered for 2 seconds after clearing the purple smoke. Meanwhile for Nemesis, survivors are hindered for...

    Screenshot_20210617-154708_Chrome.jpg

    0.25 SECONDS! At that point why bother even having this?!


    So one of two things needs to happen. Either A) Take away the speed boost from the initial infection slap, and maybe bump up the hindered duration to 1 or 2 seconds, bringing it more in line with Clown's bottles. Or B) take away the hindered effect entirely, keep the speed boost, and just have Nemesis tentacle deal damage and infection at the same time.

  • @Star99er said:

    This add-on is extremely situational and in most cases when a survivor is vaccinating themselves they're already in the injured state which makes no difference.

    Why not increase the exposed status from 12 to 25 seconds or better yet make it increase the range on Tentacle Strike?

    I liked the idea someone had that zombies hone in and make a bee line with increased movement speed towards the person who just vaccinated for a limited time.

  • The hindered effect I believe only applies for a LAUGHABLY small duration and only on the initial infection slap, which doesn't even matter since you can't capitalize from the status effect due to it essentially being negated because survivors get that speed boost applied them like if you M1'd them instead.

    Screenshot_20210617-154708_Chrome.jpg

    These are the stats for the contamination effect. Oh damn, looks nice -20% strength to survi- oh what's this? It only lasts 0.25 seconds...well damn, it's a shame that in a quarter of a second the survivor is already gonna be halfway across the ######### map after being infected.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282244#Comment_2282244

    If perks are unlocked only on level 1, then players still need a lot of time to level them up. Most of the perks are not good enough on level 1. So this would not be a good enough solution for players, who can't afford to play this game a lot.

    They should add some other objectives for players like you, who like to "unlock" things. But it should be something like the prestige skin, or the archive challenges which do not give gameplay advantage.

    Nah I highly disagree with you on the premise of unlocking the full blown level 3 perk. Sorry but I still feel like you gotta work towards *something*. This game barely has any reward incentives as it is, why would you take away more? Besides that's just not true that *most* perks are useless at lvl 1. They're not as strong, and that makes sense, but not useless. Besides playing around with them at lvl 1 gives you a feel for whether or not you like a certain perk, gives you a chance to play around with it and come up with strategies that are only going to get better as the perks themselves get better. Also most of the time all the perks ever add with lvl 3 are minor changes, with the only two exceptions that I can see being both Ruin and Corrupt. Besides those two, all that ever changes majority of the time are timers for perks. Like with Pop the only difference is that I have 30 seconds at lvl 1 to pop something as opposed to a full minute. Other than that they still shave off the same 25% from gens.

  • The issue I take with the three hits thing is the speed boost from the initial infection hit. The speed boost completely negates the secondary part of his power when he infects, and that's to hinder people. The hinder effect is clearly supposed to be important if they even added an add-on that increases the duration of it. But again, if they're able to zip away after being infected, then really what's the point of having that as a secondary effect since you'll never be able to capitalize off of it? Either make the initial tentacle slap do both, damage and infect and take away the hindered effect, that way you justify the speed boost. Or make it so that the initial infection slap doesn't trigger the speed boost, giving him the opportunity to capitalize off of hindering survivors. Keep in mind the hindered effect only applies off of the initial infection hit, it is not applied every time he tentacle smacks people. So even if the vials are used up, with each survivor curing themselves once, he can only hinder a survivor twice per game. After that, that's it.


    Plus the infection doesn't even do anything... Plague's eventually makes survivors broken, which is why they'd want to cure that asap, but with Nemesis, his infection has no negative impact to survivors besides giving them a light case of the flu. Oh whoopee they cough... they don't even cough as much as when Plague infects them. This is supposed to be the T-Virus that he infects you with, a dangerous virua that kills you and turns you in to a zombie. It's not a pleasant thing to have in the Resident Evil universe. But here, it's just a minor inconvenience that can be cured with a lozenge. His infection honestly needs something else. If you wanna keep the 3 hits to a down, then fine. But to compensate you need to have a better negative effect for the infection mechanic other than coughing and looking like you just came out of a smurf bukkake.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282175#Comment_2282175

    It only applies to the killers that can ignore pallet and vault resources though. If you miss with Freddy at the pallet, he isn't going to catch up to you and hit you at the window. So when you take away the ability for a survivor to avoid the killer at the resources put in the game to help them avoid the killer, it feels oppressive. It is also part of the reason the pre drop pallet and shift w meta has become so prevalent. I will waste more of the killer's time throwing the pallet and running to the next loop then staying at the loop trying to mind game him because they can basically ignore the pallet or vault because they have an ability to hit me from range when I'm locked in animation.

