2v8 zombies 1 too many

Veroscis
Veroscis Member Posts: 33
edited February 16 in General Discussions

I agree, they needed a stronger presence… but 4 zombies honestly "feels" like there's 8. "let me start th- nvm zombie, better lead it away…" finds pallet "sweet… another zombie cool… let me just leave this area" finds another gen far away* touches gen* "raaahrahh" rolls eyes "let me go get that guy out of cage oh nvm… let me drag this zombie away that was standing 4 ft next to the cage so i dont take a free viral" … here comes the killer bro… "someone else will get you out i gotta go" *3 minutes and a cage state later* "okay we've got 2 gens done so far, and 6 people left and 2 people on death, we still have a chance" let me get this g- "rhaaaa" "god damnit… here eat pallet" "ok… let me heal myself in this bu- "mrrmrrmerrrrrr" disconnects.

Next game, Flashlight, alright… im ready for zombies! Starts generator
"errgaaah" … "Great… well at least i have this" blinds zombie* continues gen "raaaaah" "WHY IS YOUR SISTER HERE FFS! THERES 7 OTHER SURVIVORS!" I applaud that there was an attempt to slow gen prog for 2v8, but zombie simulator is crazy rn. 3 would have been enough.

Post edited by Veroscis on

Comments

  • CrypticGirl
    CrypticGirl Member Posts: 1,580

    I don't think Nemesis needed more zombies at all. Now it feels like there's six Killers instead of two...

  • Royval
    Royval Member Posts: 1,224
  • SkeletonDance
    SkeletonDance Member Posts: 594

    4 zombies are way too irritating in this mode. I can't even unlock a chest in peace

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,198

    survivor is so blatantly overpowered there needs to be a killer that can do something.

    who am I gonna play instead? Pyramid head, so I can catch up against sprint bursters half the match?

  • Veroscis
    Veroscis Member Posts: 33

    its a good thing i illustrated in my texted playthrough the steps before hand of getting this how to comment

  • Dustin
    Dustin Member Posts: 2,425

    On paper giving Nemmy more zombies gives him a stronger presence but instead of 4 zombies splitting pressure what I've seen usually happens is 3-4 zombies are on one survivor usually doing nothing. Even with that in mind I've not really seen it make a difference and just make it annoying for one survivor because the zombie pathfinding is still bad but I get what can you do with the zombies being so basic. There are perks that just kill the zombies where you can blind or destroy zombies and just reset the pallet.

    I'm not saying the change should or shouldn't be reverted but I really don't feel like it did anything except occasionally screw over one survivor at the wrong place at the wrong time. Admittedly I am the crowd that says ######### it give Nemmy a Rocket Launcher so I can 1 tap survivors across the map. Would be more reliable than the zombies that are hit or miss.

  • Reinami
    Reinami Member Posts: 6,722

    Think of it as a mechanic with any other killer. Having a survivor protect others against the zombies by distracting them, or killing them, or using a flashlight. Its no different than say, pig and removing traps, or sadako and doing tapes, or henry and listening to music. Its just now the zombies are an actual threat.

  • thrive2survive
    thrive2survive Member Posts: 335
    edited February 17

    It's fine. Let's not start complaining about something that NEEDED to happen. Nemesis was trash in 2v8 and he needed a buff of some type. Having more Zombies is the least they could've did. I'm just glad he got something. Just blind them with the new Torch Bearer class. It really isn't bad at all. Now I feel a like Nemesis pulls his weight while on my team.

    Instead we can focus on the fact that clearly the game engine can handle more than 2 Zombies and they lied initially when they said it couldn't. What? Did the game engine get better over night?… -_0

  • BongoBoys
    BongoBoys Member Posts: 789

    Yeah I think the feel is 2 Zombies is to little and 4 is to many I think 3 zombies might be a more fair balance

  • TicTac
    TicTac Member Posts: 2,831

    Well, they probably did something. Otherwise it couldnt handle 8 survivors and 2 killer at the same time.

  • UnicornMedal
    UnicornMedal Member Posts: 1,803

    I said it before, but the zombies act as a natural slowdown that fall outside of the mode's typical balancing. It shouldn't be more than 2.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,198

    according to what? the balance of hoping killers give up and play survivor? because I've seen zero rational takes on the killer balancing as people only talk or care about queues

  • MechWarrior3
    MechWarrior3 Member Posts: 5,615

    I dont have issues with them. There are hundreds of pallets to deal with them. A whole class to deal with them. You can't compare a zombie as equal power to a "Killer" they are just not. Be so for real.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,198

    2 whole classes now! bhvr cooked introducing the torchbearer class; it's simultaneously a survivor nerf, but also a tool to deal with our favourite unread friends.

  • UnicornMedal
    UnicornMedal Member Posts: 1,803
  • Abbzy
    Abbzy Member Posts: 2,842

    Flashlight is the key you can stun them like for 12 or more seconds and with lowest quality one (green now) you can do it like 4 times which is a gen if you are there alone.

    So now there are two classes that counter hard nemis zombies and if there are more survivors thyn always one can lead them away (zombies). Nemi still doesnt feel better his power build up is slow and hasnt anything better than he has in 1v4 its just the same plus even when he is one of best pallet breakers in this mode it doesnt help so personaly I recomend to all just skip him he is more enjoyable in 1v4 not to mention when you get wesker as buddy than your infection last very short time because survivors can cure 24 times (worst duo as combo nemi with wesker, their cure being the same works against them in this mode so the slowdown is minimal and nemi is the one who gets burned by this way more than wesker who has still power that does somethig against survivors that arent infected).

