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Memesis

Memesis

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Memesis
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  • Just make it basekit while in chase already. 75% of survivors need it to last longer than 10 seconds in chase and truly new players (who need it the most btw) don't have access to it immediately. It's not immersion breaking either, killers already see generators all game. Make windows do something else so everyone can stop complaining about it.

    We'd get a better solo que experience which also helps bridge the gap between new and veteran players. Killers already play against 3 of them a game so it's a win all around.

  • So, kinda like madness 3 for each hit of hellfire? Cool idea, but it probably wouldn't translate very well in balance.

  • Unlikely, the devs removed prestige visibility to reduce lobby dodging/shopping. They definitely won't add a feature like this that will just increase it.

  • Can you believe it used to be 50k?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791525#Comment_3791525

    It's not even just the post 2v8. The anniversary event had instant hooking which really helped showed how much time got wasted hooking survivors as well.

    Between +10s per hook stage, recent events adding in ways to speed up the hooking process, and punishments being added around the hook, it just makes sense to avoid hooking survivors as much as you can.

    You're right, I totally forgot about the remote hooking. That felt so useful at the time, but was absolutely despised by survivors.

    I also forgot to mention that hooking potentially exposes you to pallet and flashlight saves, both completely negated by slugging.

  • I don't think self unhooking regardless of it being from a perk or 4% should even give the endurance duration. With the exception of the anti face camp proccing of course, where it should be double or even triple.

  • I don't know, having up to 16 seconds of free, safe, telegraphed time, per survivor, per hook, plus travel time away from a hook has been pretty glaring lately in erasing pressure. Post-2v8 realizations I suppose.

  • @Halloulle said:

    I don't understand either. Nemo is the one killer I do have a lot of hours on - simply because I find it a lot of fun to hit M2 over (/around) all kinds of things (and with some of them it's nigh impossible to get hits on).

    What I found the camping Nemos to have in common is that they don't really know how to use M2 on its own. They throw something for quicker mutation rate on and then Thanos around for half the match cause they can't land their M2 hits and then either rage quit or, if they camped, proclaim camping/tunneling is the only way Nemo is viable. Idk, I suppose if you don't use a killer's power then camping/tunneling is the only way to get kills. It's also shooting yourself in the foot cause you ain't learning how to do M2 at that rate.

    He does have it rough on some maps if survs know how to play them (either because of their size or because of certain tiles that sort of force you to M1) and then proxying and making it 3v1 asap is kinda key to 3/4k - but encountering those survs is somewhat rare so I can't really see that kind of "habit" developing; you're just used to running into those survs so that's what you do by default.

    Come now, why go after any of the three other players when I have a juicy injured pre-contaminated survivor who's ALSO missing a hook state, right where I want them just waiting to get unhooked? People even try to body block for more easy mutation rate.

    Nemesis lacks the mobility, tracking and pressure needed to find other targets (zombie tracking is extremely unreliable, like their map pressure). You're practically throwing against a strong team if you don't aim to disrupt an unhook attempt.

    Nemesis seems to be doubled down as a strong 1v1 with his t-strike buffs, making camping and tunneling a winning strategy for him in conjunction with his power. It has little to do with the players ability to use his M2.

  • Yeah, it's deceptive "footprint" and actual physical reach makes most survivors underestimate the range extension of tier 3. It would be 100% fair and justified to fix this in my opinion.

  • Not very new to be honest, most survivors I face have no idea just how far you can hit with the old tier 3 tentacle strike. Some survivors won't even attempt to juke until they're in the 5 meter range, but as a Nemesis main you learn where you can get the hit with extra distance on some tiles, like shack or a long wall.

    This buff helps, but in MOST cases, anywhere you can get the hit with this new .5 meters, you probably will have been able to get it anyway with a quarter second of patience with the old 6 meters, not to mention you have to be in tier 3 to have that extension and the same survivors who won't juke 6.5 wouldn't have juked 6 either.

    Honestly, this change will probably just make more survivors conscious to the tier 3 range, rather than score more hits than without the buff. Still though, there's a reason pyramids heads only useful addons are range extension so I guess give it more time to see how useful that .5 can be.

    The cool down is always useful though.

  • Rtx 3080, no issues there or on PS5 or the Series X. Except for the console exclusive input lag on skill checks. That's never getting fixed I feel

  • @steezo_de said:

    Maybe it was the same nemesis changing names.

    Underrated comment

  • Obligatory "doing a pretty good job so far" meme. In all fairness, they tackled some pretty scary bugs in the past couple months, like that auto gen pop bug. Give them some time, they usually iron out the new update release bugs in the first two weeks.

  • Knock out is a strange case. It's the most unhealthily designed perk in the game arguably, and it's not even that good at it's job because it's countered by comms. If they rework this perk to an unrecognizable new version, id say good riddance.

