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TheGorgon

TheGorgon

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TheGorgon
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  • Give him his yellow detection add on. (Zombies become far scarier).

    Give him a nerfed version of marvin’s blood to his base kit. (Necessary).

    Survivors don’t get a speed boost when they get hit for the initial contamination. (Idk why they do, BS).

    —————————————————-

    I will watch the video because I like Otz and I think he’s superb, but I know these are the changes he needs from playing him for so long in red ranks (I need a life). The difference between running these add ons is like the same thing for Demo.


    He. Needs. These. 3. Buffs.

  • The stats are flawed; It doesn’t take into account the various ways survivors can kill themselves or killers ending games prematurely.

    Also, if you have 5 equally skilled players, the killer will have a more difficult time because his skill will be on par with the survivors, but since most people are casuals, the game doesn’t really show how one-sided it is until you take into account red rank survivors.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/259386/what-makes-you-happy-in-dbd

    I enjoy being able to play the game while not ruining the experience for other players. So everyone gets a chance to get points and participate. If you approach it as your fun is all that matters, you’ll see a lot of dcs. Pretty ######### mindset honestly.

    Same! I want everyone to have an equal amount of fun. I don’t want to make people DC, but it feels good when they do (as a killer).

  • @KeiOrtem said:

    Canceling out a haddonfield map offering with the green map offering, it caused all but one survivor to DC

    I just watched that from Otz. That’s 5Head

  • Slinger, Nurse, & Spirit.

  • Yes. I have it on my PS5 and Xbox Series S and they both run just fine, it’s just this update has been a hot mess, in terms of bugs and optimization.

  • Survivors don’t get a speed boost when they’re contaminated.

    Buffed mutation rate

    Make his detection yellow add on base kit (this does wonders).

    That’s all the buffs he needs and he’s strong imo.

  • It wasn’t the best competitively (in terms of gameplay), but yes, it was by far the best map in the game aesthetically.

  • I sorta like it. I really like Pyramid’s approaching theme, but his chase music is meh for me. Honestly, I think they’ve got to go down the Pyramid Head approaching path.

    Although these chase sounds are really good, I want them to make some super scary music. Like terrifying ones and it’ll probably happen sooner or later :).

    Examples:

    https://youtu.be/lpenCEU_mGU

    https://youtu.be/wkb5fX2jpU8

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284383#Comment_2284383

    I'm gonna keep going until something is done. Obviously nothing will be done but I'm committed to fixing their ######### DLC

    I don’t think they care about your 28 million posts, but keep trying, I guess.

    With all due respect, if I was a developer looking at feedback from the chapter and I saw the amount of posts you make, I’d just consider it spam lol.

  • You need to get max mutation in four games.

  • Its’s an asymmetrical game. If you buff a killer, it directly affects the survivors and makes an aspect unfair (possibly). Overwatch is different, you can play 6v6, but there’s a meta that both teams will most often play. Nerfing a hero or two directly affects both teams.

    In DBD, one side gets buffed, the other gets indirectly or directly nerfed. What I’m saying is that it’s really impossible to balance a game like DBD, especially when there’s two sides to balance that have little-to-no relationship with one another.

    Some changes the devs do are horrible, legit bad, but I don’t think I could do better. There’s things you could suggest, but I at least find this game much harder to balance than people make it out to be.

  • I mean, but you always have a rough idea of what these killers will do in a loop or chase. You can try to play around it, and you may very well play around it effectively.

    But with Spirit? That’s not the case. You don’t know what Spirit is doing at all, and before anyone says the head twitch, that’s already been debunked.

    Other than the phase sound, there’s really nothing you can do other than guessing a 50/50. That’s why there’s no meaningful counterplay to her because at one point in the chase, you will most likely be forced to guess.

    Who is wrong? TrU3Ta1ent. He made a video basically ending the discussion around Spirit with Scott going against a pro player. Not only is that player far better than the average player, he also MADE mistakes that could’ve gotten him killed.