    That's why I said for most of the killers on the roster, they're going to be disgustingly oppressive in a 1v1 situation. Freddy, I dunno, I don't think he's a good bad example of that. If anything I'd say he can be decently oppressive in 1v1 between his blood traps (supposedly) slowing survivors down if they try to loop you, or even faking people out with the dream pallets. Like I said, overall though the survivors are supposed to be at a disadvantage in a 1v1 as the game isn't really balanced around that style of gameplay. Now keep in mind that's not me saying that 1v1 = automatic win for killer. Not at all. It just means that by this point of the game, the survivor is going to have to work their ass off to overcome the odds that have just been stacked up against them.

  • I like the idea of perks being available the second you unlock them, and honestly I thought when I got in to the game that that's how it works, cus that made the most sense. Apparently I was wrong. If it were me, I'd have all perks be available the moment they're unlocked, but at lvl 1. I kinda like the idea of needing to upgrade them over time so maybe keep the lvl 2 and 3 upgrades for the perks on the bloodweb to unlock.

  • The lack of communication between game devs and the players seems to be a trend hitting a lot of games currently. You know what this letter reminds of? It reminds of the same exact issues of another game company that, some of you might have heard of. It's a little company called Blizzard. Right now in regards to World of Warcraft they are doing the same exact thing, not really communicating with the community and being transparent about the decisions, (that they should be allowed to talk about) with the community. Same thing as well in regards to bugs not being fixed since beta testing reports as well. Also doesn't help that WoW still hasn't had their first content update, (the current expansion released in November btw) so the players are also kinda feeling burned out on just playing the same content for 7 going on 8 months now.


    Overall this is a trend that really needs to stop. Hire a community manager if you need to, someone who can be the mediator, the bridge between the community of your game and the devs who are working on the game. If we already have a community manager then have them be more proactive, ENGAGE WITH THE -COMMUNITY- and just talk with us and help keep us informed here and there. I understand specifics can't be talked about, NDAs and what not, but just having someone there to communicate with and keep us engaged and informed would go a very long way, not just for BHVR but for other companies and gaming communities as well.

  • @Red_Beard said:

    I think some of the conflicting criticism comes from people talking about two different aspects of game play. Those that think he is too strong and oppressive are speaking about the 1v1 chase. I somewhat agree with this. I think he isn't punished enough for missing the tentacle attack. I can make him miss at the pallet of the loop and he can recover and get close enough in time to hit me while locked in animation at the window. So I guess the best way to play is pre-drop pallets and shift w, which killers say is boring to play against.

    People who say he isn't strong enough are usually talking about the 4v1. If survivors play optimal (spread out and work on gens, let people on hooks ride out their hook states, don't heal when you don't have too) then he struggles to put enough pressure on the gens because of low map mobility.

    But as a solo only survivor, I find it very rare that survivors play optimal. Some of this is from lack of communication. Survivors don't see what everyone is doing so it is hard to know what the correct decision is. Some of it is selfishness of not wanting to put themselves in a position to possibly be caught. And some of it is just not having enough experience to identify the situation and make the right call.

    Yeah but to be fair, that 1v1 argument is kinda dumb, as that logic applies to a majority of the killers on the roster as well, and at the 1v1 point survivors are inherently going to be at a disadvantage anyway.

  • @TheGorgon said:

    Nemesis is a fairly good killer, given that the player is accurate, has the right perks, and add-ons. I’m going to try to offer the most objective possible buffs I’d give him:

    1) The one thing the community seems to agree with is that it’s ridiculous that survivors get a speed boost when they initially get hit with the whip.

