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Nemesis is good.

I recently bought Nemmy and Xenomorph. I played both of them and I won more with Nemmy. I feel like the whole zombie thing and with the survivors having to cure the T-Virus, Nemmy is just better. You could argue that Xeno is good, but you can only get the most out of her if you have good aura-reading perks (For example Lethal Pursuer, which I have thanks to Nemmy) What do you guys think?

Comments

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 2,002

    It really depends, they both have unique slowdown mechanics.

    I have personally struggled against Alien more than Nemesis. But he’s still pretty good too. Maybe Bhvr could add more zombies to his kit one day. We can hope.

  • UndeddJester
    UndeddJester Member Posts: 3,524

    Xeno has the greater skill ceiling. If you have a good enough aim/reactions to swat down turrets without ever losing power, and you rarely miss survivors over tiles, pallets and windows... then her map traversal, built in detection abilities, and immediately available strong anti loop with no startup gives her a much greater potential.

    However if you find yourself getting knocked out of power often, or (like me) you struggle to listen well and deal with her low to ground camera, Nemesis will generally be an easier go for you.

  • radiantHero23
    radiantHero23 Member Posts: 4,517

    Against the better survivor teams, Xenos map mobility and the tail being able to hit at spots where Nemesis whip will never hit just wins over Nemesis having to hit survivors 3 times. T-Virus can be completely ignored and his earlygame game be extremely punishing if survivors pre drop.

    On top of this, Xeno has way better addons whereas Nemesis has like 4 goodisch ones.

    Xenomorph > Nemesis (strenght)

    Xenomorph < Nemesis (accessibility)

  • Tzimiscelord
    Tzimiscelord Member Posts: 146

    I too like nemesis more, but i think its due to the lower skill needed to play it properly.

  • Sandt1985
    Sandt1985 Member Posts: 400

    Now that we've upgraded to Unreal 5, its time to start talking about giving Nemesis more zombies, because 2 just isnt cutting it. I'm willing to go as low as 4 zombies but even thats too low in my opinion. 5 to 6 would be the sweetspot, with the potential for more with addons. Make going against nemesis feel like a zombie apocalypse

  • Archol123
    Archol123 Member Posts: 4,634

    Nemesis is by far the weaker killer, not only does he need 3 hits to injure with his whip he also has 0 map mobility. Sure the Zombies are nice but way too inconsistent for anything but a bit of tracking.

    Xenomorph has lower range but can hit over things Nemesis isn't even close to being able to do so. His range attack has basically no wind up and the survivor cannot reaction dodge it at all. Nemesis is probably around average, while Xeno is within the top 10/15 of killers.

  • Marioneo
    Marioneo Member Posts: 808

    These are also why majority of Survivors have a burning hatred for Xenomorph i still remember a month or two after release the hate swarm

  • ArkInk
    ArkInk Member Posts: 768

    It's a shame, because otherwise Xeno is one of the more interactive killers on the roster with the Flamethrowers. Maybe they should add a windup to the tail like other killers, in exchange for increasing the range or smt. They could also reduce TR more while in crawler mode, since 24 meters is still a fair amount.

  • Marioneo
    Marioneo Member Posts: 808

    i think the major problem people had was how easy you can just get your power back by just going into tunnels constantly you burn Xeno but he can tail the flamethrowers before he loses the power fully or if he did lose power he just goes into a tunnel 1 sec pops back out with crawler ready again. I think they need to drastically reduce power recharge in tunnels i dont mind if the make xeno more stealthy in exchange

    oh yeah also everyone hated iri alien blood taking damage for stunning Xeno.

  • Heliosse
    Heliosse Member Posts: 125

    Xenomorph is an overrated killer, it is not that strong imo. The tail is dodged very similarly to the Nemesis tentacle and it has a massive cooldown. 3s in 1.2 m/s is massive, almost no other killer in the game is crippled like this. It does have a "wind up" before striking, it's just very short. If this killer could be dodged like any other killer then they would be no need for turrets. Nemesis is 0,35 and Xeno is 0,2, but Nemesis has less cooldowns, more range, better utility and better lethality. Xeno has more versatility tho. Yes, Nemesis needs to charge up and deplete vaccines, but the ressources are temporary, once Nemesis is at his peak, he is stronger than Xeno in chase. Alien has a way better early game (one of the best even) but it gets burned the whole game, turrets are infinite and they come with the motion tracker, it's way better than giving free hits in the early imo.

    Xeno can be pre runned with the aid of motiontracker, running trough turrets will give you time, extending the chase significantly.