    In 2/5 of the chases, Scott won in a deciding way. 1 or two of the chases were extended due to the Spirit’s own f ups, it wasn’t because of the survivor playing better.

    There’s no meaningful counterplay to her, you’ll be forced to 50/50 her at one point if she isn’t in fairy tale land. Tru1 kept blabbering on with how great the pro player was doing, when everyone else was watching the pro player get lucky because of the Spirit’s own mistakes., and if you were to watch Scott’s video, the pro player admits it himself (that Spirit doesn’t have a real counter outside of perks).

    Currently, Spirits real only counter is herself.

    (Both streamers are fairly reasonable personalities with their own respective ups and downs. This wasn’t meant to touch on the drama between the two because they both acted like kids, especially Scott, just the Spirit argument itself).

  • I started loving Resident Evil as a kid, but really as a teen (not too long ago, 2019). I was gifted the RE game on the DS where they would be killed by dogs, I’m guessing.


    Fast forward to the Remakes, I love everything about them. I’ve plat trophied all of the new RE games starting with RE2.

    Now, I’ve come to the realization that Nemesis isn’t A-Tier anymore because it was obvious after playing like 70 games with him and going against him like 30 times at Red Ranks.

    One thing though, is his looping ability that really intrigued me. People are saying that they focused way too much on it, which is understandable, but when you’re accurate and focused, god does your anti-loop become scary.

    I agree with you, there’s been a bunch of Nemesis’s recently, but there’s also been a bunch of flack towards the character itself in terms of how he stacks up to the other ones.

    I’ve said this a million times and I’ll say it again. Give him a nerfed version of his mutation rate add on, so he gets % quicker.

    Give him his detection add on for the zombies (yellow), it increases their attraction and is actually really ######### amazing, they’ve nearly always been useful for me.

    Last but not least, stop the speed boost after the contamination hit, and you have a strong killer. Lethal Pursuer is strong on certain killers and Eruption isn’t that great, but combined with Pop can do wonders in 3 Gen scenarios.

  • the 3 changes that he needs to become strong:

    • No sprint burst after contamination hit
    • The detection add on fixes his zombies being useless - and I know since I’ve compared with and without it for like 20+ games. The difference between having the add on and not having it is drastic.
    • Buff the base mutation he gets per tentacle hit.
  • As a huge DBD & RE fan, this post is overwhelmingly down on the new chapter. Sure, there’s a ######### ton of bugs in this update, the new map is disabled, Claire looks like a drug addict, and Nemesis isn’t as powerful as everyone desired him to be, but...

    Other than that, I find this update to be great and a friend of mine that just tried out DBD said that he doesn’t like the amount of bugs in the update, but the feel of the game is cool and is miles better than the RE multiplayer experience Capcom has given it’s fan base thus far.

    So, I disagree and I think it was a good update (content-wise and conceptually too).

  • @crixus006 said:

    I think this represents how powerful it is to face a team of 4 survivors.And as only spirits AND nurses They are the only killers that can stand up to swf Because the other killers don't have enough skill

    I don’t know if that’s entirely correct. While SWF is really powerful, only a handful are near the skill of Oracle. Oracle is the best team in the world, but let’s not say that they set a good example.

    They’re far better and more optimal than the average SWF. I do think only a certain amount of killers become viable when a SWF plays well, but this is just a bad example of it.

  • Hamilton was my one and only generic (no add-ons) zombie that served. I had to give him the honor of the undead. He deserves a skin

  • His detection add on should be base kit. Ever since I’ve had it on, even on maps like Red Forest & Coldwind, they’ve been extremely useful and maybe vital to my success.

    Have you noticed that BHVR comes out with a pretty good killer, but his add-ons are game changing?

    • Wraith
    • Demo
    • Trapper
    • Nemesis (Give him his mutation rate add on, but slightly nerfed. Detection rate add on becomes base kit, and survivors don’t get a speed boost when they get initially infected. There you go, you have a pretty darn strong killer).

    Sure, his A.I. needs tweaking, but tweaking to fix the zombies colliding and getting stuck on things. His detection rate add on is enough to make his zombie useful.