    • I don’t see the reason why they get a sprint burst after the initial hit, but I also don’t see the point in him having to hit another time to get an injure.
    • In my opinion, he should be able to injure & infect survivors at a certain tier. I think Tier2 honestly because his benefits are just too underwhelming.

    Okay, now that I’ve gotten that out of the way, I’m going to speak on what I’ve undoubtedly been upset the most about. *His over reliance on mutation and detection range add-ons*.

    I’m disgusted that Nemesis gets so much % of his mutation with an add-on, but the same couldn’t be said when he doesn’t bring mutation add ons.

    • They’ve got to make it so they nerf the % you get from the mutation rate add on, while aligning slightly worse numbers to base kit Nemesis. He’s too slow to get T3 without a mutation rate add on, but he is too overwhelmingly rewarded from an add on that basically tripled or more his %.

    I’m not saying this is a bad thing, but his over reliance on this, single handedly his best add-on, shows, and it shows in a deciding way.

    Okay, so I spoke about that add on, but what about the zombie detection add on. This is, in my own practice at rank2, his second best add-on. I don’t care about speed add ons, my zombies are now becoming a bigger nuisance on even larger maps!

    • This once again sounds great and all, but why don’t we make it base kit? The A.I. could use some work, but a simple fix would be integrating this add on into his kit. It would greatly benefit him.
    • You could possibly add one more zombie to larger maps, but I don’t know if that would be too overwhelming for the survivors. We want a strong killer, but we also want to make the survivors experience somewhat enjoyable.

    The infected status effect. I think it’s fine to add more vaccines on the map, with the condition that infection actually does something.

    ———————- SPOILER WARNING ———

    • (SPOILER FOR THE THIRD GAME) In the Remake, Jill becomes increasingly weaker when she is infected by Nemesis. Make it so that infected survivors either need to mend to waste time or give him a mini Thanatophobia, so survivors do objectives slightly worse whilst infected.

    All these things honestly overshadow the lack of incentives that Tier up presents, and I think this will make him into a definite A tier killer without drastically changing a part of his kit.

    • I think that this is the right direction. I don’t think it’s because I think I have an ego, but we’ve seen these common patterns in the past. Demo & Wraith have gotten these slight add ons to their base kit that have drastically changed them.

    —————- Perk Builds ———————

    • Honestly, I’ve found great success with Lethal Pursuer, but I’ve even found more success with gen regression perks like Ruin, Corrupt, & POP, especially Corrupt.

    Why Corrupt? Nemesis has a very weak early game, and I think that Corrupt can and has drastically changed the tides of matches for me at the beginning. A time where survivors are supposed to be taking advantage of your mutation rate, is now controlled by you.

    I think many perk builds should and probably will be about covering his early game. It’s the most important time for him to stop the momentum survivors can get, and that is by using Corrupt.

    • Thank you for listening up to my recommendations! If you made it through this, I think you can tell by now that I adore this new killer and the concepts used to make him.

    Pushing the game issues aside, thank you BHVR for this content packed chapter. Many people can be hurtful and all I wanted to say was thank you and hopefully the issues that are undergoing maintenance are seeing quick improvement.

    So it's funny, and I wanted to add to one of your points here regarding the infection mechanic. So like you said in the game, the T-virus make Jill weaker, and it more or less does the same to anyone infected. I think the devs kinda sorta were touching that, because one of the side effects of being tentacle whipped and infected is that the survivor is supposed to be hindered. Hell there's even an add-on that increases the hindered state after infection. The problem is, like you and many others have pointed out, when the initial tentacle hit for the infection hits, the survivors gain their speed boost as if they had taken damage. The reason I'm mentioning this is because the speed boost literally negates this part of his power to where it makes you think, then why the hell even bother adding that side effect?


