Please add an option to prevent Nemesis spawn

Agreed. I’m also not a fan. It’s an oversized capibara and he has two tricks. Duplication and life-leach blood pools. If you stay out of the blood pools it’s usually not that much of a problem.

He’s also quite fast, so you can’t usually outrun him. This makes it bad for a first nemesis encounter imho as you have no time to figure out what’s going on.

That makes it even worse from lore standpoint… They technically want to kill us and probably eat us but we just smash through them on our way to bigger goals. If I was them, that would make me a little hateful and spiteful…

As for Nemesis spawns - it makes campaign a little bit more exciting so I can accept a few drawbacks. It also means nearly guaranteed extra loot on farming runs while previously it was 1/10 or 1/20 if it would spawn or not.

If I don’t want to fight it or I can’t beat it, I simply run away. They don’t aggro right away so there’s time to step out of their range and they’ll just sit there. In my eyes they are no different that area bosses or totems - I don’t touch it if I can’t do it.

Seems random from experience. Sometimes they stay still, other times they zip across the map to get to you the second they spawn.

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Maybe devs could tone down just Kupa’s aggro range, so you don’t necessarily have to fight it if you don’t feel ready. The truth is that Beast infamy is too easy to rise and beasts are everywhere, so the chances of facing Kupa in a regular run get high. Kupa wasn’t so bad before the nemesis rework because he was just relegated to the Ugdenbog area.

I think other nemesis are fine, though. Although I don’t really mind fighting Kupa because I can handle it most of the time.

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In my case the Nemesis spawned right in the boss room, so not avoidable, and at a time I just wanted to complete the quest and stop.
Going to and through Tyrant hold, especially the very first time is already quite time consuming, I do not want to have to do it twice just because that nemesis blocks me.
And even if I could manage them, this is not something I wanted. I was already tired and wanted just to complete the quest and stop.

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An option of suspending session would be cool sometimes. It crossed my mind when doing Crucible from wave 1 to 170.
This would open an interesting possibility of playing entire campaign without ever re-spawning any monsters. Every chest would become a one-shot chest.

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Is that right? I thought he had infinite life steal on his blood puddles rather than being tanky.

They do, which makes him tanky if you can’t out-DPS his leech or move out of the area of effect. :smile:

But honestly, I think we give too much benefit of doubt to new players that have never played GD. Judging by the Discord General chat people have no clue on how to play or just don’t care. Most players probably don’t even get to see a Nemesis! :smirk:

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First game session of the day, I start the Malmouth DLC.
I reach Caraxxus lair (a boss to kill for the main quest). Right after I killed him, boom Kupakabra spawns there close to where the boss was. Thankfully I just killed the boss so did not have to handle both of them.

Second game sessions, Kupakabra spawns right after I click one of those desecrated altars. I had to handle both the altar spawn and Kupakabra. No way to escape that.
Same second game session, I go through the mandatory chaos rogue like dungeon between Barrowholm and Malmouth. Boom the chaos Nemesis spawn. Thankfully this time he spawned away from the path to the exit. But he could as well have spawned in the path and block my progress :rage:

until/if session suspension feature gets added or modded in your best option for less frustration is probably Coincident’s suggestion of pre-emptive spawning

*the next PTR hasn’t even been announced yet, so even should the option get added it’s probably not anytime soon, and if it’s annoying your play so much, pre-spawning or editing infamy is maybe better than than letting it eat at your session’s overall enjoyment

i’ve no idea how easy it is to simply snip the nemesis spawn altogether, but it might be something you could basemod for the time being if so

Not quite sure, but maybe setting nemesisSpawnKillCount values in gamefactions.dbr to 0 so counter always stays at 0? But honestly, might as well just remove enemy faction system as a whole, since lower tiers don’t really matter anyway.

i’ve legit no idea what the actual impact is amount wise, but supposedly we get extra spawns/higher enemy density from the infamy too, so maybe that’s somethings that’s “worthwhile”/still adds enjoyment enough to keep
Suppose in thinking it’s also just more “surgical”, if the nemesis specifically is the issue, just snipping that might make Imarion’s session fully enjoyable again

It’s a Nemesis. Supposed to hunt you down and make your life miserable. Sounds like it works perfectly now. :ok_hand:

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If I ignore the fact that the Kuba Kuba nemesis keeps spawning everywhere and getting more boring than the rest, I agree otherwise.

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i just had an idea(confused if i had missed a spawn), and i don’t know if it’s somewhat useable in the vein of what’s desired here "should Nemesis toggle/session suspension"not be added, or if it’s even more/less likely to be added.

But what about if there was a toggle for a meter to track Nemesis spawn progression?
Say min possible spawn is 300 and max is 600 points/kill, we have a bar running, somewhere, if toggled that displays 0-300-600, and ok you’re 35points out of 300-600 or you’re at 340-600 “so now you’re in the range where nemesis can spawn” and aware and can relocate and go somewhere else to control the spawn or just avoid it.

Where surprise?

i mean for the people that specifically don’t want the surprise :smile: optional toggle option

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