  • No, far from OP, but far from weak too. He could use some buffs, specifically a buff to his base kit mutation rate and the detection add on that should be base kit. Other buffs like survivors not getting a speed boost when hit and he becomes a pretty strong one.

    If no one has played around with the detection add ons, do so. I got much more value on gen pressure with my zombies, and it was noticeable too.

  • @TheStabbiNAngeL said:

    What's the changes ? If you don't mind

    Black Heart and Barb’s glasses, his two best add ons, were nerfed from 20% to 15%. I don’t really spot much of a difference in my gameplay, though.

  • I still don’t think Spirit has counterplay and mind games are not meaningful counterplay. She’s with Nurse for me.

    I’m putting Demo into B+tier, Doctor into C-Tier.

    I’m putting Twins into A-Tier

    I might be bumping Freddy down to High B Tier.

    I’m bumping Pyramid into A-tier.

    I’m bumping Nemesis a little bit higher into B+ Tier.

  • Fully agree, but I must be the only one that has really enjoyed this chapter so far.

  • The main issue with SBMM is that it’s probably really unfair, although in theory, it should be fair. In a 4v1 situation where the same objectives need to be done every game, 4 skilled players will 90% of the time beat the 1 skilled player, them being the killer.

    That’s why I still stand by random matchmaking being the best route. Dead By Daylight isn’t competitive enough to be taken seriously.

    Although maps in the past have been reworked to give the survivors fewer tools to work with, the issue still persists. 4 equally skilled players compared to the killer will most likely win.

    There’s BS on both sides and really stupid mechanics that should’ve never found a way into the game to begin with, but there’s no denying that the survivors have far more to work with than the killer.

  • Very good. Killers with weak early games can take advantage of it and possibly get a down in the first 30 seconds of the game.

    Really good perk

  • Good! I was going to pop (PGTW) a gen that would’ve won me the game very easily, but blast mine countered me and they completed it right in front of my face.

    And no, I’m not being sarcastic. Same thing with survivors, the incapacitated effect has destroyed my whole game plan as a survivor too, and I’m the usual type to get into a chase on purpose.

    I don’t think it’ll be meta, but it’s a good gimmicky perk that like Eruption, could work in 3 gen scenarios and in a deciding factor.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/258413/nemesis-is-in-need-of-buffs-but-the-criticism-he-s-gotten-as-of-now-has-been-overblown

    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.

    Totally :)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280652#Comment_2280652

    Really? How have your matches been against Nemesis overall? Maybe I am just unlucky, but in most of my matches the vaccines have all been used by the end of the trial.

    His zombies are bad without the detection add on, and so is he without his mutation rate add on. Slap those two add ons on and if you can be precise, I don’t see many flaws in chase.

    i just made a discussion about it, but they’ve got to make a slightly weaker version of the add on base kit, as well as the detection rate being added onto it. Remove sprint burst from infection or make it so that you can injure + infect at the initial hit, you have 3-4 changes that make him into a really strong killer.

    He’s just mediocre without the add-ons, but just like we’ve seen in the past, all they probably need to do is integrate his two best add ons (said perks because I’m half asleep). into his base and there you go.

    I’ve played 20-30 matches in red ranks, as well as maybe 10-15 as survivor against him. I did lose games, as I consider those 2ks. Out of the them let’s say 30, 5-6 were 2k’s. The rest were either 3k’s and 4K’s weren’t an infrequent scene either.

  • He’s low-A, but they’ve got to work on the A.I and how it prioritizes certain things, while also making it so survivors don’t get a sprint burst when they get infected.


    That and he’s perfectly fine.

  • A weaker zoning option to Pyramid & Demo, but the criticism the guy is currently getting is pretty overblown. A buff so that survivors don’t get a sprint burst when they get infected and a better A.I., Nemesis is a pretty good darn killer.