    Plus outside of the initial hindered effect at hit, there's really no negative for the survivors and barely a benefit for Nemesis to have everyone infected. Survivors will just be more susceptible to being whipped, yeah, but outside of that what does it do? Makes them cough, ok. Cool. That's it. The T-virus in the RE games is supposed to be something devastating that you do not want to contract, but in DBD it just looks like you're giving survivors a minor case of the flu. I think the infection needs something else. Like you said maybe a mini Thana effect that progresses the longer they're infected and caps out at a certain %? That way the survivors now have to determine the best time to vaccinate themselves, since the vaccines are limited. So if they're overly greedy and use them early, then late game will be hell for them. Or they can spread out the time a bit and better time/share the vaccines. That might be the route to go to be honest. Give meaning to his mechanic.


    I still think his T3 also needs something...extra. The extended range is kinda meh for what is supposed to be the max level of your leveling mechanic. Honestly I don't know what to even add or change to make getting T3 seem more rewarding.

  • Hmmm.....nah, there's no point in adding the "hetero flag" to the game. The fact that there even is a flag for something like that is kinda ridiculous anyway. All I'm gonna say on the subject, even though I'm 99% sure this is a troll post intended to stir #########.

  • And ruin the only purpose for my creation? NEVARR!

    roman-kondratenko-2324.jpg


  • Yeeeeaaah... you lost all credibility when you mentioned the tentacle's hit box being too big when in reality it's really not. That's not even an opinion, that's just fact.


    That said, 2/10 rating for this bait post. Do better.

  • @Huff said:

    He does say it when he performs a mori on or grabs Jill out of a locker.

    Do we know if he does the same with Chris yet?

  • I think it depends on some other factors too, although granted this is just my experience so far. So what I've noticed is that yes, lower levels is typically killer sided. Can't really argue that. Mid way for me gets a little fuzzy. My experience so far is that it really depends on who you're playing, and what perks your running. I've been leveling my killers and being at purple trying to level baby killers is so damn painful... Playing nurse and figuring her out while also having no perks for added map pressure or extra information was a terrible experience. So for me, I think it's very much perk dependent. If you have meta perks on both sides then I'd say even. If you have horrible perks and going against meta perk survivors (and if you're not on the level of say Otz as killer) then you're gonna be in for a real rough time. For example. Nemesis I leveled to 48 last night. I have a Legion who I enjoy playing as well at level 41. Nemesis I feel somewhat good and ready to take on whatever comes my way cus I have some good perks like Ruin, Undying, Surge, plus his normal perks, and all around I got some good pressure perks to help. With Legion I have absolutely nothing...the best perks I have are his own, plus Coulrophobia from Clown. Everything thing else is just bad and has no synergy with anything, plus I don't have any gen regression perks on him cus the Blood Web's RNG decided nope.

  • @Hex_Ignored said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278999#Comment_2278999

    I gave op a 3 because at least they used bait vocabulary like brain dead and there was at least some emotion palpable. However the entertainment factor was severely lacking and the bait itself lacks the elegant subtlety you can expect from some of the more refined troll posters on this form, but maybe you are right and I should regrade op's bait to a 2.5/10

    You know what, yeah when you describe it like that you're right. 2.5 seems fair.

  • @tahilix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278818#Comment_2278818

    Are you really complaining about killer camping an item? Really? For killer to camp item, they gain literally nothing, for throwing game. For item to disappear they have to stand in one place, and do nothing for 90 seconds. In that time 4 survivors can pop 4 gens. And guess what big brain. When you win that game and get PBs, you can go and buy yourself 3 copies of that item from bloodweb.

    If you want to play defender of justice so bad, why are you not fighting about totem spawns? Or killers being unable to loot add ons from map like survivors with items? You actually want to take them away as i see. Do you really need your advantage so badly?

    Keyes have no place in this game. They are literally old moris, survivor version. You skip part of objective and go for a exit/kill. Same rules apply. You game as killer can be PERFECT, and survivors can just bail anyways. That fair to you?

    The person you're trying to reason with is one of those trolls who plays heavy in to survivors being victims all the time. Many have tried to offer actual solutions to their problems but it goes in one ear and out the other and they continue to cry about the game being unfair for survivors.

  • @Hex_Ignored said:

    weak bait; 3/10

    Eh, I'd give it a 2/10. Weak form, didn't feel like much effort went in to making this, and not even a little funny.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278689#Comment_2278689

    Yes! I couldn’t have said it better myself.

