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Nemesis zombies are literally worse than ruin undying ( in levels of being annoying)

I can’t describe how annoying they are I’d rather go against ruin undying every game.

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Comments

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,274

    Maybe something similar to the twins. But the point being is if zombies are near the gen, you can't do much about quickly it in an efficient way, unless you have a pallet nearby, or a flashlight or certain perk mainly head on.

  • Laluzi
    Laluzi Member Posts: 6,225

    There's plenty of ways to handle zombies. They no longer linger around hooks, and will only be there if the player was just hooked, or if people keep running through the hook area (in which the solution is to stop doing that and lead it away instead of leading it in circles.) With heals, you and the healer can just relocate. The main issue with zombies is gens.

    So. Zombie's harassing your gen. The killer is lucky, considering how often they just wander in dead zones doing nothing important. Do you have resources?

    -Lead them to a locker and Head On them.

    -Blind them with a flashlight.

    -Lead them to a pallet and drop it on them.

    -Have a teammate get off the gen and lead the zombie away while you repair it.

    No resources?

    -Play Ring Around the Rosie. Zombies are slow. You can just keep switching to the opposite side of the generator if it's a 4 access point gen and repair while it's catching up.

    -Lead the zombie somewhere else, far enough away that it won't pick up on the generator noises and come back. Then return to the gen.

    -Just move to a different generator or do a nearby side objective and come back in 20-30 seconds.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Well no, because in the RE games you’re still getting injured. You’re just getting them off quicker so they don’t kill you outright.

  • NMCKE
    NMCKE Member Posts: 8,243

    That's because you don't see the pressure they cause. Zombies force survivors off of generators, cut off loops, and overall, hinder their abilities. Granted most of it is RNG, but one thing isn't so RNG — survivors who repair a generator for 80 seconds is almost guaranteed to have a zombie push them off. If not, then they are busy with another survivor on a generator. Haven't you noticed a trend that Nemesis players use Ruin for that exact reason? Zombies push survivors off, easy Ruin value for not even being there.


    If you want zombies to be more involved in the game, you need to add more counterplay besides consuming valuable resources to temporarily disable them. @Trickstaaaaa gave a perfect example of adding counterplay that's risky, but rewarding if done correctly. Then in turn, we can make zombies better without fear of them being too overwhelming because survivors always have that option to destroy them. Even if skilled survivors get really good at it, they are still wasting time and can mess up, resulting in a hit.

  • Massquwatt
    Massquwatt Member Posts: 441

    There's only two zombies at any given time so they're really a non-issue for the majority of the game except for Hawkin's and Midwich. Like people have said before there's ways to deal with them, pallets, head on, flashlight, having one person lure it away. The zombies should also stay lethal because well, they're lethal. They aren't going to give you hugs or slap you across the face, they want your brains and by god they're gonna get them. The zombies are already a free sprint burst and infection denial if you play cards right anyway, there's no need to lobotomize them any further given how much they get stuck on geometry too.

  • Carth
    Carth Member Posts: 1,182

    Making a zombie miss an attack with nothing around you is extremely easy to do, even if you fail and get infected you are actively hurting nemesis by keeping him from tiering up early(its actually a strat to get infected from zombies so that nemesis takes longer to get T2). So introduce a massive counter to them AND they can be killed by pallets and stunned by flashlights on top of garbage AI and getting stuck on air? Why don't you just say you want them deleted out of the game? I would love to hear what your "make zombies better" pitch is for this massive nerf that you're proposing.

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    They're straight poop literal doodoo butt


    Might as well be complaining that furtive chase is OP

  • NMCKE
    NMCKE Member Posts: 8,243

    I don't think you're being realistic, you have to be close and personal to make them miss, and survivors don't always have the perfect scenario to handle them. Trying to make them miss can easily backfire and get them infected, only requiring Nemesis two M2s to down a survivor instead of three.


    Since you're interested, I'll give some compensation ideas:

    • Increase the amount of default zombies by 1
    • Adding more or less zombies based on the map size [Average Size Map = 3 Zombies]
    • Killing or crushing a zombie has the chance of it coming back as a NA-a Parasite variant [50% first time, 100% second time]. It will be more deadly than the regular zombies with its own abilities, harder to crush as well.
    • If a survivor is attacked by a zombie, it will grab them and bite them [Animation Locked like in RE2]
    • Overall improved AI that should've been basekit

    Would give a new atmosphere to zombies, but we can't do that without giving survivors a way to handle them without spending heavy resources. Using a pallet to stun a zombie is like asking the killer to not tunnel, camp, or slug.

  • Carth
    Carth Member Posts: 1,182

    You could add 5 zombies, if survivors can juke them and smash them into the ground the literal only time they would be threatening is if nemesis is chasing you.