    I’m confident to say that I think he’s low A-tier. Not as great for zoning as some other options, but pretty damn effective.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278182#Comment_2278182

    Your right its 2.5 seconds in all tiers.

    https://forum.deadbydaylight.com/en/discussion/comment/2278198#Comment_2278198

    They are supposed to react to noises made by survivors one of which being gen repairs.

    Yeah, well, they don’t do a good job of reacting to noises.

  • Meh, I highly disagree. I’ve played around 25+ games with him so far and the only weak point I see is his early game and zombie RNG.

    The zombies aren’t a flawed concept, they’re just failed in practice. The zombies personally don’t have an objective, so it’s incredibly difficult to get value from them.

    I think he’s strong in loops. I’m a Demo player that will now use Nemesis as a secondary, but I know how to zone pretty well. Survivors start walking in a straight middle line and their item disappears milliseconds before they drop the pallet.

    Call me a tryhard, but aspects like disturbed crows and lock-on animations are overlooked. They’re incredibly important and I don’t understand why people pull out their tentacle so much. Just m1 the guy, you’ll tier up later.

    Imo, his biggest issue is his zombies serving 0 purpose in play. The A.I. needs to know and understand Gen progress. It would be a significant buff to them if they went over to a gen that is like 50-60% done.

    Also, I don’t find it a major issue, but why the hell do survivors get a speed boost when they get infected. B.S.

  • @Zacharry100 said:

    Zombies are way too rng...they are either good or do nothing.

    Can confirm that the only good zombie I ever had was Hamilton. He was a good boi :(

  • tbh, if they buffed infection so that infected survivors do a worse job on objectives (like a mini Thanatophobia), I think that’d be sick.

  • @UrbanRoman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275809#Comment_2275809

    Thanks for the feedback man and I do 100% agree that I may be jumping the gun here by immediately talking about reworks on day1 lol but these problems just stood out to me and my brain immediately started thinking of solutions. Regarding the whole zombies with large maps thing I think them being on large open maps is a fundamental problem since it's not that hard to just run around them but I have two potential ideas that might help it

    The most obvious solution would be to add more zombies to the map and space them out but that runs the risk of being very annoying to go against and just doesn't really seem like the greatest way to go about it. Alternatively you could instead keep the same amount of zombies but increase their base detection rate to cover more ground as well as increase movement speed or do movement speed and allow them to lunge at survivors.

    Honestly your question is extremely valid and I don't even really like my OWN answers but I can't see a way to buff the zombies presence on large maps without it being unfair to play against but I'm also now just thinking of solutions off the top of my head haha but it's definitely something to think about.

    Definitely :) 100%

  • @SwampDaddy said:

    I read the descriptions of both new survivors and after playing several games with the new killer, there seems to be a massive imbalance.

    Please tell me someone else notices that the new killer is ridiculously underpowered.

    His early game without any perks helping him to better his situation makes his life impossible. He isn’t underpowered, he just needs CI.

    CI + LP + Mutation rate addons allows me to get one or two downs and also get T2 once CI is gone. He’s incredibly strong later in the game, but that’s too late for some killers.

    Focus your build around helping Nemesis as much early game. I have found great success with: CI, LP, BBQ, Pop/Ruin

    Zombies will not be hazardous, they’ll function as an annoyance and the more annoyance (gen regression perks) you put out, the longer the game will last.

    I’ve been overwhelmingly pro-Nemesis to be fair, but the real only weakness so far that I’ve disgustingly despised has been his zombies in some situations.

    Other than that, help the guy out early game. If you lessen the amount of loss in the early game, you will be magically doing better.

    And to the general question regarding Nemesis, when played at his best (I’m guessing Otz, Scott, and others), he’s going to be a solid A-tier. His power is unforgiving when missed, but very rewarding once those tiers go up.

  • I think people are being over critical on the guy. He doesn’t really excel at anything, but it doesn’t inherently make him weak. From playing around 15 games with him and acquiring perks that mitigate his early game issues, I think he’ll fair fine.

    The one thing that does bother me are the zombies. I think they’ve got to be less based on RNG, and they’ve got to do something about them on larger maps. They’re virtually useless on larger maps, while becoming oblivious demons on closed maps.