    Old Mori was very busted, encouraged the nasty tactic of tunneling often employed by killers, and had a very formative and powerful impact on the way a trial went. Keys still require survivors to complete the majority of their objective, find the hatch (if they didn’t bring an offering to spawn hatch somewhere), and meet up to escape through hatch together. In this game which has become very killer-sided, completing all five generators is almost always an impossible task, and an early escape through hatch can be the only chance of escape that the survivors have. Keys level the playing field against a broken opponent, claims of keys being overpowered are totally unfounded.

    Hey. You still haven't answered my question that I asked twice now. I've been trying to appeal to your survivor bias and prove that you're not a troll but every time I ask what you think of my changes you never answer. 🙃


    Also in general, are we comparing the old state of moris vs the current state of keys? Or the current moris to current keys, because the two are not comparable at all... Old moris, yes those were nerfed and rightfully so. But current moris don't really serve a purpose outside of seeing a cool animation kill.


    Current moris the killer needs to still get someone to death hook, so at that point whether by hook or mori, you're dead regardless. Hell, sometimes hooking is actually better than using a mori depending on the killer. Some killers have really long animations for their moris to where you'd be saving time just hooking them to kill them. So yeah I'm a little confused on where this comparison is coming from...

  • So...I've said this before. Overall he's fine where he's at and could use some little tweaks. The zombies are very RNG to where they're either the best thing ever, or they're pretty much useless and serve no purpose. They still do dumb things, like lag on hits when survivors hug up close to them, or they'll get stuck on walls or something. The three hits with his power is a little much, especially since the initial infection hit gives survivors a speed boost as if they had just taken damage. Honestly the three hits and speed boost on infection hit are probably the biggest glaring issue that needs to be touched on first and soon hopefully. If they want to keep him to where he needs to 3 hit with his power, ok but then take away the speed boost from the initial infection hit. I'd be cool with that, especially since he still has to go through a cooldown when he hits with his tentacle too. Then yeah his T3 is just....severely underwhelming for what's supposed to be your max tier power. That either needs to be reworked entirely or scrapped and just keep him to two tiers and add the little Itty bitty range boost he gets to the pallet breaking ability because that pallet breaker is where the real value of his power is at.


    Overall I'm having fun with him and enjoying him, but I agree that he does need some touch ups before he can be perfect. He's fine, but he could be better too.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278321#Comment_2278321

    Honestly That should have just been an optional pick by default with both head and hood able to prestige

    You know, I forgot about the trash bag mask... Yeah kinda weird that he didn't even get that.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278405#Comment_2278405

    Yeah there are a lot of complaints about nemesis too but I think he's in an ok place.

    The main thing is tier 3 mutation doesn't really add anything so why bother doing it? Especially when survivors get to sprint away after the infection hit.

    Think Myers, yeah you let a lot of people escape while stalking but once you hit tier 3 you become a terrifying killer to contend with, it justifies the time it takes to obtain.

    With nemesis I see people just m1'ing because the alternative takes to much time to achieve. Its a tricky one but he's still really new so I'll hold any real thoughts till I've played more.

    Its still an indescribably better DLC release than trickster but that's some low hanging fruit, trickster is a bad joke.

    So funny thing, and I don't know if this was lag or if I perfectly timed this, but with my T3 tentacle, if you're close enough to the survivor, you can still hit them if they dead hard. I had one that dead harded from me and I guess I timed it right, cus when they reached the end of their dash they were down immediately cus of the tentacle slap. That said, I still do agree that he needs some touch ups, like yeah he needs a better power up reward for hitting T3. While the extra range is nice, the added range isn't really a lot, definitely not worthy of being the highest power up reward you can achieve. He needs something better, or at least make the T-Virus be something more painful to deal with. But yeah I still think he's a lot of fun, unlike Trickster which just...is painful for me to play regardless of level...

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278405#Comment_2278405

    He has to hit survivors 3 times if he wants to make use of his power. Combined with the provided speed boost this automatically makes him worse than pyramid head, and a couple other killers.