    I will admit I am interested in your parasite variant idea but nemesis already suffers terribly from time inefficiency( 8 free health states is massive), and having to rely on survivors to get your real power is godawful(we already saw this with plague and no corrupt fountains). Also what exactly would make them deadlier? are they faster? smarter? ranged attacks?

    The animation lock idea has the same problem as everything else, if nemesis is not around then who cares?

    Zombies move at 1 M/S basekit, they are 1/4 of a survivors running speed meaning for every single second holding shift + w it takes a zombie 4 seconds to catch up to you. They also only move in linear lines to survivors, they will never try to take a smarter path or do anything outside of the shortest linear line to noise. It is not hard at all to juke and force them to attack when nemesis is not around. Just draw a diagonal line that barely touches the zombies attack range and run along it, you will probably have a 100% success rate of forcing an attack out and dodging it. Doing it this way even if you 'fail' it will just result in the zombie not attacking you at all.

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    I mean you can loop them around a generator and repair it at the same time. I've done it.

  • mexicowl
    mexicowl Member Posts: 53

    I think its ridiculous that so many people in this community think that. Anyone who thinks nemesis is a bad killer is probably just bad at killer as far as it sounds. First off, he just feels so fast, i know hes not one of the fastest but hes far from being slow. Second, he has a ranged attack at all, short range at first but its so easy to level up if you're not trash tier at aiming. Third, if you miss the ranged attack somehow at a pallet then you dont just get punished for missing, you still break the pallet and catch up anyway ending a loop. Fourth, if the zombies work well they can camp gens and hooks making it impossible to do gens efficiently or rescues without added risk. Fifth, even if zombies dont get attacks or add pressure they can provide info if you're just a little observant. The second those arms lift I know now where a survivor is without any added perk or ability. Sixth, if you just infect everyone quickly they either now are all vulnerable to whip and zombies or they waste the syringes quickly and since those are limited you get an advantage the second they run out. Hes one of the strongest killers in the game as long as you dont have awful aim and I'm tired of people asking for buffs and thinking hes weak. I dont know the last time I got 3 4ks in a row with any killer without playing cheap. Yet with him my first time playing him I got 8 4ks in a row at rank 1 with no camping, no tunneling, and no slugging.

  • InList
    InList Member Posts: 85

    Survivors: I like interactive killers

    2 mins later: Nerf the killer, they keep interacting with me!

  • Ghoste
    Ghoste Member Posts: 2,135

    I like the zombies personally. They could use a buff if anything.

  • shalo
    shalo Member Posts: 1,530

    Zombies, lol.

  • danielmaster87
    danielmaster87 Member Posts: 9,469

    The zombies are not too much for survivors to handle. I've seen how "OP" they are firsthand.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    funny you say this because I was about to add ruin + undying to nemesis because the zombies kick them off gens and totems.

  • calem
    calem Member Posts: 533

    I don't have a problem with the zombies themselves, but I don't enjoy RNG elements to this game. Sure, 80% of the time they don't do anything and cause no problems for you. It's like they don't exist. But that 20% of the time where you're forced off a gen, or they shut down a loop, just by complete chance, is not fun. I would rather go down from being outplayed by the killer, not being unlucky. It's the same logic with Pig's power. Getting it off on the first try is great for you as a survivor, but the worst possible thing for the Pig. It's not really fun for either side, just luck. There is no sense of skill involved with it.

    Another quick example is Trapper. I know he sucks and is a terrible killer at the moment, but he's still not fun to verse. At most loops you just have to pray he didn't put a trap to stop it. If he didn't, great, you're looping an M1 killer who does nothing. If not, you go down instantly because he just happened to put a trap there. There are a lot of other factors but that's the basic gist of versing him.

    It's why I would really like some sort of Pig trap rework, and for the devs to actually fix the zombie AI so they're not useless most of the time or pressuring survivors off a gen for free while Nemesis is chasing someone else. It's just not fun.

  • Tsulan
    Tsulan Member Posts: 15,095

    That's all they are: annoying.

    Not useful or beneficial or powerful. Just annoying.

  • VioletCrimes
    VioletCrimes Member Posts: 878

    Ruin is a pain in the ass. Zombies are mildly annoying. I’ll take zombies.

