Best Of
Re: Should nemesis get an extra zombie in 1v4?
made a post about buffs/ changes to Nemmy that I'd think you'd like as well:
- Whipping Generators: Tier 2/3 Tentacle Whip should damage Generators as if they were kicked
- Shattered S.T.A.R.S Badge (add-on change): 150% increase movement speed for zombies are always active
- Survivor Zombification (new added mechanic): If a survivor dies by any means while contaminated they will respawn as an additional Zombie they can control , if they choose to leave they will not receive DC Penalty and will be replace with a zombie Bot. (survivors controlling zombies can earn additional BPs for Zombie events: Attacking survivors, bodyblocking Nemesis/other survivors or feeding Nemesis mutation), vaccine chests respawn.
- Iridecent Umbrella Badge (add-on rework): Nemesis starts the trial at Tier 3 Mutation but zombies no longer spawn (excluding Zombified Survivors)
- Cerberus and Licker add-ons: add-ons that turn zombies into these enemy types. Maybe the licker has increased detection range or can detect based on sound (running, grunts of pain, vaulting) while having long range attack but moves slowly on the ground/walls/ceiling). Cerberus could attack like Houndmaster's Dog, holding them in place and despawning after survivor knocks them off.
- Zombie Mori: If a zombie is nearby a survivor in the dying state Nemesis can hit a button prompt for the zombie to mori the survivor without nemesis having to be near (survivor controlled zombies can also mori survivors by walking up to downed survivor and hitting the "kill" prompt).
Re: Should nemesis get an extra zombie in 1v4?
The entire issue is that when a Zombie tries to hit a Survivor, it doesn't matter how fast the Zombie is moving, they lose all momentum once they swing. Meaning they'll never get hits in on Survivors with half a brain. On outdoor maps especially, they're just useless. Fix the AI so they don't get stuck on sh and maybe increase default movement speed to help with pressuring gens.
Re: Should nemesis get an extra zombie in 1v4?
You do realize there is already four zombies on 2v8 so seems to work totally fine for consoles.
2v8 Is Bugged to Hell
Nonstop issues when playing as Killer and Surv. From having no option to mori at the end of the match to surv class perks not regening so they can't be used. I just had a match as Nemi where no Zombies spawned until three gens were completed. Where's the quality control?
Re: The weird part of playing Killer as a Survivor main.
If you were playing as Vecna (Henry) , another factor to count in is New released killer = very commonly played, to a point where every survivor at every skill level has seen vecna many times and had practice against him, whereas its your first time learning him.
^for this reason i always try to do the killer adept achievements on the first day they launch, as that is the time the survivors are still learning how to play against that new killer. Because after a while, almost everyone knows what to do either from video tutorials or experience.
Re: Should nemesis get an extra zombie in 1v4?
nemesis isnt weak killer, hes a mid killer, why give him more zombies? there is literal no skill involved u get free info and free gen perks, 2 is fine as it is.
Re: We'd love your feedback on the new 2v8 maps!
Starting with Rotten Fields and Groaning Storehouse, they generally feel appropriate for 2v8. I agree with what others have said that their scale works better for the mode, and neither map feels fundamentally out of place. Rotten Fields can feel overly open at times, and Groaning Storehouse highlights how sensitive 2v8 is to generator placement.
On these maps, survivors tend to spread more naturally when objectives are spaced well. When generators cluster or when large areas lack meaningful objectives, survivors group up around the same spaces. In 2v8 this becomes more noticeable, especially in solo queue, where players are less likely to commit to long cross-map rotations for rescues. Without tools that support those decisions, survivors usually default to staying nearby rather than crossing the entire map to unhook.
Rotten Fields and Groaning Storehouse reduce early collapse compared to some other maps, but they also show how important traversal is at this scale. When crossing the map takes too long, both survivors and killers gravitate toward tighter areas, which increases clustering and shortens meaningful decision windows. This affects solo-queued survivors the most, since long-distance unhooks already carry more risk without communication.
Greenville Square shows where this breaks down more clearly. The statue generator and the main building generator are commonly completed early, and once those are done the remaining generators collapse into a tight, killer-favored spread. Matches often feel decided shortly after that point. Survivors cluster even more tightly, and cross-map unhooks become uncommon to rare. This feels very similar to Hawkins, where Eleven’s Room and the Portal Room are usually completed first, removing long-term decision space and compressing the rest of the match.
I agree with moving at least one generator out of Greenville’s central cluster and into the parking lot or another outer area. Adjusting spawn logic to guarantee a wider early generator spread would encourage movement, reduce clustering, and preserve mid-game tension without relying on coordination or voice communication.
I was also hoping to see Forgotten Ruins added to 2v8. It’s my favorite map for both killer and survivor, and I think it fits the mode well. Forgotten Ruins has strong landmarks and a clear spatial identity, which helps in a busy 2v8 match. Its layout supports multiple routes and distributes objectives more naturally, reducing the tendency for everyone to pile into the same area. With light tuning, it feels well suited to the pacing and scale of the mode.
One idea that could help across multiple maps in 2v8 would be portals that support both low-mobility killers and solo-queued survivors. For killers, portals could help maintain pressure on larger maps without favoring already mobile characters. For survivors, similar portals would give solo players a deliberate option to cross the map to attempt rescues, instead of defaulting to nearby unhooks and clustering. With fixed locations, clear audio and visual cues, and cooldowns or limited charges, this could support better macro decisions without creating snowball situations. I would not recommend disabling these during endgame collapse, since killer players already tend to double up and sweep known gate locations.
More generally, looking ahead to class-based additions, if a mystic-style survivor class is introduced that includes effects like Shadow Step, map rules should account for solo queue limitations around totems. This should apply to 1v4 as well. In solo queue, survivors have no control over whether other players cleanse dull or hex totems, which directly affects counterplay to high-pressure perks like Hex: Pentimento. Allowing cleansed totems to be rekindled upon blessing would help balance this interaction, ensuring that a Booner’s role is not invalidated by factors entirely outside the player’s control. This would make totem-based gameplay more consistent and fair across coordinated and uncoordinated lobbies.
Re: Why can't killer disconnect without penalty once a gate opens?
Survivors asked for the abandon system so they didn't have to wait 4 minutes to die while slugged. Survivors now use the system to avoid watching a 10-15 second cutscene.
Killers ask for an abandon option to avoid waiting 2 minutes for the game to be over. Survivors claim this is unfair.
The double standard and hypocrisy of the community is sad to watch.
Re: Oni is too strong and too common in 2v8.
I'd actually go one step further and argue it was always Oni that was the problem, people just didn't recognise it, and he's also acting as a barrier for killers like Plague to be introduced. They should try swapping Legion for Oni for the next 2v8 and see what happens, or even just choice-lock them; I don't think people hate Legion specifically, they hated the Legion/Oni combo and Legion got most of the flak for it since Oni's pretty popular.