    Flame turrets are free bodyblocks that will hinder the progression of the Alien no matter what because it will have to destroy them or lose it's power. And that's not even taking into accounts the skill ceiling around turrets (right now we are in the basement skill level, the vast majority of my matches are against the worst turrets ever, rarely i get a dude who is cracked against Xeno, that will place turrets well).

    On the swamp, you have a spot where a turret can shoot trough a wall, a double turret WILL knock you out except if the turrets are really, really badly placed and turrets on hills are still very good if you pace well around them. Yeah it is a time investment, but there is 4 survivors and 1 Alien, you can obliterate the Xeno's momentum with good turrets, so use them.

    Xenomorph is by no mean a weak killer, but it is very counterable, has a high skill ceiling and is very punishing to play.

    Getting your power back by losing the chase is bad, making the xeno even more punished for getting burned would be horrible. The punishment is there, you have to either commit in bipedal or give up the chase. If crawler mode was harder to get, it would need to be way, way, way stronger than it is now, it is nowhere near the powerhouse level of Oni or Plague.

    Moreover, it's mobility is also overrated, it's the coolest power in the game imo, but, it's something you have to walk to, then have an animation, then go where you want and then come out. It's not an instant teleport, you take time to do actually go where you want. It's good, really good even when rng is with you, but it's not so strong it ups Xeno strength by a wide margin imo. The many games where my stations are below the gen, in a corner or just in the wrong place is unreal, it really kill my mobility to have stations like this

    In the huntress house, the station can spawn next to the house... Making the house very safe and your mobility useless, and that's not a rare occurance, it happens in every map, every time. Stations, Tv's and powers like this should have priority over chests. You either have insane or useless one.

    Recently, i saw in one of Hens video this tier list, i don't know if it's his real tier list or just a placeholder but immediatly, i was surprised. He placed Xeno so low. It immediatly clashed with the "by default" opinion wich is "Xeno is A tier" pushed by almost everyone.

    I don't know if i would place it below Nemesis and Clown like in this tier list, but i would definitly put it lower than A tier because it does not deserve it whatsoever. This killer deserves a buff, a normal buff, not a Billy double S+ buff. A buff on it's recovery speed or cooldown to make it less punishing. Release Xeno was an abomination, it was bugged, any killers with normal speed recovery would be OP.

    Before you say it, no, this tier list is not a "the streamer said something so it's true", im just posting my source to not do the "Hens said it, trust bro". It's the first time i see someone place Xeno so low, and i think it's right, i would maybe put it higher but not by very much. (Xeno had the lowest kill rate on Nightlight for some time, it's not official stats, but it still means something).

    So, back to the original topic, i think Nemesis and Xeno are really close in term of strenght, Xeno is very overrated and i would advise more people to actually play the killer, both to see it's strenght after a while and so i can see more of them because Alien is the best.

  • UndeddJester
    UndeddJester Member Posts: 3,524
    edited May 2024

    Ditto, Xeno without slowdown on the tail was horrible... and I myself complained a lot in these forums before it was confirmed to be a bug. While she rode high though you couldn't do anything about getting tunneled. They'd just run back to hook with tail up, and no matter what you tried to do, you were just dead.

    Neither you or an ally had time to set up a turret, all windows and pallets were high-risk, and even if you did time it right or mind game to avoid the hit, the Xeno just walked through/around at full speed and lost no distance for wildly swinging at you over and over until you finally go down.

    After they fixed that and the subsequent tail hitbox issue, I had no issues with the killer, and she actually became one of my favourites to face. I'm now in the camp that the nerf to her recovery was probably overkill; we never got to see 2.25m/s on a miss while it wasn't bugged, and honestly I think that value is the better one for the balance of the killer.

    I rarely see good Xenos now, I play her time to time and she's strong and fun (at least I can feel her potential if I didn't suck at listening... legit might take Stridor to not get lost so often), but a lot of the ones I face end up kinda getting bullied... even though survivors use the turrets like trash... when you do get a good one though, she's awesome to face.

  • Memesis
    Memesis Member Posts: 213

    I would love an addon pass for nemesis. I would also love more zombies. It's disheartening that my opponents are annoyed/hate the zombies though :(

  • UndeddJester
    UndeddJester Member Posts: 3,524

    Honestly I think if they were a little more "oh crap" instead of "oh ffs", they'd be a lot less annoying.

    Like maybe if there were a set of changes like: -

    • Survivors could find 12 daggers/tasers relatively easily scattered on the walls at within the trial. Can carry them like Flashbang.
    • Zombies now momentarily grab the survivor when caught instead of just slapping them and boosting them away infected. Survivors must wiggle free, upon which they are infected/injured if already infected/downed if infected and injured.
    • Daggers/tazers will replace the wiggle and stab them to kill the zombie with no negative effect.
    • Zombies mutated to red heads who run at 3.4m/s after so long alive (say 2 mins), heightening the need to find a pallet to kill, flashlight stun or locker to evade.

