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Body blocking against Nemesis works way too well
I've been playing a lot of Nemesis and basically every time I could have killed a survivor who gets out anyway it's due to a body block. Every single time. He can't do literally anything in a chase when there are 2 survivors because you have to hit them 3 times. If even 1 survivor gets in the way the chase will be extended so much that a gen will pop. It's literally his biggest weakness and I don't understand how to stop it from happening, you can't hit over survivors with your tentacles.
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I should but I don't like using end game perks.
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Nothing really to say here other than practice the drag tech and try to be super efficient in chase. Pretty much the only solution to this would be for the tentacle to hit multiple survivors but at that point he's literally just a budget Pyramid Head.
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He needs SOME weakness or they would be coming for him. It is not that much worse than it is for your average m1 killer regardless.
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Actually it is good to get T2 so fast. But on End Game, it is suck.
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I'm not camping generally, I don't mean camping. I just mean literally running around in a chase. Nemesis gets punished way too hard for little things.
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Yeah my bad, i misunderstood. I changed my message already.
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I just think he gets punished too much for 1 tentacle miss. If the survivor holds W it takes so freaking long to catch up and by that time an entire generator has finished. I don't know if he needs any buffs per se he just gets punished really hard for messing up a little bit.
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"I don't think so. I actually just became a killer main the other day because I finally realized how good killers have it. Not even joking."
yet you've already made 2 topics complaining about playing killer
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He needs smarter zombies for map pressure. I think he should punish for tentacle miss because tentacle is so strong already. And this comes from Nemesis main. I just wanna smarter and stronger zombies, if they fix them Nemesis will be one of the best balanced killers.
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Considering that Nemesis needs time to infect, it may be worth looking into Starstruck to get some of that time back by skipping health states
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Nemesis needs Survivors out of a game quickly, due to him requiring 3 hits per chase, plus 1 Vaccine per Survivor, which is hy tunneling is such an effective strategy for Nemesis
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4 hits*
Dead Hard is base kit, dont forget.
I actually breathe a sigh of relief when I see a SB
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Haven't seen Sprint Burst in a while, tho I can't imagine it's a sigh of relief when you see a Survivor sprint halfway across the map
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I have it but I'm just afraid of it never working and survivors just hiding or running across the map when it happens.
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Not complaining about killer, complaining about my killer MMR. I still realize that I'm losing because I'm just not as good as these teams although I 4K sometimes. The fact that I can win against these teams at all just shows how good killer has it.
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as someone who plays alot of m2 only neme your best bet is to just try and get everyone infected early and let them burn thru vaccines and then when they are all infected they cant take hits
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i would rather vs basekit 4 dh then 4 sprintburster that actually use sb well
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Yeah I feel like I can only play him when I have Marvin's Blood and Broken Recovery Coin.
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yeah i use marvins blood every game otherwise i would actually cry
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With Neme getting to tier 3 fast is important. He's great at loops and windows.
You can say the same for any m1 killer when it comes to bodyblocks at exit gate. Not just him. You can end loops with him fast if you mind game at loops. Pretend to tenticle strike on the first run around and gain distance. Then use it on the second. It works a good bit of the time.
Whip when you can, m1 when it's not worth the risk. He's fun. But all killers struggle at the exit gate without insta downs or proper perks.
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Try out both Zombie view cone and attention range add-ons and be underwhelmed.
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You don't need to use the whip every time.
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I personally dispise bodyblocking from a immersion and lore standpoint. Yeah, it is a daring stunt and can yield spectacular results, while putting the survivor doing it in harms way, but most killers are entity-empowered hunks of meat and muscles who could rip someones arm off, yet a flimsy Nea stops them dead in their tracks.
Would it hurt that much if survivors could be shoved out of the way with, say, 25% speed? You could still confuse a killer and eak out some precious seconds to facilitate a sabotage action, but right now its pretty rediculous who a swarm of bodyblocking survivors can completely shut down a killer and prevent nearly any hooking event, if they are just bullies enough.
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I do admit I'd love to see T3 Nemmy do a bit more than just "+1m range", given the speed burst from the first hit.
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I think overall he needs to be less punishing on a miss. Just 3 hits to down 1 survivor can take so long and if you miss once or twice because of his janky hitbox you've wasted way too much time on one chase.
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Thats the reason i like to use save the best for last
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I've wanted to use STBFL but I feel like trying to balance stacks and infection meter isn't worth it. Like you have to build them up independently of each other.
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I mean what you just described relates to every m1 killer it's not just a Nemesis thing. The only way to stop this from happening is to injure the other survivors as well. If it's end game and everyone is body blocking to get the injured guy out then chances are you can't do anything.
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Its not always bad in my experience but it is not that useful against really good teams. I like the perk so i use it
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I find this topic a bit funny, because you literally can hit "over" survivors with the tentacle. If an infected survivor is within your tentacle's hit zone, and a non-infected survivor is also in that zone, the infected survivor will get hit.
And if the bodyblocking survivor is already infected too, hitting them with the tentacle should regularly still allow you to down either of them in time.
Bodyblocking is definitely a strong tactic, especially if it happens in a well-coordinated team and particularly in the endgame, most of all of course against "M1" killers. In tournaments even Forced Penance is not a rare sight on M1 killers due to this reason. I would definitely suggest using STBFL on Nemesis. It's a great perk on various M1 killers due to raising their usually lower snowball potential and making up for their decreased lethality around hooks and in the endgame, as well as of course improving their chase game simply by reducing the distance a survivor gets on you after a basic attack. And Nemesis can use it particularly well because he can use the tentacle to conserve stacks when hitting the Obsession, as well as follow up STBFL hits more quickly with it. Sometimes deciding whether you want to build STBFL stacks or mutation meter early is a bit iffy, but from my personal experience of playing a lot of STBFL Nemesis, I can say it's not at all a huge issue, all the less so with the add-ons that increase mutation gain.
Endgame-specific things are of course NOED and No Way Out. Also very valuable particularly on M1 killers who otherwise struggle to have much control in the endgame.
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It funny when you get stunned and then they run into a zombie.
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