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Memesis

Memesis

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Memesis
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  • It makes sense why he's stronger. It's harder to focus and search for traps when you're dodging a flying hatchet. No one is used to focusing on more than one killer power at a time, let alone with the chaos of so many players in the match at once!

  • Nemesis, but everything else Resident Evil. I was absolutely delighted when it came to DBD. I was hooked on the game around the time blight was released, which made the birkin skin all the more special.

    I also strictly play RE characters as survivor. It's S.T.A.R.S Jill for me thank you.

    Also, RPD sucks but I can't help but love it anyway.

  • Ive been having weird collision zones for the pallet prompts lately too. It's like I can't throw them from the edge of the pallet anymore at some spawns. I noticed it around when tomb raider when was added

  • You can't have shorter killer ques while also nerfing the survivors -_-

  • The calendar basekit alone really saves dredge. I wish they would adjust locker spawns though

  • Kinda doubt theyd hide it from swf honestly. That'd be pointless

  • It also doesn't say anything about the hindered duration not applying to zombie infections. This will just encourage survivors to seek out the free speed boosts of they're not infected

  • I wouldn't, blight's base-kit design is inherently strong enough to warrant having less than amazing addons.

  • I hope we get to visit the void again, I'm shocked there's been nothing quite like it since that event, side for the D&D portals

  • You never found it silly that a basekit M1 attack would create enough distance to just lose a chase entirely? Without STBFL and the survivor holding W, you would literally lose chase from basic attacks.

    You need to improve if you think you deserve a midwich hallway of distance after ever attack.

  • I hate the mechanic but I understand why it's there. It'd be nice however if they slightly nerfed the speed boost given to a newly infected healthy survivor.

    When infected by a zombie, there shouldn't be any speed boost, just i-frames. That ######### is so unfair.

  • The devs have stated more than once that they have no intention to do that. No clue as to why, id be happy with that too. Killer on controller feels like an unnecessary handicap.

  • Could be a loading error. Maybe try reinstalling?

  • I kinda wish that after launching the game, it would just auto load to the main menu, with an option to auto skip the opening cinematic.

    I also wish we could remove the pre game lobby, but that's another discussion

  • Im really going to miss remote hooks when they're gone. It wasn't until this event that I realized just how much I hate carrying survivors to hooks.

  • Background player was really unfair to go against. Pallet and flashlight saves were always viable before that perk even existed so what's this being worth quitting over? In it's current form, it still does the same thing just not utterly broken and completely devoid of counterplay.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741067#Comment_3741067

    What enchanted armor side objective? I know the armor in the dungeon looks at you, but there more to it?

    My mistake, I was referring to the gauntlet / boots and hand / eye

    in Nerf Comment by Memesis
  • I would like to see more variety in killer builds. I wish they buffed or reworked a handful of bad perks every update. Like, give wraiths perks all new effects so there's double the new perks to use and learn this anniversary

  • This is the breast post on this forum

  • Mage hand still feels like a cheap hit whether it's used before or after the pallet is thrown which feels bad but his other powers feel much more balanced.

    The skeletons could be a little more consistent and the sphere could be tweaked to be better at finding survivors. The flying spell is really useful against w holders and closing distance.

    The enchanted armor side objective is fairly interesting and worthwhile. Overall not the worst killer to face honestly

    in Nerf Comment by Memesis
  • It is PvP after all. People want to win when they compete against others. If you intend to play nice, then keep doing so. But you have to accept that if you're playing nice, you're not playing to win.

    To better enjoy "playing nice", try to focus on doing well in chase either side, not so much on whether you escape or kill all the survivors. Practice honing your skills with running tiles and mastering killer powers.

    If you feel you care more about winning, then don't feel bad about using the best tools available to you, but expect that your opponents will do the same.

  • I think making Distortion more of a team stealth perk is an awesome idea.

    The only glaring problem with stealth is that it makes other survivors get tunneled out early, so making the perk somehow affect everyone mitigates that. It would just be tricky to balance so that it's still good and meaningful without being too overbearing for the killer

  • Isn't that reportable? If you can make a good case that it's working with the killer?

  • I have a stronger passion for this game and community than any other entertainment media in my life so far (25yrs). No regrets playing this through most of highschool and all of college. Currently playing on my free time while working on my masters. Thanks devs :) especially for bringing Resident Evil!

  • It was fun, but absolutely DID need to be nerfed that much :(

  • How would you buff it?

  • I also loved his special pallet scamper voice lines. I don't think they play during a chained slice and dice scamper :(

  • I was just thinking this!! That would be incredibly fun

  • Id be cool to have a limited modifier game mode that reverts balance changes to like 5 years ago.

  • Like that awful totem next to the window in the west RPD office >:(

  • I would like to see zombies reworked so that there can be more of them, like 4, but also not have them awful to face.

    More like, make them more easily killable but more consistent at disturbing generator progress and interfering with tiles. Maybe they could be louder or give off some warning where they are so survivors don't get blind sighted?

