TheStabbiNAngeL
TheStabbiNAngeL
About
- Username
- TheStabbiNAngeL
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2278432#Comment_2278432
This may not necessarily work but what if it was four zombies and they each are locked to a specific survivor, so they are always heading for you but at their typical 1m/s (without addons)? So no matter what you as a player only have to worry about your zombie and nemesis. This also limits how often the zombie rng comes into effect as the player can just make the choice to go to the opposite side of the map and have a very long time before their zombie will catch up to them.
How about that second form of Mori
When a survivor is in the dying state, on final hook and infected.If you're down by a zombie they can just start to eat the survivor ?
-
@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2278432#Comment_2278432
This may not necessarily work but what if it was four zombies and they each are locked to a specific survivor, so they are always heading for you but at their typical 1m/s (without addons)? So no matter what you as a player only have to worry about your zombie and nemesis. This also limits how often the zombie rng comes into effect as the player can just make the choice to go to the opposite side of the map and have a very long time before their zombie will catch up to them.
Having the four zombies on large maps are good enough,that would be way to oppressive and they kinda work that way already, if survivors stay in an area to long they start to march to seek them out,I like the scale of more zombies on larger maps but that would be to much,Nemesis isn't that bad he could use a few tweaks.
-
@18dwhyte said:
I'd like someone to explain how he can be "good" because I just don't get it.
For starters, we have a killer whose ability does not punish survivors. If Nemesis hits a survivor, they just lose the ability to tank a tentacle/zombie hit. This means it takes 3 M2 hits to down a survivor instead of 2. No other killer needs 3 M2 hits to down a survivor. Now, you can argue that using his ability grants extended range/ pallet breaking powers, but the tentacles can't even fully reach over most low-obstacles. Additionally, the break pallets manually takes approximately the same amount of time as breaking them with a Tentacle.
Now take Plague, for example, She infects a survivor. If a survivor is fully infected, they are one-shot and can spread it to other survivors.
Now take Nemesis. He infects a survivor with his tentacle. Survivor remains uninjured, gets a speed boost, and isn't incentivized to use the vaccine unless they want to be able to tank another tentacle/zombie hit without punishment. And if a zombie infects them, Nemesis gets nothing in return. It feels as though the devs wanted to give survivors a 3rd health state, similar to Endurance. I didn't play Resident Evil so I'm not sure how the T-virus works there, but it definitely isn't good in this game.
Also, He has no map pressure unless you count the zombies (which barely apply pressure, and can easily get caught on trees/rocks). And he's large so mind-gaming with him on certain loops is even more difficult.
As someone who has gotten to Rank 1 on Killer and Survivor, Nemesis brings nothing new to the game (aside from AI).
Now I'm not gonna say buff X or change Y, because that's not my job nor my specialty but the devs should really reevaluate how this killer works. All I'm saying is there is no reason to play this killer unless you're a die-hard Resident Evil fan.
There are so many other killers who can do what he does better. If Pyramid Head got 2 zombies, and his M2 could break through pallets, then I'm 100% sure he would be a replica of Nemesis.
end rant/
Poison and T-Virus work essentially the same in RE but no one has died from TV (main characters) and the only game you get infected with the T-Virus is classic Resident Evil Nemesis,but it only renders you injured.You can still heal.Any one that isn't a main character probably becomes a zombie. If you're poisoned you can die from it,but only certain enemy types have poison
-
@DarkMagik said:
Ever since the RE Chapter i,ve seen a rise of Tapps in Games,any thoughts why?
To fit in with the cop crew most likely Leon is in his RPD uniform.
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2278456#Comment_2278456
You know, I forgot about the trash bag mask... Yeah kinda weird that he didn't even get that.
Someone told me its because Nemesis face is more recognizable and on the cover of Re3make, but that was a different case.I ask why didn't they just have that as his base cosmetic
@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/2278456#Comment_2278456
Agreed like bloody bag or normal default bag.
Yep both would be cool ,He's wearing the damn thing for the first 5 minutes or so
-
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2278550#Comment_2278550
Yeah and I've been blast mined and it's annoying but you're not gonna see it again after a week in more than 1/50 games because it doesn't really do anything. Repressed alliance is the stronger but less annoying version of this perk and no one runs it.
Perks that aren't "second-chances" don't stay popular with survivors for long.
Edit: you might see it when there's a stun/blind the killer challenge on if it counts for those
It's a stupid perk
@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2278560#Comment_2278560
Not at all most of time when you kick a gen is because you have pop so you already make the choice to let the survivor go for pop you just waste 5 more sec before you can pop
But that's 45 secs
-
@gendoss said:
Why would you care about the blind? That literally does almost nothing, it's the stun that actually does something.
