Avatar

SpiritWolf

SpiritWolf

About

Username
SpiritWolf
Joined
Visits
414
Last Active

Comments

  • @ThatRyanB said:

    One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

    Played a match on Grim Pantry where Survivors would run to Main Building and just run circles around the upper and lower parts and, due to being 4.4 m/s, would be impossible to catch up to them once the broke LOS.

    On top of that, when patrolling Gens as best I could, they would pre-run at just the sound of the "Lullaby" into the nearest structure, wasting even more time.

    TL;DR I've basically had nearly ZERO interaction with Survivors the entire match other than seeing them disappear in the distance or seeing a Gen pop.

  • @ThatRyanB

    Played a match on Grim Pantry where Survivors would run to Main Building and just run circles around the upper and lower parts and, due to being 4.4 m/s, would be impossible to catch up to them once the broke LOS.

    On top of that, when patrolling Gens as best I could, they would pre-run at just the sound of the "Lullaby" into the nearest structure, wasting even more time.

    TL;DR I've basically had nearly ZERO interaction with Survivors the entire match other than seeing them disappear in the distance or seeing a Gen pop.

  • I'm just gonna start off by saying I HATED Trickster.

    Never enjoyed playing as or against any, but this recent "rework" got me intrigued. So I booted up the game, purchased him and loaded into a couple of matches.

    It took some getting used to but eventually I started to improve and even got a couple of wins. Then, those couple of wins turned into one sided matches where I barely managed to down let alone injure Survivors.

    This was due to numerous reasons;

    • Maps that are a little too big and contain too much clutter / Indoor maps with LOS blockers.
    • The same META perk 4 stacks / SWFs
    • And overall just rust from not playing the game for a while.

    But the most egregious of all is the utilization of the most braindead tactic of Shift + W.

    Reading through this forum, it is simple enough as to what needs to change.

    Increase his movement speed to 115% / 4.6 m/s.

    Additionally if possible, though I'm not sure how popular this idea would be, is the lowering of his Terror Radius / "Lullaby" as it alerts Survivors way too early which allows them to pre-run away.

  • Literally just rework his Entire Kit/Power:

    -Remove Zombies. (They are too inconsistent and hinder more than help in anyway)

    -Remove Initial Infection Sprint Burst. (This should have been removed on launch)

    -Remove ability to break pallets/breakable walls with T2 whip.

    ____________________________________________________

    +Give him a Sprint Ability for reaching T2. (Tired of seeing him doing a light jog towards me when I KNOW he is faster)

    +Give him a roar when starting his sprint (I.E. Oni's Demon Dash) that reveals infected survivors with Killer Instinct.

    +Give survivors a debuff if infection is not treated after ~30-40 seconds. (Be it hindered or based on addons)

    +Give 6 Meters to T2 Whip. (T3 Whip Replaced with Rocket Launcher upon pressing action button)

    +Give him his Rocket Launcher at T3 by pressing action button that lasts 60 seconds and insta downs (Possibly longer if running addons)

    Finally

    REWORK ADDONS WITH THESE CHANGES!

  • Nemesis is forced to play like an a-hole.

    Due to the fact that the Devs thought it'd be a great idea to make him a generic anti-loop killer instead of the more accurate pursuer like he is in the actual games.


    They made Wesker accurately enough to make him fun and fresh to go against. I've yet to hear any complaint about his kit.

    I just want to play Nemesis as Nemesis with his Rocket Launcher and Sprint as his abilities.

  • The fact that the devs say that without the SB on infection makes Nemesis "tOo oP" is laughable.

    Hell even the zombies are laughable literally just played 3 games and in everyone my zombies;

    1. Got stuck in the floor and spaz out
    2. Block me while I'm chasing a Survivor
    3. When they actually hit a Survivor it's because the Survivor intentionally got hit to gain distance.

    The problem isn't the Tentacle giving a SB, It's his whole kit

    I'd much rather have a full rework of his power.

    Give Us The True Nemesis: Rocket Launcher and Sprint

    Look at what they did for Wesker, he is actually accurate to his character in RE and his power is quite strong.

  • I'd much rather prefer if he gained a rush ability than buffing zombies.

    As they are completely RNG and have terrible pathing.

    I'd also like it if being infected actually did something cause you know, you're infected with a virus that turns you into a zombie?

    Instead of give survivors a free sprint burst but at the cost of being hit over "most" obstacles. ( I say "most" as in some areas Survivors can crouch and avoid the hit despite being clearly visible. )

  • Little late reply but, THIS.

    This is what I and many of us want for Nemesis hell it's what he so desperately needs.

    Don't get me wrong the Zombies were a cool concept but they are utterly useless 95% of the time.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662814#Comment_2662814

    "I think what he really needs is a chase ability, Nemesis is literally called The Chaser / Pursuer for a reason."

