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Do you think nemesis needs a buff

piggygooik
piggygooik Member Posts: 576

I love nemesis he is so cool . His tentacle can be really strong, but i saw one of Scott’s vid and the tiers really don’t do anything the best tier is tier 2 since you can break pallets so their really is no reason to get to tier 3 since it’s only a one meter range boost to his tentacle attack.

his zombies are neat maybe one more but that’s because is don’t really know how they work. They seem to just scramble around. I heard they go to noise notifications which if true then they are not bad.

Comments

  • Seraphor
    Seraphor Member Posts: 9,422
    edited May 2021

    The RNG from the zombies is really hard to judge.

    On his own, he's definitely on the weaker side, which makes sense given he has two additional killers to back him up. But there's a risk that at high levels of play those zombies are going to be inconsequential because survivors can easily avoid them, kinda like how survivors can easily avoid PH's torment and therefore deny PH half of his powers.

    Then again, those zombies have the ability to apply some very effective pressure on gens, on safe loops, etc. which could turn the tide of a game in an instant.

    It all comes down to how half of his power is AI controlled. I can't help thinking that what he needs is a secondary power, maybe one that only activates in T3, that allows you some control over the zombies. Perhaps you hold the secondary power button to call zombies to you, so you can slowly herd them where you want them to go, to cut off survivors.

  • TheBus4K
    TheBus4K Member Posts: 256
    edited May 2021

    I see the right click very strong, but it's true that the Tiers feels very empty and the Zombies very weak / too RNG (indoor map dependent). Tier 2 isn't bad because it allows you to break pallets and breakable walls, but I think they should give Zombies some kind of upgrade as well. According to a developer who commented here on the forums, they did tests and two Zombies was the "most balanced" (I would love to see what kind of tests they did so that on a giant open map two Zombies are balanced).

    I've said it several times already, but what they should do is if you play on an indoor map, 2-3 Zombies should spawn, but if you play on an outdoor map, 3-4 Zombies should spawn, 2 is an incredibly small number for a large and open map, plus they are very slow.

    If they can't program something as simple as "if the map is Lery, Hawkins, The Game, etc., 2-3 Zombies spawned, otherwise 3-4 zombies spawned", I think it's a problem of the programmers.

    Nor can we say that they are useful for camp hooks and / or gens, many times I have seen one of my Zombies near a gen that is being repaired and they don't attack the Survivors because "the Zombie doesn't see them".

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited May 2021

    I think Level 3 needs to be more rewarding/more of a threat considering how hard it can be to reach if the survivors don't waste vaccines.

    Right now Level 2 is the most important as the pallet break is pretty useful. Level 3 adds ONE METER to the whips range and doesn't seem to affect cooldown speed.

  • Shroompy
    Shroompy Member Posts: 6,703

    Nemesis absolutely needs some kind of change, because as it stands he's just a heavily watered down Pyramid Head

  • StibbityStabbity
    StibbityStabbity Member Posts: 1,839

    Honestly, no. He's pretty average, has some strengths, and has counterplay. Just because he's from a popular game doesn't mean he needs to be A or S tier. So long as he doesn't dip down to Trickster or Legion levels, he's fine. I COULD see the argument for stronger/more zombies, but I also see scenarios where buffing them could lead to absurd results. It's already kinda poopy for a Survivor when they run to a tile to loop Nemesis and a Zombie shows up to cut off the loop. Now, the Survivors only option is to take a hit, even though they were well ahead and played correctly. The RNG nature of the zombies makes them bang or bust. They do something or they don't. If there were more Zombies, or they were stronger, that RNG factor would just become more and more blatant.

  • Keezo
    Keezo Member Posts: 454

    Stage 2: range up

    Stage 3: range up, cd down, pallet breaking

    Vertical camera control in power cause... ######### why

    Zombies: 50% extra mutation per contaminated surv & ignore hooked surv noises

  • piggygooik
    piggygooik Member Posts: 576

    Sadly I doubt they will do that to complicated for the devs

  • Northener1907
    Northener1907 Member Posts: 3,012

    That is nerf lmao, you are nerfing him. He has only one good power, breaking pallets. And you are putting it to T3.

    And when survivors rejecting to clear, having T3 is so hard and takes time. So no thank you, you will make him C-Tier

  • Yatol
    Yatol Member Posts: 1,960

    No, I think once everyone gets used to his tentacle, it should be fine

  • C3Tooth
    C3Tooth Member Posts: 8,266

    What I feel is zombie is almost useless in open map. While they can be annoying in indoor map, sometimes they can be a free down. This makes Nemesis so rely on map.

    I suggest to change are:

    Increase zombie number to 3. Up to 4 in maps.

    Each Invidia zombie respawns after 45sec.

    Slow down zombie attack to make it easier to dodge. In return increase their attack range; homing to target (so they're still a danger in chase) and increase their speed equal to survivor's walking speed.

    Give survivor more tools to kill zombie. So now zombie are more a tool that will buy Nemesis's time (less random & more consistence)

  • Blueberry
    Blueberry Member Posts: 13,671
    edited May 2021

    I like quite a few of the buffs mentioned here but in another post a dev commented they would not be adding more zombies and they would most likely not be adding any more range to his tentacle attack.