  • Well that would absolutely gut the perk, if that's the intention here. Just have it only earn more stacks while in chase.

  • "I prefer the one with the blonde hair" no you don't 😂

  • @Mazoobi said:

    I hope they revisit it similar to how they incorporated Shelter Woods with the Tools of Torment Chapter since SW was the MacMillan equivalent to Rotten Fields.

    Yes! I found it strange that they did it for shelter woods but left rotten fields the way it is. A shack and some tiles is such an uninteresting layout.

  • I would love these changes to chests, id also suggest allowing keys of all rarity to instantly open chests in exchange for a few charges.

  • Welp, there goes Nemesis's sole factor of what we would call a "skill ceiling"

  • Whats is this? The points you make about survivors and killers p100 apply to either side? Are you saying that killers don't p100 because they like the cosmetic, the license, the character? Are you saying no survivor p100's a character because they main survivor and learn to run every tile and every killer on every map?

    I play a bit more killer than survivor, but I will not pretend that survivor is skill-less.

  • We're protesting the lack of zombie changes

  • Theres no central servers? My god it makes so much sense now. Minimum 50ms ping regardless of Internet speed in Colorado is pain.

  • Id keep killers in first person for this, their animations on the client controlled side are, whack.

    But first person survivor should be a settings toggle!

  • @solarjin1 said:

    https://us.v-cdn.net/6030815/uploads/17AUWAJ99KCO/images-288-29.jpeg

    camper no camping

    camper no camping?

    camper no camping!

    Scrolled to fast, looked like crash bandicoot. New killer confirmed???

  • We'll make it is probably the fairest and most balanced perk in the game

  • Ive always had a soft spot for the return Myer's concerned eye brows

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785372#Comment_3785372

    I'd have a much easier time accepting a 1 shot down version… though 2 shots is kinda raising this flag of why have it in the game? It either has to be so strong that's it becomes oppressive, or so trivial that it doesn't matter.

    Replacing his tentacle with it is just not feasible to me. As I said in my other posts above, a Rocket Launcher is hard pill to swallow someone surviving a direct or near hit.

    A quick Google reveals that the effective lethal range of a standard rocket laucher is 15m, and then shrapnel is lethal for a further 150m.

    If we ignore the shrapnel, 15m is a pretty large distance, and even if you gamify it and make it half of that, you're still talking 7-8m, which is about a the size of a weak pallet loop... even a small rocket launcher explosive radius is the size of a weak loop, and I don't know how you make that remotely fair and still keep it as a Rocket Launcher...

    To scale it down to his tentacle, it becomes less a rocket launcher and more of a firework pop rocket dispenser...

    True and that's valid, a rocket launcher is silly and would make little sense in dbd. However, what I had in mind was more in line with the actual gameplay of resident evil 3 and it's remake. If it hit like firework pop rockets, I'd be fine with that because that is how it works in the games when you get hit. It impacts your character like an isolated concussive blast rather than a piercing shrapnel explosive gore death, for the sake of gameplay and aesthetic.

    Edit- Now that I think about it, there could have also been a neat survivor dodge mechanic for the rocket launcher to be more faithful to games. It would add a skillful interaction for the survivors while keeping the rocket launcher at a somewhat more lethal spot. I don't know, I know it's asking too much at this point.

  • @Aven_Fallen said:

    When it comes to the games win condition (MMR), yes, you lost. So you should lose MMR. But this does not really matter, since MMR is just a number to determine Matchmaking and I dont really understand the Obsession of players that they want to keep their MMR high. They dont even see it.

    When it comes to your own rules… I mean, you can think if you lost or not, this is up to you. It would be silly to think you did not lose tho. Where should it stop?

    "I did not lose because I had bad RNG."

    "I did not lose because that one Survivor/that Killer was probably smurfing."

    "I did not lose because I dont wear my gamer pants."

    Let me cope >:( I'm ALWAYS the winner in my matches. No one can see how low my MMR is just the way I like it

  • Nemesis has just been kind of sitting there in an eh state for years now since his release. If these changes increase his kill rates, it's entirely possible he won't be touched again for the rest of this games reasonable life span.

  • Just yesterday, I played 5 solo ques games, all of which had the first hooked survivor give up on hook immediately. I then took a break.

  • @adsads123123123123 said:

    I wanted them to focus more on Zombies for Nemesis rather than make him a generic M2 killer.

    My thoughts exactly. The ability to hit over a pallet/window with M2 is shared with like a a third of the killer cast. I wanted the buffs to focus on what makes Nemesis more unique (zombies, infection, the supply boxes).

    Some people in here didn't even read my post when I stated he would still be a bad killer after these changes.

  • I would have just given her that addon basekit that lets her be 4.6 when out of hatchets. Helps her reload faster or be a normal killer when her power is out. Then rework that iri to do something more interesting than just be qol buff. I'd like an iri that affects her lullaby

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424541/the-nemesis-changes

    As a Nemesis player yourself, I did want to ask you...