    When the zombies work, they're great. When they don't, it feels like playing with rank 20 teammates all over again. I would feel better if they acted in a more consistent manner. But as of now they can get caught on everything, and can ignore survivors literally right next to them.

    I'm well aware that he has to hit survivors 3 times, hence why I said he still needs a little tweaking. Other than that he's fine. The zombies, even if they weren't actively attacking, they'd still give me info on if a survivor was near them, so I still capitalized in some way. That said I did have a couple games where the survivors would hug a zombie and the zombie would stand there, wait a second, and then flail out at them after they're long gone lol. So the zombie AI I'd put that in to the category of "needs some tweaking".


    Again I still like him and think he's a lot of fun to play. Even with the 3 hits for a down and the dumb dumb zombies, I still got a good amount of 4Ks back to back last night. Just like with anything, you gotta adapt your strategy in game. If the zombies are being dumb, don't rely on them, if the survivors are being hella annoying on loops, and you can only get the infection hit off, cool, infect them and keep pressure elsewhere. Actually on Midwich last night I three hit a survivor behind some desks and they were literally hard cornered. They pallet blocked themselves in from the middle and they were in a part of the room where we were on opposite ends of the loop, and since the loop was just desks I got three hit her with no problem cus she messed herself up pretty bad lol.

  • @pseudechis said:

    They can be hit and miss but really bone you when you get caught between one and the nemesis.

    Very RNG dependent but then I guess that's kind of the point. Usually they do little but I've been caught out twice now and there was nothing I could do once I'd made the mistake.

    There are a lot of posts complaining about them, but if you read them, they are the same arguments people use about every other interesting or different mechanic in this game.

    "Whaaaaa I can't just run around the same rock pallet saving till the drop and then rinse and repeat"

    Once again there is something new and the forums are inundated with the change fearing dullards.

    They should make a separate dullard game mode for these people with a single killer that is a white box with a sword arm called "generic killer 1". It just chases you and M1's, then they can loop it all day without thinking and feel great about themselves.

    Nemesis might need a tweak or two but so far its different and interesting.

    Agreed on all fronts. He's pretty well balanced, not too OP and not too weak. He does need a little tweaking here and there, like you said the speed boost with the infection hit is a bit of a problem that has to be looked at. But otherwise I like him and the zombies. The zombies are very RNG dependent and depending on which map you're on will determine how much value they give. On a huge map like Mother's, they barely give anything. But on a small map, especially Hawkins, omg they are just downright busted. The Thing hallways in that map make it so that if you see a zombie you have to either take another route or waste a pallet/flashlight on the zombie. Overall I'm happy with him, he's been a lot of fun to play.

  • Imagine being upset over RNG screwing you over in this game and giving the other side an undeserved edge. So glad that this doesn't happen to killers in any way. Like can you imagine RNG screwing us over with like saaaay hex totems? That would really suck if RNG had totems spawn on hills, next to gens, or literally right next to survivor spawns. Phew, thank god that doesn't happen to us though and survivors have to actually go out and put some effort in to looking for things like totems.

  • Yo, give me a classic skin for Nemesis and I would rock the holy HELL out of that cosmetic. It's actually weird that Nemesis didn't get a classic skin, especially when they gave Jill hers.


    resident-evil-3-nemesis.jpg


  • To be fair with Nemesis, he was gonna be hard to bring over to the fog. Unless the Entity applied for a position in Umbrella's Bioweapons division so that it could gets it's hands(?) on a Nemesis Tyrant, there wasn't much they could do that would be believable. Nemesis isn't motivated by greed or other things that a normal human psychopath could be tempted with. It's only mission is to hunt down S.T.AR.S. members and to murder anyone that gets in his way with 0 shits given.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277927#Comment_2277927

    In my opinion Lethal Pursuer is unnecessary on killers without a weak early game. But for killers who need the early game to go well like Oni, Myers, or Plague it's good.

    Yeah that's a fair assessment. Like I said I don't use it cus I just don't find the information to be worth being down a perk after the first 9 seconds of the game. I switched my perks to the old fashioned Ruin/Undying combo and yeah, that works extremely well and so much better with Nemesis.

1 … 4 5 6 7 8 … 12