    Really a buzz kill there, especially for the zombies to me. 2 just doesn't cut it on larger maps. They said well killers have some good maps and some "bad maps". So the zombies not really functioning on larger maps is just going to be their bad maps, even though that coding would be extremely easy to change.

    Rather than more distance on tentacles they said if anything it would be something like added features. IE maybe the tentacles in t3 can hit more than one survivor if they're stacked. I suppose this would also include something like decrease cooldown time as a consideration by that criteria.

    So when we're looking at buffs extra zombies and tentacle length is basically already off the table. Figured this would help us narrow down other potential ways of improving them.

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,274

    He tentacle attack is the most forgiven in the game. It has the quickest cooldown attack. Tier 3 does make a difference since it lets reach further. I think based on the matches I played vs and as him, he is a balanced killer. Since the zombies make up for him. I have seen zombies down people, in mid chase when they block windows. He is powerful, and has plenty of counter play.

  • TheBus4K
    TheBus4K Member Posts: 256

    For this kind of thing the balance team is so bad. They refuse to do "x" thing because supposedly they have tried it and didn't like it, instead of trying it on PTB and / or Live Servers.

    They also tried the Trickster and liked it? 😂

  • ClarityOfWill
    ClarityOfWill Member Posts: 206
    edited May 2021

    Ideally I'd like to see more control over turning when using the tentacle or at least making the hitbox slightly wider (maybe tied to Tier 2 and Tier 3) as generally speaking it's quite easy to juke / dodge. I'd also like to see the speed boost removed from the first infection (or at least, a significantly reduced speed boost from it). You have to hit a survivor 3 times with his M2, 2 speed boosts is brutal especially on a large map and with a power that can be hard to land outside of animation lock.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited May 2021

    Yeah supposedly 4 zombies was "way overpowered". I find that hard to believe even for a rank 15. Even then, balancing around low ranks is flawed design in the first place.

    Apparently the tentacle length was more of a programming issue which is why they weren't wanting to mess with that.

  • Keezo
    Keezo Member Posts: 454

    The pallet breaking is pretty oppressive, so having it be harder to get I feel is fine. You are also compensated with later breaking with more range & less cd. On top of this, survs cant stop T3 happening anymore, due to increased zombie mutation, no matter what you do, he will get to max power.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    Yeah, I'd say he could use some improvements, primarily on his zombies and Mutation tier 3. (His tentacle attack should work on inclines too since it's literally a whip)

    For the zombies, I would do one of two things: (The bugs with reacting to survivors/audio and getting stuck are likely getting fixed, so I'm not mentioning them)

    1. Increase the amount of zombies depending on the map, so 2 on smaller maps, 3 on medium maps, and 4 on large maps. They would have to implement a way to make zombies avoid grouping up heavily on medium-large maps, but this would give Nemesis a better map presence overall. (They could make your tier determine amount of zombies too) nvm saw how more zombies are "too powerful"
    2. Increase the individual strength of the 2 zombies. This could be done in a couple of ways, such as making them faster by default (Possibly making them start off slow and start moving faster when they start chasing someone) or inflicting debuffs on hit (Like Hindered or Oblivious). I imagine this would be most likely, since it would be the least likely to break the game.

    As for his Tier 3, here are some ideas:

    1. Make the tentacle be able to multi-hit, such as hitting both survs if you catch one unhooking or damaging a survivor + breaking a pallet when they vault it.
    2. Make the tentacle damage + contaminate at tier 3.


  • HarleyQuin_n2K16
    HarleyQuin_n2K16 Member Posts: 98

    I would think he does in my opinion if they keep his power the way it is...buttt added 2 lickers with the zombies with the lickers moving faster and able to wall climb that would make for a HUGE gamechanger as not only do you have to run from nemesis but also his licker pets and a few slow slow slow slow moving zombies who eventually help but mostly cuck you into a bad situation. The zombies could act as tracking the lickers could act as gen protection. Making survivors feel unsafe as they are working on gens if they know an other person is being chased.

  • HarleyQuin_n2K16
    HarleyQuin_n2K16 Member Posts: 98

    but if we are talking just about nemesis and his power maybe the infection could be like bear traps and legion to where when they are infected they have to use a vaccine in a certain amount of time if they do not they die and another zombie is spawned into the map indefinitely.

  • landromat
    landromat Member Posts: 2,193

    A slight buff, yes. Tiers should be more meaningful

  • The_BiggCheeze
    The_BiggCheeze Member Posts: 457

    His tier 3 should be something completely different. It's the same thing they did with Legion, the trailer doesn't match. His tier 3 should allow him to grab survivors or something. And the iridescent addon that makes survivors exposed after taking a vaccine for 12 seconds (The same addon that didn't work on Twins) should instead add 1 or 2 more zombies.

  • van9684
    van9684 Member Posts: 433

    No. I think this game suffers from op killers already who can take the entire game hostage. They build around red rank streamers who play for hours a day, and us casual players suffer for it.


    the 4k ratio is 60-70% already. That means 1 person out of 5 is having fun each match. I know it’s not the popular narrative on this forum and I’ll likely get bullied for saying so, but killer is already so easy.