  • I must be the only one to find his only flaws are the early game and his zombies serving much less value to the killer on larger maps.

    With existing perks and add-ons that mitigate his weakness, I’ve found him to be powerful and effective in every rank, and I don’t think this will change in the future.

    I find him great to play against too, I just love all the aspects about him and I, in no way, find any part of his kit to be detrimental.

    I’ve maybe played 15-20 games and It’s not enough to form a great opinion on the guy, but there’s only been 2 games where I got 2k’s, 4 3k’s, and the rest were 4K’s (I’m rank4 rn)


    I’m seeing as this is the general consensus (this posts opinion), but I highly disagree. I find him to be low A.

  • These all sound like genuinely good ideas, but I think we need to cool off a bit on the topic, just for now. His biggest weakness is his early game, but with mutation rate add ons + Corrupt + possibly LP, that early game is greatly mitigated.


    I’d love to come back to these ideas in the near future because they aren’t poor ideas, they’re actually pretty good, but for the meantime, I think his pretty fine.


    The only real downside that I’ve seen day1 is his zombies presence on large maps. I’d love to hear if you have any ideas for this because I don’t see their value on large maps if you don’t lead them into survivors or vice-versa.

  • I love the new map and I don’t find it too annoying or poor for both sides. Sure, I’ve played RE2, but the layout is still somewhat different and I don’t find it annoying at all.


    Highly disagree, but I seemed to be in the minority and can get to why you guys feel that why.

  • I was getting triggered, but I got Corrupt at the second to last level.

    Nemesis:

    Corrupt

    Lethal

    Eruption

    Monitor & Abuse (idk if this is good on him)

    I have a pretty good build, I guess

  • As killer, I find close matches exciting and enticing.

    As survivor, I don’t like blowouts, but if I’m the main attention for the whole game and I’m looping like a god, that is a ton of fun for me.

  • Can someone explain to me why they nerfed Billy as a whole to begin with?

    ~ He was fun to play against

    ~ I don’t remember anyone asking his base kit to be nerfed, only his add ons.

    yeah, there was no reason to add overheat and to destroy Billy.

  • ~ Survivors should have the ability to immobalize the killer without the use of a resource or tool.

    ~ Nurse is completely conceptually broken. No overwhelming nerf will do justice, she is conceptually broken. No one should be able to avoid everything a survivor has at their disposal, other than random mind games.

    ~ SWFs are fine, killers just need to be given more information to be able to compete against them.

    ~ It’s okay to be add on dependent.

    ~ Blight is stupid

    ~ Demogorgon is still massively underrated and his basically high A+ tier.

    ~ Not that it is underrated, but unheard of: The entity needs to prioritize gen regression perks for killers, and many gen regression perks should become general perks.

    ~ I’m a killer main, but I somehow have a survivor sided brain.

  • Mines basically the same, although I’d put Blight and Wraith to C.

  • 750k because I’ve been on a trip. Arriving tomorrow at 3AM and I’ll be getting the 1M before the event drops.

  • ST & RE chapters.


    I main Nancy and Steve. I also basically one-trick Demo. Now, Ill be playing Jill, Claire, and Nemesis.


    Sorry, I never thought much of or bought into the hype of Chris and Leon.

  • I’m pretty convinced Pennywise will be in this game some day. Cote loves Stephen King and loves the idea behind Pennywise, and so do the fans.


    I think an Alien or Predator will eventually come. Their too requested to leave out.


    Chucky will find a way in, somehow.


    And the rest is up in the air, really.

  • He would be fun to play as and against. I don’t know what they were thinking, but whatever. He most definitely needs some serious love.

  • Iron Will, Sprint Burst or Smash Hit, Resilience, Lucky Break (probably going to be replaced with the new totem perk or the healing one).


    I dropped Dead Hard yesterday, I just can’t sometimes hit the timing for it, and when I do, I get hit and exhausted on the ground. Anyhow, you should be using it preemptively.

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