    They simply aren't going to do things like this. It's too much work for them and essentially redesigning the killer. His strongest feature is already his chase as well, so making that even stronger makes no sense.

    "However his T3 Tentacle IMO should be able to damage / infect & break pallets."

    This would be a good change. I do however think buffing his map pressure would be the better route for improving him though. Strong chase killers aren't fun for survivors to play against. Strong map pressure killers can allow them to compete while also giving fun chases.

    Maybe hitting T3 could also buff the zombies more. Faster, further detection range ect.


    "They simply aren't going to do things like this. It's too much work for them and essentially redesigning the killer. His strongest feature is already his chase as well, so making that even stronger makes no sense."

    Forgot to add in my previous post that his 'Rush' ability would just make it so he actually HAS map pressure. Being able to down/hook a survivor then rush across the map to find a new one kind of like Blight / Hillbilly. It would also be useful since infecting survivors gives them a Sprint Burst and allowing him to 'Rush' and catch up to them. And really? Too much work to put in a secondary button and increase movement speed. This won't 'redesign the killer' it would actually make the character feel more like Nemesis in Re3.


    "Maybe hitting T3 could also buff the zombies more. Faster, further detection range ect."

    The problem with Zombies is that they are completely RNG. Even if they were to fix their pathing they would still be lack luster. So buff em' however you want but at the end of the day they will more likely be useless.


    The best comparison I can make is Pinhead / Cenobite, he has;

    • Anti-Loop
    • Passive Map Pressure (Chain Hunt / 4v1)
    • Teleport / Mobility (Find a Survivor (Even if rarely used))

    So in comparison the Nemesis I envision and what we should get is;

    • Anti-Loop (T3 Break & DMG)
    • Passive Map Pressure (Zombies (Fix pathing))
    • Rush (Find a Survivor / Catch up after Tentacle Strike)
  • https://forum.deadbydaylight.com/en/discussion/289123/give-nemesis-a-rush-ability#latest

    I think what he really needs is a chase ability, Nemesis is literally called The Chaser / Pursuer for a reason.


    https://forum.deadbydaylight.com/en/discussion/267106/nemesis-buff-suggestions#latest

    As for his Tentacle, since they don't want to remove the speed boost on Infection (Not Dmg Hit) a Rush would be the perfect.

    However his T3 Tentacle IMO should be able to damage / infect & break pallets.

    Currently it feels like if Michael's T3 gave him an extended lunge with no Insta Down

    I do agree that the Vaccine should take 10 seconds longer.

  • Thank you.

    I'm glad I wasn't the only person thinking of this.

    I've had this idea since his release but only came up with a pretty basic suggestion. (see link below)

    @SpiritWolf said:

    I absolutely love Nemesis however, as of right now he is just a weaker Pyramid Head with Zombies.

    Here are a few of my suggestions to make him a little more fun and actually feel like you are Nemesis.

    BUFF SUGGESTION 1: Remove Infecting Tentacle Strike Sprint Burst

    The initial Tentacle Strike which infects Survivors gives them a Sprint Burst as if they have taken damage.

    This has already been talked about and I am assuming it is unintended. If that isn't the case and it is intended then remove it.

    BUFF SUGGESTION 2: Allow his Tier 3 Damage/Infect and Break Pallets

    Currently Nemesis' Tier 3 is... underwhelming. Only granting a 1 METER increase for his Tentacle Strike.

    My suggestion is simple, allow his Tier 3 to not only Damage/Infect Survivors but also break pallets. In a situation where a Survivor drops a pallet locking them in animation, Tentacle Striking them will result in Damage/Infect giving them a Sprint Burst and leave the pallet dropped. With this change however, it will make his Tier 3 more of a threat and more reason to acquire it.

    BUFF SUGGESTION 3: Give Nemesis a "Rush" ability

    Pretty self explanatory.

    In the RE3 Remake (of which he is based on), Nemesis has the ability to rush and catch up to Jill in seconds. So what happened, did he forget how to run faster when he entered the Fog?

    It would work similarly to Oni's Demon Dash where he would charge it up and rush forward and have a choice to cancel or attack.

    How to balance it I am currently drawing blanks, if you have an idea on how I'd gladly appreciate it.

    These are just some of the suggestions I have thought about. Other things that are needed are addon changes/buffs.

    Let me know what you guys think. :)

    Would like to hear your feedback on my other suggestions if you wouldn't mind :)

  • @FogLurker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2340797#Comment_2340797

    Looks like they finally fixed Quentins face on the PTB, as well. I would assume Claire > Jonathan in terms of importance so maybe someday, month, or year Claire will get her face fixed.

    Well it was a recent license, and a big one at that. Didn't take that long to fix Jonathan when it came out. Hopefully we get a fix in a few weeks.

  • Well thought out. This may be one of my favorite Killer concepts. Hope Devs see this.