  • MrCrazyCat62
    MrCrazyCat62 Member Posts: 168

    I haven't even seen a nemesis in about a week. And zombies are a minor threat if at all. The best thing about them is the potential information they can give...but thats it. Their first attack still only infects not damages, plus they can be easily blinded for a hefty stun.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    Is ruin undying still annoying after the nerf? Zombies are too much RNG to be considered annoying tbh

  • ouroboros_world
    ouroboros_world Member Posts: 215

    Lol zombies are fine, if anything they need buff. Stop gen rushing and lure the zombie away, bring a flashlight, or stun them with head on or something. “But I want to gen rush and zombie are forcing me off” go to another gen, there always more then 1 gen left, “but zombies are rng and I don’t like rng in a rng game” maybe play nemesis and see how zombies don’t do nothing majority of matches.

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    You're confusing OP and annoying. The zombies are obviously not OP. They are damn annoying though.

  • danielmaster87
    danielmaster87 Member Posts: 9,469

    You'd be surprised. People think that zombies are OP simply because of the idea that "Now we have to deal with a killer AND zombies?!" "It's too much!" If the zombies had 2 speed add-ons at base and weren't stupid, then maybe I'd agree, but these guys are ridiculous in their zombie takes.

  • Northener1907
    Northener1907 Member Posts: 3,012

    I am not bad at killer lol, i have good kill rates on Nemesis too. But this is not makes him strong. He is pretty weak.


    1. He is 115% killer, he has not map mobility. He is normal m1 killer. There is so much killers faster than him.
    2. He is worst range killer. If you wanna use your tentacle, you have to hit them 3 times. So many times Nemesis players using m1 more than m2. This explain everything.
    3. Yeah, he is good with this.
    4. Zombies were useless most of my matches. And i can repair gens on their face. Zombies can be strong only indoor maps, that's all. Other maps they are weak and useless.
    5. Nemesis has not map mobility. Even info is useless. Because smart survivors are leaving before you go them.
    6. You can not do this. On high ranks game is fast and you have to finish chases fastly. If you try infect everyone, you will lose game lol. I am not using tentacle except when they gave me 100% hit. When i see they are running to pallet or windows, i am using tentacle. So i have my tentacle powers middle of game and i am using tentacle for destroy pallets most of times. Because i do not wanna hit survivor 3 times.
  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    More zombies is already out of the question.I'm pretty sure i've heard 2 is the maximum they can do.

  • Tsulan
    Tsulan Member Posts: 15,095
  • Gwinty
    Gwinty Member Posts: 981

    A complain about Nemesis zombies that is not about how weak they are. Where am I, in some weired upside down universe?

    No seriously, let the zombies be. They are usless enough and most times they only end up as Nemesis food to evolve. Sure they are supposed to be brainless but they sometimes underperfome even against my survivor teammates.

    When they give Nemesis some pressure on generators thats just fine and the way it should be. Nemesis is lacking and could do a bit better with some more zombies to keep survivors off the generators while their boss tries to run from one end of the Red Forest to the other...

  • Zarathos
    Zarathos Member Posts: 1,911

    I'm kinda annoyed behavior spent some of nemsis power budget on ai zombies. Imagine if we had got his infamous rocket launcher as a one use payoff when you max out nemsis to tier 3. Or adapted one of his mutations. Made his tier 2 or tier 3 injure on non infected survivors. Obviously they need to change marvins blood because tiering up wise its way to fast.

    Zombies have continously disappointed me which is fine I don't think anyone would like to see these zombies actually be good. You could improve the zombie ai but implement the grab sequence anytime the survivor would down so zombies cant down survivors unless they fail a skill check but can pin the survivor. Even then it might just be frustrating anyhow.

  • tippy2k2
    tippy2k2 Member Posts: 5,204

    I play Nemesis pretty often right now (I Have a butt-ton of cakes for him right now because I was leveling him up as this event started and with his ability to tentacle strike his own crew, he's an easier character to get to high BP since Deviousness can be a tricky one to get for many killers).

    I have had the zeds injure maybe a handful of survivors and I had a zed take down one survivor who played a loop so poorly that it was absolutely on that survivor (basically I used the zed to corral her into a corner loop on Midwich but when I hit her, instead of going anywhere, she ran right back into the loop where the zed hit her to infect her and then she ran right back into the loop. One is understandable but how you manage to trap yourself two more times after is almost commendable).

    Far more often I'll see the zeds standing two feet away from survivors looking off into the distance as they realize they shouldn't have taken their family for granted and now they regret it. Really the only good thing about the zeds as Nemesis is their ability to be trackers for me as if I don't know where anyone is and a zed is attempting to give someone a hug, I at least know a survivor is in the area probably.

    Ruin/Undying combo has an actual effect on the game and what I can and can't do as a survivor. The zeds are glorified traffic cones that give you an ouchy once in a blue moon when you're forced to run into one because the killer is on you and you can't go anywhere else.