    I personally would have liked to see his zombies become more dangerous via use of red heads, with self defence tools like in the RE:make to compensate, so I'm with you on that direction...

    But, I hear people talk about giving him a rocket launcher often...

    I genuinely wanted to ask... have you given any thought to how that could possibly work in the game? I admit it would be cool... but practically speaking where would you even start in making a rocket launcher remotely believable/engaging to face?

    Every other hit in this game is something that you can squint and believe someone could survive... yes chainsaws, hatchets, knives, harpoon guns, kunai, bear traps, etc would maim you more than is represented in the game, but the point is you COULD survive, so our suspension of disbelief isnt hit too hard....

    However no amount of squinting or logic twisting is gonna remotely allow me to accept surviving a shot from a rocket launcher... and how would you even juke the darn thing?

    Maybe if it had a minimum arming time, that might work... but again, how on earth would you begin to make it remotely fair? Far as I can see, it'd have to have so many restrictions, it almost becomes pointless having it... like literally I'd be considering giving it 1, and only 1 shot if I was to remotely take the idea seriously.

    Do you have any thoughts of how a rocket launcher could work? Cause I'd be interested to read it.

    I imagine it working with a telegraph, like in REmake 3 the way there's a targeting laser that changes color when fired. The projectile can move no faster than the slowest huntress hatchet, and can be limited in number to balance it being one shot downs (2 or fewer shots per game) or one health state (8 shots or fewer).

    Let it spawn in one of the 4 item boxes that have vaccines but make it random and need to be briefly searched by Nemesis. It could replace the whip but function the same in terms of wind up time and movement speed slowdown.

  • Why stop at vecna? Do the whole cast!

  • Are we getting a dev update today on changes from the PTB?

  • Absolutely not. We've seen swf teams have slightly better escape rates not because of communication, but because it means those survivors are probably just better overall. Gotta remember that people playing swf together are usually more dedicated DBD players than average solo ques.

    Swf teams are not this unbeatable boogey man everyone thinks they are. Punishing team play would kill this game.

  • I think some people here need to actually play singularity

  • Not gonna happen. There's far too many survivors to retroactively add and balance special abilities :(

  • @EEP said:

    This has been reported as a bug and survivor moment speed issues ( moving slower then should be) and the response was that it's not a bug

    @TragicSolitude said:

    Worst input lag is when playing on Switch. Input lag is less on PS4. When I play on PC (with a PS4 controller, I do not like using the keyboard), there's practically no input lag.

    I have to readjust each time I switch between platforms.

    So this is well known, but isn't considered a priority at all? Is the community really just ok with having such a huge disadvantage for playing on console (on top of strictly no keyboard and mouse support)?

    I get that we have cross progression now, but that's no excuse to have such inferior versions of the game available on hardware that while somewhat outdated, can run worse than a PC with even lower specs.

  • I agree. This is the only reason I hate 2v8. It's completely changed the queue experience for killers forever, as this game mode will definitely come back.

    Swf players are now queuing as killers and survivors are spoiled from the casual 2v8 experience. I was so disappointed that this version of 2v8 got extended. Now I can't play Nemesis for another week >:(

  • People younger than 18 already play this game. What difference does it make? If you're worried about post game chat, just turn it off.

  • If they implemented something like this it would only be used to harass your past opponents worse than it already is.

  • @deckyr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777017#Comment_3777017

    being someone who plays both killer and survivor on this forum can be so annoying, because you always have people who only play one side insisting and demanding that you're from the other side trying to destroy the game, when really you just want the match to finish so you can play another one.

    This is so true. Every piece of critique gets immediately labeled as some evil propaganda against whatever side is being discussed lol

  • Im really excited for the new players FNAF will bring. It feels better knowing DBD will last longer with that kind of support. I hope it does well!

  • Pulled apart would be great with enduring, spirit fury and hubris!

  • Im happy this will give FNAF fans the same treatment Resident Evil fans like myself received. I hope it brings a ton of new people to the game!

  • Definitely a licensing dilemma. I'd love a classic nemesis skin, and more RE characters as legendary skins

  • @Rudjohns said:

    If the perks were doing something cool and original, I don't think its a problem

    However a lot of these new perks are so bad they should have been a buff to older perks in the first place

    Finesse could have been a buff to any other perk such as Dance With Me, or even bottom tier perks like Spine Chill (even though it doesnt really match what the perk does)

    Hardened should have been a buff to Calm Spirit

    Still Sight could have been a buff to Premonition

    Wicked to Slippery Meat

    Deadline to Autodidact

    Light-footed to Lightweight

    and the list goes on…

    Interesting perspective, those perks would all be so nice when combined like that, not having to waste slots

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