Because, I don't want to be double blinded and triple blinded by,flashlights and flashbangs and blast minds come on man
-
@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2278527#Comment_2278527
I just don't see how you can be bullied by Blast mine. If they start flash lighting you immediately after, it's like flash lighting while breaking pallets. It's annoying, but they're not making any distance.
I find it just that, annoying, nothing really else. I'm still using pop, but what it is doing is making me go for chases if I know I can get a down instead of kicking first.
Yeah it's annoying anytime survivors are annoyed by something, it goes so I want the blind part to go
-
@bibibib8 said:
Blast mine dont need any nerf the perk is fine the it is. The biggest issue is the surprise blind that flash hurt the eye so bad if i get flash 2 or 3 time in the same trial i quit and stop playing because my head start to hurt and the only thing i see is some red spot in my vision
A blind and a stun you don't think that's to much
-
Do any of yawl actually play the game
-
Not to mention how much time will be wasted this will generally waste in match, you get blind,stunned and survivor can still complete the gen in your face
-
I don't think you realize how devastating this will be,bookmark this post when you get bullied and then tell me it's still fine
-
@Nemmy_Wemmy said:
Even if it's a single head cosmetic....why couldn't we get the trashbag on his head Nemesis :(
Honestly That should have just been an optional pick by default with both head and hood able to prestige
-
You probably need four on a large map,smaller maps would be to oppressive
-
But the speed boost should go on the first hit @CornHub idea
-
Or it can be automatic
-
I just want another way to mori survivors.If their infected and or down by a zombie on the final hook Nemesis can walk over and trigger a second Mori like Pyramid Head, where the zombies would eat if you're not picked up in time
-
@GenJockeyNance said:
Aw, you beat me to Sheva but here's some that I would LOVE also alongside Sheva.
Rebecca Chambers:
https://us.v-cdn.net/6030815/uploads/MTSNAKCPJ5II/rebecca-chambers.png
Carlos Oliveira:
https://us.v-cdn.net/6030815/uploads/FNMBUKL2Y6O8/carlos-oliveira.png
Barry Burton:
https://us.v-cdn.net/6030815/uploads/7DFLZPB1HF5G/barry-burton.png
Moira Burton:
https://us.v-cdn.net/6030815/uploads/ZPYQ2RUFRFP7/moira-burton.png
Rachael Foley:
Any skin from Revelations would be a dream for me. 😔
That's understandable ,those are some good picks
-
@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2278273#Comment_2278273
i was refering the the pic you have posted
Gotcha,I don't know how this process works do we like and ask for the skin's and Bhvr gives them to us ,I think Josh would be a dope ass legendary
-
@GannTM said:
I think we could also get maybe Carlos, Ada, and/or Ethan.
I agree Carlos for sure and Ada ,Ethan has made quite the name for himself
-
@Mistikus said:
sheva looks really nice
Do you have any skins in mind
-
This would be a cool skins
-
@konochivu said:
Okay, I'm not going to talk about much of his tentacle since I'm semi-okay with it but I'm going to talk about his zombies and coughing sound after getting infected - IT'S TOO STRONG FOR A KILLER THAT CAN ATTACK THROUGH OBSTACLES!!!!! Trying to flashlight save? Too bad, you're infected and coughing. Trying to sneak past him but got spotted by zombies? Too bad for you, now he's coming for you. Even against plague survivors have an infinite amount of fountains to cleanse and they heal you but when versing a Nemesis you either play competitive and do gens as fast as possible or die on a meat hook. If his detection part of his kit isn't going to be nerfed or tweaked, I guess I'm gonna play Dwight with Wake up, spine chill, resilience, left behind, and sit in a locker entire game because of how oppressive his default kit is.
What a baby
-
@HP150 said:
BHVR were able to secure RE3 Remake Jill, RE2 Remake Leon, OG RE3 Jill, RE4 Leon, Claire, and Chris but we couldn't even get Classic RE3 Nemesis? C'mon now....
Well the Jill classic skin ,is technically from the remake but, it's her classic skin from OG RE3
-
@Laluzi said:
It does feel a bit strange to me that the T-Virus doesn't actually turn survivors into zombies or progress as a disease in any way - it's the T-Virus, it should be terrifying rather than a minor nuisance - but there is absolutely no way to balance that with vaccines being limited, as cool as that would be.
