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Would any of these changes improve Nemesis? (not that any changes are strictly necessary)

  1. Contaminated Survivors are zombie beacons (zombies have extended detection for the infected). Additionally, zombies move Tier X 10% faster towards contaminated survivors.
  2. Zombies spawn based on your tier (tier 1 = 3 zombies, 2 = 4, 3 =5)
  3. Maybe adding a Lctrl ability that acts as a zombie beacon for a limited amount of time?

maybe addons that introduce different types of zombies?


thoughts?


Note: I'd like to say I don't have any issues with Nemesis as is, I'm just curious if people think this may improve how strategic playing as him could be, since zombie usefulness seems like it isn't something to work with, but more so work around. I'm not sure.

Comments

  • Kebek
    Kebek Member Posts: 3,676

    For one, devs can't add more then just 2 zombies, their newly born AI and FPS seemingly can't handle it. While developing Nemesis, one ultra rare addon originally spanwed more zombies but it was scrapped because it made matches more unstable or something.

    Also survivors really don't lime mechanics that passively kill them without killer's imput. Zombies right now are in pretty good spot. Such changes like you suggest would need a another bunch of small rework changes otherwise it would be really annoying to deal with them.

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    I enjoy the first idea. Pair it with a full 360 detection range and we have ourselves a very competent mechanic that survivors would be forced to respect.

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    good points. I didn't think about it from the survivor's perspective as much. I've been watching nemesis footage, and lots of people seem to wish they had more zombie control. thanks for the input! : D

  • ad19970
    ad19970 Member Posts: 6,464

    All I want BHVR to do is to fix and improve the zombie AI. Have them not get stuck so often, and maybe have them focus gens a bit more, and keep them away from hooked survivors, and maybe a bit from loops as well.

    They should be the element of Nemesis that adds map pressure.

  • LegionOfDumb
    LegionOfDumb Member Posts: 623

    The major change I'd want for zombies is for them to respawn if they stand in one place too long.

  • twitch_ravKenclaw
    twitch_ravKenclaw Member Posts: 54
    edited September 2021

    The changes they made to Nemesis are welcome, but not enough. I've been loving him more and more, but frankly, he is one of the killers I get tea-bagged / bm'ed the most with in serious red ranks. Most avid Nemesis fans have agreed not to M2, unless it's like a 100% guaranteed hit, which is ridiculous considering that's the killers personal mechanic.

    Secondly, I would say the zombies are efficient 20-45% of the time. Most games it's common knowledge that they get stuck on the most basic of environmental objects. When they do work, they can provide temporary information on a survivors whereabouts, or they can help you push someone off a gen (not indefinitely), or help assist at a tile.

    It's unfortunate even when they are detecting survivors, they are too slow to do anything most of the time, even with double speed add-ons they never seem to land a hit of their own, even with my help.

    I totally agree Nemesis just needs to be reworked, give his zombies a percentage increase to their detection and speed based on which tier Nemesis is in. I really do love the concept of the zombies, I just hate that most matches I have to waste my TIME as killer to either reset them, or play harder to make up for them.

    EDIT: To reiterate how useless Nemesis' Zombie Speed + Detection add ons are, you could make them base-kit and wouldn't be able to tell a difference. Speed and Detection stand no chance against pebble blocking the way of zombie.

  • wxnickxw
    wxnickxw Member Posts: 740

    I kinda like the idea of more zombies spawning as the nemesis power increases or the zombies take a bite out if survivors,

  • SweetTerror
    SweetTerror Member Posts: 2,695

    From what I understand they wanted to implement a third zombie through an iridescent add on, but the last gen consoles were incapable of running it. Sadly, so long as this game continues to run on last generation hardware, the game will continue to be held back from what it could be.

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    What about using Lctrl to have some control over where the zombies go? A circular circle of the blue stuff visible only to nemesis could be placed like a hag trap (similar ashen circle, but significantly larger*). Takes a 3-7 seconds to set.

    Zombies not currently detecting a survivor walk towards the circle.

    The circle lasts until another one is placed down.

    zombies killed while nemesis is out of the circle respawn in the circle.

    Only one at a time can be placed.


    Note: would have limited placement to avoid being used to camp.


    *maybe terror radius size?


    thoughts? would this increase zombie control in a positive way?

  • Reinami
    Reinami Member Posts: 5,654
    edited September 2021

    The only thing he really needs is:


    • Fix zombie AI, they get stuck walking in place so often.
    • Make it so when you infect a survivor they don't get a sprint burst.