  • Memesis
    Memesis Member Posts: 213

    I like this, it's like defensive items from REmake and REmake 2!

  • Archol123
    Archol123 Member Posts: 4,634

    That sounds quite busted... Isnt such a grab basically a guaranteed down when the killer is also around? And it would make his zombies even more annoying on indoor maps as they currently are...

  • Unusedkillername
    Unusedkillername Member Posts: 215

    Xeno is 100% the better killer there are so many reasons this is the case, His early game is not held back by the infection mechanic and tier system, 3 hits to down even with suvs getting less distance per hit at a bad time in the match can be brutal, zombies are inconsistent, Xenos gets map mobility, Xenos 24m terror radius in predator mode.

    That said I think Nemesis is the more enjoyable killer and it is not even close.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    It's really map dependant in my opinion, in a small map nemesis has the advantage due to the zombies and his ability already being similar to the tail of the Xenomorph, but on larger maps the zombies aren't as effective for nemesis where xenomorph has some mobility and no infection to apply before an injury, so in a sense their chase powers are similar but they're opposites in terms of what maps they're strong on due to the zombies giving nemesis the edge in a smaller setting.

  • UndeddJester
    UndeddJester Member Posts: 3,524
    edited May 2024

    Maybe, literally a thoughts dump over a cup of tea, but I'm not so sure it would be broken.

    In the current game who honestly gets hit by one unless they take a deliberate hit to escape from Nemesis charging up his power, or if they get REALLY unlucky on something like Lery's? In all the games I've played Nemmy I've maybe seen 3 occassions a zombie scored me a down, and maybe 3 more times where a zombie scored a hit that was actually useful to me. So realisitically a grab would still be a rare thing, even with the red heads charging around, they are slow and still relatively easy to avoid (2 minutes a click is also a long time to create one, at best you're probably only getting 7 or so a game).

    So the core idea is that zombies aren't really a threat as they are, just an annoyance that is very easy to avoid. The grab idea would be centered around the survivors making use of the zombie defense items to kill them, which would actually take up less time dealing with the zombie, but more time searching for and acquiring those items. You do have to mindful of resources, use them up and the red heads are coming…. and in the absense of items you have to start using a pallet. This ability to take one out and need to manage resources also makes zombies far more interactive rather than a dumb zombie you just walk around in a circle bored.

    The grab meanwhile addresses one of Nemesis' biggest issues, which is that survivors can use zombies to boost away from Nemesis and at the same time deny him infection charges on his whip to tier up. Instead we make it so that if Nemesis hits the survivor while grabbed you can treat it like the zombie doesn't hit at all and it's just a free hit for Nemmy, whether he wants to chage whip or take a health state. If he waits out the zombie grab, then it's not really much different to the normal 1-2 punch you can land as is with zombies, just that being grabbed by a zombie is ALWAYS bad for the suirvivor instead of saving you a lot of the time.

    It's also worth bearing in mind that the zombies get faster, so while they are dangerous, it's also easier to lead them somewhere you can kill them like a pallet, and if you have none, there is always one player taking them far away and then jumping in a locker to lure them away from generators while your ally works on them. There is also the fact that red heads can be indicated to Nemmy by a aura colour change, so he watch them in the corner of his eye as far better tracking than zombies currently are.

    Overall they become more dangerous, feel like a threat, but are also easier to deal with, and much more interactive, which I'm sure you'd agree would be much more fun for both sides.

  • thynderbird
    thynderbird Member Posts: 38

    I agree, but If you are experienced with the needle of hitbox that both killers have, I think that Nemmy is just more consistent in chase.

  • thynderbird
    thynderbird Member Posts: 38

    Yeah, it's just that It is so satisfying getting 4k with such a weak killer. I mean, his power is a spaghetto that makes you sick and break pallets/walls. Also, it is called Crawler Mode

  • radiantHero23
    radiantHero23 Member Posts: 4,517

    I just wish they would make him more lore accurate…

    BRING OUT THE ROCKET LAUNCHER!!!

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,147

    One nice thing I'll give Nemesis is that he can thrive in healthy/stealthy metas. When CoH/Shadowstep were ubiquitous, his infection was pretty useful for starting chase a few seconds earlier than a survivor might have hoped.

    Distortion gamers hate this one trick!

  • Riou2024
    Riou2024 Member Posts: 15

    Putting Deathslinger above both Artist and Huntress is definitely a controversial choice.