Nemesis in Dead by Daylight – First Impressions



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29 thoughts on “Nemesis in Dead by Daylight – First Impressions”

  1. From what it looks like swinging with that tentacle seems like it has like no miss feeling even when it misses if that makes sense. Like I know it does obviously, but the animation just makes it look like one big motion that flows so well vs an m1 where it is fast but then you just don’t move for a sec. basically saying looks like it has good game feel.

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  2. I’ve seen multiple instances already of the killer getting a hit then the surv bursts into a zombie around a corner and gets instant downed. While it’s funny to watch, that shits dumb as hell. Zombies should either not injure and serve as extra infectors for Nemesis (he gets his power from their hits) or they should be able to be stunned by survivors on the move with a short animation, similar to kicking Victor. If either of those changes were implemented I’d be down for them adding way more zombies, as it would either feel like more of an infection threat, or be more action oriented for survs which would be awesome.

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  3. Actually on your point about his tentacle being hard to hit. I agree for the most part but I have noticed that the hitbox does linger for about a second. Experimenting with my buddies we had multiple instances where I would throw the tentacle to cut off a path and it hit even though they crossed the sort of blue line after the actual hit itself. I don't know whether this is a bug or if it's SUPPOSED to linger but either way I thought it was worth mentioning.

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  4. I think Survivors need more incentive to use the vaccine, more than getting more from killing Zombies at base. That way survivors are responsible for their own demise, and the killer can't just go kill a bunch of Zombies. It can't be too much of an incentive, because vaccines are limited (and I think they should be), but a bit more incentive would go a long way.

    As far as the Zombies go, I'm not sure they should go near hooked survivors. I think that'd be fair, without limiting their potential too much.

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  5. Fun thing we found is that if a survivor wiggles out in front of the aggro range of the zombie you can get the survivor to get immediately hit and downed again, pretty sure the same can be said for unhooks if the timing is right and the survivor positions poorly

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  6. Before I watch this, my personally opinions from playing him extensively:
    1. His tendril whip thing has the range of an actual lunge, and hitting over shit is about as consistent as your average solo queue teammates, so for it to take 3 hits do down in a worst case scenario, it feels pretty shit.
    2. I LIVE for Mutation 2. The feeling of busting through a pallet or breakable wall and just continue strolling through it is oddly satisfying, and alot of fun
    3. We need more zombies. Like, maybe 3-4? Or just give us addons to add more zombies. I don't know, but I fucking love the zombie mechanic and I want more of it. 2 seems like too little.
    4. Hysteria is hysterically useless, Eruption has potential to be a new meta perk, and Lethal Pursuer is a perk that I have wanted for a long ass time and it's finally here. Might also see some play by the higher ups.
    5. Flashbang. Just, nough said. It's fun as hell, doesn't feel bullshit to play against, I love it with every ounce of my being.
    6. Jill's perks are quite garbage
    7. A NEW STEALTH PERK! Thank the God that doesn't really exist for Bite The Bullet
    8. Rookie Spirit is pretty fun, and might be useful if Counterforce or Small Game didn't come along to fuck totem perks once and for all.

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  7. Indoor maps are a bit stinky anyway, in your opinion, so having RNG zombies give you a bit of a save isnt exactly the worst thing. The silent hill map comes to mind.

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  8. I'm so happy we finally have a new killer that's strong and fun. Twins and trickster were so disappointing so I'm super excited for this chapter to finally have a new killer to play.

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