  • Abbzy
    Abbzy Member Posts: 2,842

    Survivor now is more stronger role in 2v8, if the killers arent all except nemi,trapper,ghostface,slinger,pyramidhead than its escape for most of survivors because these killers arent good unless they play perfectly and never miss or missplay.

  • UnicornMedal
    UnicornMedal Member Posts: 1,803
  • Langweilig
    Langweilig Member Posts: 3,196

    Funny thing tho, nemesis still sucks in this mode. Having to hit every survivor 3 times to injure someone just doesn‘t work well in this mode with so many syringes. The zombies constantly are far too slow or get stuck somewhere. Sometimes they are goated (especially on lerrys), but most times just minding their own business in nobody’s land doing nothing. Then there are flashlights that make them completely pointless or just use one of the infinite pallets this mode has to offer to kill them.

  • Linkdouken
    Linkdouken Member Posts: 754

    My only issue with the zombies is how fast they respawn and if you are unlucky, they'll respawn in the same location you just destroyed them

  • drag27
    drag27 Member Posts: 227

    Nemesis has terrible map traversal. be grateful the devs only added 2 more instead of giving 1 zombie per survivor (or 8 zombies, which I'd be down for). If not that, then add a sprinting ability that starts out slow and gradually ramps up in speed the longer Nemmy holds it which Id be down for that also

  • Abbzy
    Abbzy Member Posts: 2,842

    No one is perfect but survivors in 2v8 have way more room to missplay and get back and win like they dont need to touch gens for some time and get mauled by killers from the start but than the comeback mechanic (2,5% faster gen repair speed) kicks in and they can do many gens fast and still win or draw or classes like medic in teaming or escapist have abilities that counter hard almost all killers (two medics can use their ability to heal one health state of all survivors that are around them and in chase they can keep being on feet more longer against killers that cant instadown like oni or billy) or escapist can on single press of button just give everyone sprintburst and doge every attack if they run well (some killers dashes or hartchets are faster but they have limiteed turn rate so even if they are faster survivor with high but still slower speed can easily doge them).

    Survivors now have another "second chance" thing the tonics that just remove killers progress and the blue tonics are just fast heal so survivor is just easier here with the all comeback mechanics like if you do all gens and dont go down in 5 seconds you will stomp wast majority of killer teams and even if you go down fast than touch gens the comeback bonus kicks in and gens will just go fast the same.

  • Abbzy
    Abbzy Member Posts: 2,842

    Tbh I have found out they bug on gens if there is one and gen is alone in open (no objects touching it) you can hide behind it and zombie gets stuck untill he is killed,stuned or someone leads him away and you can sit there and repair so they arent that great, solid harrassers but buggy and nemi still feels like crap because his main power is actualy worst than in 1v4 if he has lickers tongue+ marvins blood (here in 2v8 he has slowdown after infecting but has no marvins so his build up is slower and nemi here needs tier 3 way more faster than in 1v4).

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,163

    I agree on soley indoor maps the 4 zombies are definitely a bit OP. Lerys and RPD should maybe be bumped down to 3 zombies because of the number of choke points and they get an inordinate number of downs on these maps. But on the outdoors maps 4 feels fine. The passive pressure on gens does even things out a bit, considering that 2v8 does feel a bit bit survivor sided since the gens fly so fast and half the surv team ends up running escapist with the on command sprint burst.

  • Reinami
    Reinami Member Posts: 6,722

    Yes it is, and nemesis has a power that is extremely weak in 2v8 because you have to hit survivors 3 times and they can cleanse it and there are a ton of chests.

    The slowdown it provides is part of the power. Again, how is this any different than any other killer with an alternative objective that is designed to slow the game down? That is literally the purpose of the zombies in normal mode is to slow the game down slightly.

  • Pulsar
    Pulsar Member Posts: 23,147

    I agree.

    I think four is one too many. Feels like you play vs Zombies more than Nemesis, tbh. Just really frustrating at times.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,198

    if i could roll rpd or lerys every game I'd be content with the state of Nemesis. indoors just hit different

  • UnicornMedal
    UnicornMedal Member Posts: 1,803

    His power was always the problem, not the zombies. The zombies have never been good for the game.

  • Reinami
    Reinami Member Posts: 6,722

    Then that's a candidate for a rework entirely. Which has nothing to do with 2v8.

  • UnicornMedal
    UnicornMedal Member Posts: 1,803

    So that makes band-aid fixes that are bad for the game OK, I guess.

  • Xaerdy
    Xaerdy Member Posts: 37
    edited February 18

    If you are really unlucky they spawn in rpd between you on the hook (cage) and the only way in.

  • Abbzy
    Abbzy Member Posts: 2,842

    I have faced trappers in 2v8 that kinda guessed cage spawns and put traps there so when you were uncaged you got traped (trapper is more stronger on rpd if he blocks one side and there arent survivors dissarming his traps and harrassing him).

  • SoGo
    SoGo Member Posts: 4,477
    edited February 19

    I agree.

    3 would be the middle route.

  • Pepalol
    Pepalol Member Posts: 6

    I’m having the same issue, 4 zombies is too much.

    It gets worse as the match goes on. With fewer generators and fewer survivors, it becomes almost impossible to do gens because of the constant pressure. But 2 zombies feels too low.

    I think it could be balanced like this:

    • Keep the zombie buffs, but reduce to 3 zombies.
    • Remove the buffs and keep 4 zombies.
    • Or make it dynamic: 4 at the start, 3 when there are 6 survivors left, and 2 when there are 4 survivors left (keeping the buffs).

    Right now the late-game feels too oppressive.