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How Do You Feel About Nemesis And His Zombies?

pizzaduffyhp90
pizzaduffyhp90 Member Posts: 901

Just curious how most people feel about him I've heard some people say he needs a nerf or some buffs. Personally for me I think he's in a fine spot since he was launched. The only problem I've seen with him is just his zombies are problematic most of the time just staring at a rock and not doing anything.

So what do you all think of him?

How Do You Feel About Nemesis And His Zombies? 21 votes

They're OP
0%
Great
14%
Thr_ustTrickstaaaaaSadakoWellWater 3 votes
Balanced
57%
GcarraraCornpopers_EvanEnderloganYTValikWarcrafter4ChurchofPigdugmanFobboMastatoeHaunterofShadowsSmoezombiesandwich 12 votes
Meh
28%
TapeKnotLunairticBasementDwellerAurelleMain_Freddieyellowguy77 6 votes
Needs More Nerfs
0%

Comments

  • Lunairtic
    Lunairtic Member Posts: 78
    Meh

    Nemesis invalidates loops and encourages just holding forward. That is all I will say.

  • dugman
    dugman Member Posts: 9,713
    Balanced

    I really like Nemesis' Zombies for tracking. It's like having two little radar stations all the time, just keep an eye on them and when they have their arms raised you know a survivor was near them in the direction they're shambling. Then just head over, try and maybe pincer them in between you and the Zombie, and hopefully get a down. Either way I usually then Whip the Zombie to force him to reappear somewhere else on the map so the survivors hopefully don't know where the zombies will be at a given moment (and to give myself extra infection as a bonus). Honestly to me the Zombies are the most fun part of his kit, I have more fun with them than the whip which I mainly just use to juggernaut through dropped pallets and breakable walls. 🙂

    All that being said, I do kind of wish they'd improve the AI pathing of the zombies. It's unfortunately not all that rare to see them stuck on terrain. Giving them a bit of a speed boost would be nice too, but frankly for the tracking purposes they're fast enough so it's not that big a deal.

  • Aurelle
    Aurelle Member Posts: 3,611
    Meh

    I hate the zombies. They're either completely useless or show up at the worst times.

    As for Nemesis himself, he's meh. His power is super weak in Tier 1 and his hitboxes are a little weird.

  • Valik
    Valik Member Posts: 1,274
    Balanced

    If you ask me, they should make his tier 3 more powerful and his tier 1 shorter range.


    I also want to see more zombies.

    Base increase of 1


    Take away 5% of his movement speed and give him another zombie for each tier (5 zombies at tier 3).

    This would make his early game a bit harder, especially if the killer struggles to find survivors in a timely manner.

    It would also make it more important to sneak up on survivors - which both are aspects that play into his favored perks.


    Overall - the best part of the killer are the zombies. As it stands, though, having 2 on the map is a snore fest, especially with them getting stuck all the time and having little 'brain accidents' where they forget what they're doing or randomly don't work at all.

    Even as survivor, I can count on one hand how many times a zombie came in clutch for a Nemesis I was playing against. I see them slowly lumbering around, I leave the area. Even in end game, they are not as prohibitive as Behavior seems to think. Every once in awhile they will aid the killer, or harass survivors, or perhaps provide powerful information - but these are incredibly rare and ultimately unreliable. More zombies would make playing Nemesis be a lot about positioning and extending loops while budgeting time against the encroaching zombie horde - which I believe would be a lot more engaging and unique than what we have.

    Adding a tiny bit of vaccine box opening time and keeping boxes from automatically closing would also add to the time management ability, which would make Nemesis a lot more oppressive against Objectives, but struggle in 1v1 chases.


    If Tier 1 gave him a -2 meter debuff, but made his tentacle have a much lower cooldown on misses - it would make him a lot less oppressive in chase while encouraging players to actually kill zombies. Nemi players will have to time their early game very well to gain momentum.

    At that point, Tier 2 will give him the normal 5 meter tentacle range and the ability to break pallets. At this point, having 4 zombies will make information and pressure on survivors finally tilt into your favor as the the killer chews through pallets and resources.

    And if this were the case, in Tier 3 you could give a 7 meter tentacle (+1 meter) and perhaps a shorter cooldown on pallet breaks to compensate for his 5% slower speed. Having 5 zombies spread across the map will keep survivors from swarming certain areas or deny them of loops in the late game. While it would be harder for the killer to compete against infinites or tight corners, zombies and the long tentacle will burn through their resources to alleviate this.


    Without doing all too much (tweak tentacle distance, -5% movement, more zombies, slower - permanent box opening) I believe the killer will be a lot more rewarding and engaging.