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Nemesis' Zombies
So Nemesis' zombies are pretty cool, but many people think they need to be changed. What would you change about the zombies to make them more balanced? They should probably be less dependent on the AI, and require more from the killer to be good. Also, maybe add more zombies. The two we have are good, but on large maps I don't see how they'll be very effective.
Comments
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I think they're okay, they aren't a main part of his nemesis power just a secondary passive that fits with him.
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I'd make them more 28 Days Later than Walking Dead.
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I think a couple things:
#1. Zombies should not come within 8 meters of a hooked survivor.
#2. Survivors should have a way of killing Zombies (other than dropping pallets). It shouldn't be easy, and the killer should be rewarded for it by increasing their mutation gauge. (Thus making it risky) But they should be able to temporarily remove zombies other than dropping a pallet.
#3. Like Trapper's traps, I think the number of Zombies should be map dependent. On indoor maps, fewer Zombies are fine. On large outdoor maps there should be more.
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Instead of killing a zombie when you punch them, let Nemesis punch a zombie to down it on the floor, then like a downed Survivor can pick the zombie up and carry it around.
Drop the zombie you are carrying on the floor to let it stand back up and patrol where you want it to. Or throw the carried zombie at a Survivor to damage them by 1 health state, but this kills the zombie on impact forcing it to respawn.
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I agree with all of this. I think with 2 when killing a zombie you should also get infected so that it poses a risk to the survivor as well. Being able to kill them would make the weak
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You can head on them and kill them I've been running head on and flashbang together it's made for some pretty funny moments
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I think direct counters against zombies for the Survivors can include a few things:
1. If a zombie is unalerted, a stealthy Survivor can approach from behind and kick the zombie (use crush Victor animation) to knock it down flat on the ground like how they fall from heights.
2. Same as above, approach from behind while holding a T-Virus vaccine to inject the zombie, which instantly kills said zombie forcing respawn.
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Ok I love the zombies thinking they don't need any changes but what about this. If you get hit by a zombie they get a 1s stun in which you can do an animation killing them which respawns them instantly somewhere else.
That way, they maintain a lot of danger and advanatages to them while limiting the amount area zoning one lucky zombie can do.
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This is a great idea. The zombies are still powerful and threatening while the survivors have better ways to deal with them.
I'm 100% for this idea.
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oh boy, i sure have had some ideas.
- allow Zombies to interact with windows and dropped pallets. They would vault windows and block a dropped pallet.
- change the Zombie AI to patroll a set area instead of going after sound (= closing in on gens). they will return to their dedicated area immediately once they are out of chase.
- change the amount of Zombies based on how many patroll zones can be put on a map
- Zombies actively avoit Hooks someone is currently getting sacrificed on
so what are those changes aiming to do?
the first one is ment to mainly fix a bug i've noticed where Zombies run at a window, not being able to understand they cant get through there. by allowing them to very slowly vault it, we'd give them a new role in chases as some sort of window blockade for both sides. for pallets it would be similar, but without the Zombie actually vaulting it - Survivors can still vault the Pallet, but the Zombie would get an guaranteed hit on them if they do. it would basically force a Survivor out of a tile they were in, making the Zombie a strong asset to Nemesis chases.
the second one comes hand in hand with the third one. My goal here was to make Zombies much more consistent than what they currently are without making them too oppressing. Ultimately, i want the amount of Zombies to be reliant on the map size, to allow Nemesis Zombies to be equally impactful on large and on small ones. At the same time i didnt want to have like 5 Zombies that would all stand around the last 3 gens, not letting anyone touching them, so i came up with the area patroll rule. This would also make it so any chase Nemesis is taking throughout the trial pretty much guarantees him at least one Zombie in the general area he chases someone in.
and the fourth one is pretty self explanatory - we really dont need Zombies to camp a hook.
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Hmm... not sure about that.
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I'm fine with current zombies. But if I had to at most add one more zombie
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I would change their ai to not target people on the hook and bigger maps should have 1 extra
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1) Make it so zombies can't get in range of a hooked Survivor, and they can't detect freshly unhooked Survivors for a brief moment.
2) Make it so a zombie briefly loses collision with any Survivor they successfully attack.
3) Increase the amount of mutation Nemesis gets from whipping zombies a bit.
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Make them a tiny bit faster and have a 3rd zombies spawn on the bigger maps. Otherwise I'd say they're OK for now
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