Though I think death hook survivors going down to zombies having a special mori performed on them would be really cool. It's a rare enough occurrence that I don't think it would change gameplay much; survivors typically don't go down to zombies unless Nemesis chases them into them.
Yeah kind of like Pigs RBTs
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2277828#Comment_2277828
Then bitter murmur would be useless that perk would be worthless
But BBQ and Chill would essentially be the same if you're hooking a survivor and going after the last survivor this is for beginning of the game and end game ,plus it fits the Nemesis lore
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2277828#Comment_2277828
Then bitter murmur would be useless that perk would be worthless
I guess
-
@Chilli_man2400 said:
Guys I confess Lethal Pursuer is my new favorite perk to run I have used it on nemesis and I will admit this is the most overlooked perk ever people underrated it but it’s so good on Nemesis, Oni, Myers, Billy and Plague. It’s very strong on beginner killers cause they need to find a survivor first to get strong later. You should try it it’s great.
I it should have two uses for beginning and end game when all gens are done
-
@Nathan13 said:
idk but I really like it!
Same
-
@A_Skinny_Legend said:
Sounds like some wrestler. Felt like I was starting up a fighting game. Caught me off guard.
Definitely sounds like Nemesis.
I know ######### freaked me out,I thought I've finally lost it
-
@Pulsar said:
I haven't seen anyone even get hit by them
I won my first match the complaints are going to start rolling in
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2274792#Comment_2274792
There's god windows on rpd?
Pretty much if you have to vault a window from a closed area, then that can become an infinite but with the tentacle strike or Punishment of the Damn or Hatches ,you may hit if you're close enough, but if you miss it's going to punish you heavy
-
@coppersly said:
Nemesis has a harsher punishment for missing than Nurse does and his hitbox is extremely percise/wonky... like why would I ever choose him over her in any scenario? He's just so bleh.
And yay I love our community, tbagging and being extremely toxic on killers trying the new weak boi out. Shoutout to you mad lads for making everything worse.
Survivor mains right now
-
@Seanzu said:
Well, I do have some gripes, like how my cosmetics were turned into sets after I had already bought them, and the map being disabled, the pallets flickering invisible at some angles is also quite annoying and having the zombies neutured feels a little annoying, other than that, pretty solid.
They we're probably already sets but the coding maybe took a while to catch it.
@Phasmamain said:
Honestly the map being disabled is a good thing imo.
They should open some of those area where the (counter) desk) makes it an infinite.
-
Yep this is just like the unnecessary Freddy nerf,Undying Nerf, Thano,and Pop Nerf but,Freddy ultra rares we're a bit to strong or whatever ones he used to delay games.
You don't need 8 stacks to a perk to a make it work just set it at a number everyone can agree on.Dying Light is at a state where's it's good if you're patrolling gens other wise if you're in a good chase then it's completely useless. Some survivors actually want to PVP as long as they have a free escape waiting at the end of the chase
Saying all of that,I know why they changed it ,the killer mains really need to shape up,I swear but not all of play the same and they should take that into consideration
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2274456#Comment_2274456
Mostly the ones who are saying that this is a good nerf cus survivors get to now keep their items and don't need to fear losing them. Personally I don't like that. I think it removes a level of risk that they took whenever they do decide to take their purple toolboxes with the BNP inside. As a killer I myself have to worry about what add-ons and offerings do I want to use, because unless if I use one particularly rare offering, I always will lose my add-ons regardless of how well or bad a match goes.
Also I'm gonna be honest, I had no idea survivors could keep their items if they escaped with them. I just assumed that their items worked like killer add-ons where they're gone after one use, so I never really thought the items being destroyed was such a big deal.
No know man they keep their item but lose add-on,I never really thought about that though. Still there's know key nerf eminent and would shouldn't make this the main problem with key's, because Bhvr would take it as a temporary fix which wouldn't be a key fix at all.Not everyone runs Franklin and noone ,want's to shell out money to get Franklin's Demise
-
You never hear me complain about one perk
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2274138#Comment_2274138
Yeah I agree with everything you and most of what everyone else has said about it. Hell I'd even be ok with the other idea I saw floating around, make it so that when a key hits 0 charges that it can't open a hatch. Boom easy fix right there as well.
Since you but it out there who do you not agree with
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2274110#Comment_2274110
Changing keys to function differently based on the charge system they already have is not the same thing as adding a specific exception for Franklin's to not destroy the vaccine after knocking it out of the survivor's hand.
The key change is not changing how it functions with other perks or systems, just itself.