    I've suggested this before but I think it'd be neat for consistency if zombies stayed in a designated portion of the map. In quadrants if there were four of them. That way zombies don't unfairly gang up on survivors, but are also more predictable for both sides.

  • It would kinda just make agitation more popular than it already is. Mandatory on my builds for how awful the hook spreads can be on some maps and for its synergy with pain res.

  • Killer or survivor, i'm always disappointed loading into badham. As killer I hate how survivor sided the map is, and as survivor I hate that there's so many pointless variations making the map a chore to learn

  • @Emeal said:

    I would be happy if Map Offerings became as rare as Ebony Moris, that way they are easier to avoid picking in the bloodweb.

    Alternatively, I would like to see sac wards lowered to yellow rarity. I would be so sad seeing map offerings compete for the spot of iridescent addons in my blood webs

  • I think it's a perfect blend of iconic original characters and heavy hitting licenses. Deceptively high skill ceiling gameplay and potentially thousands of hours of mastery that come from the knowledge of hundreds of perks, almost 40 killers and maps all make a ~15 minute match feel thrilling and unique each time you load up.

  • I learned that i'm atrocious at playing blight. (Bamboozle brain)

  • Some of this comes down to experience with nemesis. Infecting a healthy survivor who just vaulted a window facing the inside of the map? That will probably make you feel like the speed boost needs to be nerfed when a situation like this is avoidable.

    I would prefer the devs leave the tentacle and infection alone and instead rework the addons and the zombies. Or, give nemesis some form of map traversal.

  • Which they could do before the buff using 1 addon

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730139#Comment_3730139

    Honestly I think if they were a little more "oh crap" instead of "oh ffs", they'd be a lot less annoying.

    Like maybe if there were a set of changes like: -

    • Survivors could find 12 daggers/tasers relatively easily scattered on the walls at within the trial. Can carry them like Flashbang.
    • Zombies now momentarily grab the survivor when caught instead of just slapping them and boosting them away infected. Survivors must wiggle free, upon which they are infected/injured if already infected/downed if infected and injured.
    • Daggers/tazers will replace the wiggle and stab them to kill the zombie with no negative effect.
    • Zombies mutated to red heads who run at 3.4m/s after so long alive (say 2 mins), heightening the need to find a pallet to kill, flashlight stun or locker to evade.

    I like this, it's like defensive items from REmake and REmake 2!

  • Whether it "fits" or not, new licenses bring in those fan bases to the game. This game is nearing 10 years old, it's ok for the devs to experiment a little.

    Besides, the devs stated that getting DnD was sort of a passion project for them. Although I'm not familiar with DnD in the slightest, what I've seen doesn't seem unfitting for DBD

  • Kind of a tricky killer to balance, having so many different abilities. Most of the time BHVR only has to balance one anti loop power and one slowdown or map traversal power on new killers.

    Vecna has like, 3 anti loops, detection and map traversal?

    His abilities will probably stay relatively weak compared to other killers with the compensation being the abundance of options in a chase.

  • I would love an addon pass for nemesis. I would also love more zombies. It's disheartening that my opponents are annoyed/hate the zombies though :(

  • It'd be interesting to make windows basekit during chase with half the range, and let windows give the full range all the time as it does now.

    Then we could balance the maps/M1 killers afterwards if survivors over perform? I feel like this would just help newer survivors anyway, which is always good for the games health.

  • If the hatch didn't spawn, the last survivor just has to camp either gate until you leave, or just tank a hit if they're healthy. They escape anyway. You already lost if egc triggers without hatch coming into play

  • The huntress's I face don't feel any more oppressive than before her buff imo

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722392#Comment_3722392

    More Zombies would not make Nemesis feel more interesting to play. It would also not really give more of a feel of a Zombie Apocalypse, given that even if you double or triple the amount of Zombies, you would still barely see one in DBD-maps.

    And it would also be a really lazy way of buffing him. I would rather see that they focus on the part which resolves around the actual gameplay of Nemesis, the input the Killer player has to do instead of just adding free value by adding more Zombies. (You can say they could do both, sure, but past experience has shown some occasions where they just went the easiest route and called it a day. And I think that this would be the case with just adding more Zombies)

    Do you play nemesis all that often? The rare occurrence of a zombie appearing in a loop during a chase is way more exciting and interesting than his basic "if survivor throws pallet, use m2".

    I'd easily trade the tentacle for 2 more zombies. Zombies force both killer and survivor to run loops differently and awkwardly because what most people often forget, the zombies body block nemesis too.

    In fact, I wish they would just remove the tentacle. Maybe add a rare and not guaranteed chance to get a time limited rocket launcher after some rather challenging condition

  • Perhaps adding more zombies with recent developments allowing more players in the 2v8 mode?

  • The scourge hooks always glow white while carrying. It would be nice if normal hooks always glowed too for consistency.

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