How to trivialize a Nemesis player | Dead by Daylight



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This is a match that had a decent amount of moments to learn from if you’re starting out and need help to deal with Nemesis; from delaying his Tier 2 to bamboozling Zombies out of your way. Of course, more experienced Nemmy players will still give you trouble but some of these tips might help you!

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20 thoughts on “How to trivialize a Nemesis player | Dead by Daylight”

  1. My go to strat for playing Nemesis is to load up on M1 perks and never respect pallets. People are so afraid of the tentacle that they leave themselves way to open to just getting punched. Once they are afraid of getting M1'd, the tentacle hits get really easy to land.

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  2. Do you think it could be worth it to intentionally get hit by zombies early on to deny him tier up progress, especially if most of the party does it it would take him maybe 4-6 hits across 3 survivors to get tier 2

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  3. Hey Otz, small question, do you think it'll be a good idea if they change the values on nemesis's tier up?
    As in making hitting infected survivors more valuable while non infected have no real issues?
    Conversely killing a zombie that hit a survivor should give more tier value as well comparable to hitting a infected survivor?

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  4. I feel that some changes would put him in a better spot:

    1. Make all contamination events take a health state (either via whip or zombies), this removes the “3rd” health state that just feels bad for the nemmy player and less abusable by survivors (i.e. using zombies for speed boosts and screwing with mutation economy).

    Ofcourse this also means why have contamination? Which brings me to point 2.

    How about if contaminated, zombies within 32 meters of such a survivors home in on them, increasing in speed if within visual range of the zombie(s), you could even give them a small lunge (think T1 myers), give em just enough speed that you cant just outwalk them and slightly more dangerous in close proximity.

    At present contamination isnt threatening and is only a hindrance to the nemesis player, zombies are also unthreatening, with the above changes, this would stop alot of the abuse cases and make elements of the nemesis less “fluff” and more useful.

    As otz detailed above, having contamination mean something (by giving zombies a homing beacon) it may incentivise survivors to use vaccines earlier, which helps his mutation economy, ofcourse a survivor could choose not to heal the contamination, but then zombies become more threatening, it also helps nemesis track a survivor as zombies would always be moving towards a contaminated survivor within 32 meters whether is can see them or not, which plays into nemesis’ fantasy of unstoppable pursuer.

    Ofcourse there are finer details to this ive given much thought in the course of mowing my lawn, and ive even given some thought to some addon changes, but the above is the general idea to improve nemesis in both strength and functionality without being oppressive (zombies remain useless while not near contaminated survivors) and nemesis still needs to tier up to be super threatening even if he could damage survivors always with the whip (it still has its windup, somewhat short range, can be countered by ducking behind obstacles etc, or side stepped, and he still moves slower in T1,T2).

    I just figure this would help with some of the pain points of playing nemesis while making him more engaging for the survivors.

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