But that's not what you said in the first place,if you had a different objective view that should have been said.You webbed together keys and vaccines together as a hold
Never said,i was expecting this also
But I do agree
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2274011#Comment_2274011
Without knowing how exactly items, vaccines, and franklin's are coded. It's hard to say.
But one thing I can be certain on is adding specific exceptions like this is generally a bad idea. Hardcoded exceptions like this would have to be constantly maintained and updated whenever they update any code that involves items. It's just bad practice to use hardcoded exceptions, because it's an easy avenue to run into bugs that would have otherwise been easy to avoid. It's not always obvious to a programmer what code might call what especially on a large project where they didn't code everything.
The simpler fix to this issue is to simply make it so a key with 0 charges can't open the hatch.
Yeah that's a reasonable change, but that also lies in the problem and statement you're making ,if they change the coding for that,who's to say it all wouldn't be affected. That's the same thing.Lets just say they didn't think about it or forgot
How do you like that Bhrv the elites make you look foolish
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2274011#Comment_2274011
The other thing they could have done was make the vaccines apply when you open the cases, have them function like Plague's fountains essentially. Like why would you carry the vaccine around with you anyway and risk losing it anyway?
Probably because of the aspect of Nemesis,he needs two extra hits to down a survivor,that's another boost to survivors against him,if you were to apply the vaccine upon opening the crate and it looks pretty cool carrying it and you could give it to a fellow survivor if you want to,if they couldn't find it but I haven't been infected so I guess it works like pigs boxes
-
@BasementDweller said:
Franklins was able to destroy the vaccine if the killer was Nemesis. They couldn't find a way to make the Vaccine immune to Franklins, so they nerfed/changed it.
I know you can't possibly answer, but for coders it seems like such an easy change to just limit Franklin's to vaccine undestroyable
-
@Rougual said:
Get Good
The thing about Dead by Daylight, their not taking into consideration, is the difference between PC and Console.You say get good ,but theirs so much middle ground to cover in between the two
-
Good players can just whip out the tentacle at will ,this is the thing,I fear they will change eventually, but if they do I'm afraid he will be severely gutted
-
Nerfed version
-
Difficulty should be set at hard ,we're talking Nurse level
-
If they gave Nemesis his weapons then,three weapon crates should spawn in and when you choose a weapon the other crates should be locked and unusable for the duration of the match.
It has to be accurate and laser guided if it's going to be one shot,three shots 50% of a gen,no regression,but decommissions the generator for a short time,one health state for survivors. If you have three rockets then you should be able to put it down and pick it up,when you want to.
The Flamethrower should have 5 burst and can burn generator's with 8% regression every 4 secs,which the flame will burn for a duration of 20 secs,which gives you 32% of damage per burst.One health state if survivors are hit with a direct blast ,or steps in a trail of fire,slides across a pallet ,or drops a burning pallets.Pallets should also be destroyed after awhile that can go for the rocket ,but it would just destroy the pallet instantly.I chose those numbers because the flamethrower has the shortest range of 6 meter's
The Mini Gun should put survivors into the dying state automatically at 8 meters, no pun intended their, but unlike the rocket launcher and flamethrower you'll move at 92% of you're base speed but it would have a distance of 24 meter's before it becomes inaccurate 10 meter's one health state but literally anything outside of 14 meter's you're just spraying and praying.The mini should be the weapon to full reset a gen,or destroy it completely but I guess survivors wouldn't get out so full reset and decommission for 60 sec's and should have 3 burst rounds
I added more weapons because it seems like,everyone want's to use a specific weapon,plus in the remake he uses multiple weapons and all weapons should be deployable and recallable
-
@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2268676#Comment_2268676
Can't hear sheet when you are in chase tho. Just would be a bit better if you could see them with the map.
You have a point there.Maps have 20 seconds on them ,somebody is run kindred,or OoO,Detectives Hunch, DaS ,Counterforce you need to also see the zombies? Talking about taking the horror element out of a horror game.At the end of the day it's overkill Nemesis isn't that strong.He needs to hit you three times to take damage, if he stays in stage two his tentacle is only 6 meter's but,can break pallets, it's a version of a lounge from CdG which in case it doesn't even go anywhere,so at best he'll just be M1ing,isn't that what survivors want counterplay.
The zombies are RNG correct ,so most of the time you want be near them,and that's not even true.In chase you can hear and see the zombies.You asking to see the killer's kit and this means survivors have officially gone to far.
-
-
@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2268638#Comment_2268638
theres gotta be some type of tell that they are nearby imo. Even if it has to be a map.
Just listen for the sound that's, usally how you tell if anything is near you,lit totems,killers,survivors,the hatch ?


