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Give Nemesis a Rush ability.

Nemesis is a strong Killer. His kit is decently well balanced, despite the weird hitbox for his Tentacle and the AI for his zombies, he is reliable and very fun to play.

Now while he isn't the most unfaithful adaptation of a licensed killer in DBD, he is missing some of his core mechanics from the Resident Evil 3 remake that his was taken from. Obviously they can't bring in his wide array of weaponry he has in the game, although it would be cool as all hell, he is missing some of the more brute force and dominance he has in the games. I am mainly referring to his ability to charge down Jill by running at super high speeds. On nightmare difficulty, his ability to near instantly catch up with you when he ran is what made him both fun and terrifying to play against.

And the thing is, he has this ability before he goes into his second form, so if it were to be brought to DBD, they wouldn't need to do much work. And his base run animation looks like he would be sprinting anyways.

Now, why should he have this ability? Because it's Nemesis, the Pursuer, the Potential. As he stands right now his main 'map pressure' tool in his kit, the zombies, are heavily rng based and neither the killer nor the survivors have any real interaction with them. By giving Nemesis his charge ability, not only will it give him some much needed map pressure, but it could also give the devs a chance to go over his addons and make his less useful or uninteresting addons effect his charge rather than their current effects, allowing Nemesis to use a new range of perks to adapt their playstyle more.

Now how would this charge work in game? Well, there are many players who have voiced their opinion on how this charge could work, and I think the general consensus is that the Nemesis would let out a Roar and then begin its sprint. the Sprint would be possibly timed as to make it more inline with other mobility killers with dashes as their main mobility such as Hillbilly (Chainsaw overheats), Oni (Blood Fury will eventually run out) and Blight (Token based). And unlike the Hillbilly and Oni, I think that if the Nemesis is to be allowed to attack after coming out of his charge, I don't think it should be an instant down. Nemesis already has an incredibly strong 1v1 and what makes him fair is that he rarely can one hit someone.

So how this ability would look in the tooltip is;

Special ability: Charge

The Nemesis lets out a global roar and breaks into a rapid sprint. Using a basic attack, hitting an object or cancelling the charge will end the ability early. This ability gains bonus effects based on Mutation Level.

Mutation I - No changes

Mutation II - After charging for 2 seconds, can be used to break pallets and doors, but Nemesis will be briefly stunned.

Mutation III - During the Roar, Nemesis gains a brief Killer Instinct mark on survivors who are contaminated.

  • Roar duration/ Charge Time: 2 seconds.
  • Cooldown time: 1.5 seconds.
  • Movement Speed: 200% or 8 meters/second
  • Collison Stun timer: 2 seconds.


I have given the charge additional buffs using the mutation system as, the system as it is is now, feels underwhelming.

But overall, I think the charge could make Nemesis feel more like his original source material as well as make him more fun to go against as he will be able to fulfil his title as the Pursuer and be a more dominant and fearsome killer.


I am happy to hear thoughts and feedback.

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