  • fogdonkey
    fogdonkey Member Posts: 1,567

    I don't agree

  • Boss
    Boss Member Posts: 13,616

    So if Nemesis brings Hex: Ruin & Hex: Undying...

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    The zombies are either godlike, or completely useless PLUS they are map dependent, so I don't think they need any changes aside from fixing their AI issues.

    Bring flashlights/flashbang more so you can blind them, it's an easy 15+ second period where they are useless and can be ran past easily. Bring Head On or Any Means Necessary to kill them easier without wasting resources, long 40 second respawn time. Bring Red Herring or Diversion to make them go away, no items needed or pallets wasted.

    Survivors can influence zombies quite a bit, so they aren't really a problem.

    If they did nerf them, I'd suggest that zombies now grab onto survivors instead of injuring instantly, and you need another survivor to help you or else you'll be Contaminated/Damaged (Like the co-op RE games). During the grab, Nemesis would see the auras of you and the zombie, similar to Trapper. To balance out the nerf, they could make the zombies move faster when chasing someone, like in RE (Maybe +0.75-1m/s or something). Just an idea though, I don't think they need any nerfs, if anything a buff is more needed.

  • Crowman
    Crowman Member Posts: 9,518

    You can easily lure zombies away from gens and then go back to the gen. Once the zombie is far enough away and you have it walking away from the gen, then it will just stay away.

    They are largely just good as detection tools for Nemesis, but with the added bonus that they can threaten survivors and force survivors have to spend some time baiting the zombie away.

  • FrndlyChnswSalzmn
    FrndlyChnswSalzmn Member Posts: 705


    We're really talking about nerfing zombies, because the game still isn't braindead easy enough for Survivors. This community is hopeless; at this point, BHVR may as well just open the exit gates at the start of the game and skip the whole chasing business so survivors can just do what they want and walk out any time.

  • Jivetalkin13
    Jivetalkin13 Member Posts: 747

    I had a game where a zombie bugged out and I was able to complete an entire generator in its face. If anything I'd say their AI needs to inprove.

  • Northener1907
    Northener1907 Member Posts: 3,012

    I am sure some survivors will accept this. And then they will t-bag on gates.

  • bedlord
    bedlord Member Posts: 62

    From my experience and perspective on both sides zombies are a minor hinderence especially if the killer aint running max speed and max detection addons they are only somewhat of a threat on indoor maps and completely useless on open maps like red forest you rarely see them and thats without them getting stuck on rocks or trees 90% of the time and good survivors can just easily move around the zombies and juke the hits

  • mexicowl
    mexicowl Member Posts: 53

    From everything you just said it comes down to you're playing him wrong. Everybody thinks "he takes 3 hits with tentacle so I no use tentacle." Its a stupid ideology and its what's making so many of you call him weak, you infect them and half the time they will never use a syringe because everybody thinks "it doesn't have any bad effects so why get rid of it." If they're a team that does use syringes a lot then they burn through them too fast if you're effective at infecting survivors every chance you get. Just like you said "its no wonder everyone uses m1" they're using him wrong and that's why you guys think he's weak. As for map mobility, who cares if they leave before you get there? Either they leave and then gen regresses so they wasted their time or they're hiding nearby and you don't have the skill to know where to look so you're simply missing them. Info is strong on any killer, fast map mobility isn't a necessity if you can apply your pressure correctly. As for doing gens in front of zombies? No you're not, either you're straight lying and you move off gens when they come or you're eating free hits from the zombie because "you do gens right in front of them"

  • DBD78
    DBD78 Member Posts: 3,469

    I never t-bag but if Nemesis is not near I do t-bag the zombies because..I can.

  • Northener1907
    Northener1907 Member Posts: 3,012

    Even Otz said dont use tentacle if they are not give you 100% hit. I dont know what is your rank but game is not slow on high ranks. You can not waste your time with infecting everyone or using 3 hits. You have to finish your chases so fast.

  • FrndlyChnswSalzmn
    FrndlyChnswSalzmn Member Posts: 705

    This I agree with. Nemesis' zombies getting stuck is a problem I rarely have and people worry too much about tentacle hits, which is why they suck with him. he's not top-tier, but he's mid-tier and decent. Y'all are doing it wrong.

  • TacitusKilgore
    TacitusKilgore Member Posts: 1,380

    meanwhile the zombies getting stuck on rocks 9/10 games lol

  • Thr_ust
    Thr_ust Member Posts: 481

    What you need to take into consideration is that for every 1 time a zombie puts pressure on a gen there will be a dozen times where the zombies wander in dead zones, get stuck on literally anything, or just not attack a survivor despite them being close enough to touch em. And this combined with the fact that zombies get even worse on bigger maps. Nerfing one of the only situations where zombies are useful would gut nemi.