Nemesis PTB: Highlights & Thoughts | Dead by Daylight



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33 thoughts on “Nemesis PTB: Highlights & Thoughts | Dead by Daylight”

  1. Yeah I'm mostly bothered by the map, it's so so so big and confusing. At least in the re2 remake they give you a map to navigate you know? As for Nemesis, I don't really understand the idea of vaccines, they're very limited and the killer sees you when you use it anyway so I don't think they're that good the way they function atm

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  2. They could keep the map but cut it up and make the different sections different varients of the map, like how Freddies map has multiple versions but instead of moving stuff around it is just sections or floors of the map.

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  3. Nice thoughts Mr. Otz, but there's something about the killers power that doesn't quite convince me, like, the three tiers, they're all okay but idk, the way of level up a tear is like the tier 1 michael, in it's duration, i could take like half a match or more to reach the tier 3, and that's a problem, cause the hitbox of the power is very tiny and the range is very short, so idk, maybe the devs should remove some parts of the tiers or perhaps letting the killer starts with all the tiers, because at the beggining of the match it feels painful to play using his power, maybe make the hitbox bigger, or the leveling up of the tiers easier or something like that, other than that, everything looks perfect.

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  4. maybe they could make variants of the new map like badham preschool, but make it where different parts are closed off in different variants

    this would make sure the map is not a complete nightmare to navigate, but still allows the players to enjoy the different aspects of the new map from multiple plays, and i don't think this would be too much work from the developers perspective

    love your stuff as always otz!

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  5. Omg im a genius.

    His counter is letting the zombies infect you then never vaccinating. He cant build tiers off of that and is either forced to have a p shitty m2 or to kill all his zombies constantly

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  6. I think it would be cool if they added a pistol. For instance there would be 8 zombies on the map and two pistols with two bullets that can kill zombies or slow down killer, so you would have to be accurate with how you spend your bullets.

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  7. My take on zombies is that they are good in closed maps like lerys racoon and more powerful in the game map and somewhat in badham… and bad in open maps like autohaven and coldwind Like during chases zombies can be helpful if the killer plays well and lures the survivors to the zombies..zombies should have increased speed and the amount of zombies spawn should be increased to atleast 4 and also with improved AI

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  8. the two things i noticed while playing on the ptb are: zombies shouldn't be able to hook camp as hard as they can, and getting infection tier 3 on nemesis feels nearly useless

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  9. I think this is a very good chapter, and i absolutely love the zombie feature, and what that opens up for the future. Looking at it now, i think the Twins were a prototype for a similar concept. The fact Zombies actually make flashlights useful for once is a crazy good change for the game. I will say the AI needs to be REWORKED in regards to hook proximity and indoor maps, but this can NOT be translated into nerfs, just reworked. Loving this, and your dedication to putting out content for it Otz!

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  10. 1:53 "Just do the gen dude! this is why I hate solo queue dude, just do the gen!"
    Zombie: "Just let me heal you dude! we'll do coop on the gen after this! this is why I hate solo queues, fucking genrushers!"

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  11. I have found that some of the addons do NOT work. ( Any/all of the movement speed addons for Zombies. Same for the effect to respawn zombies in the exit areas. This is with killing them myself right before the last gen as well as after the last gen. ) There are also a few other addons that are suspect. The agro addons for the zombies work though. So there is that.

    That issue aside I really do love the new map ( Its a large map but I honestly LIKE the fact that its a big map. I think people just need to get used to it. ) and I do like playing Nemmy.. I need to get used to him though. I keep misjudging his range with the tentacle whip… I kinda would like more zombies to spawn though.. LIke 1 or 2 zombies per gen or something like that. ( perhaps a addon for it ) or have that 1 or 2 zombies get added over time. ( This last one seems a bit overpowering to me compared to the gen based one but it was a thought a friend of mine had. ) Oh and I have discovered Lightborn DOES work against the new perks. But you will still be stunned by the bomb in the gen.

    I have had zombies bodyblock me as killer trying to get through doors. ( Can just kill it so that is fine. ) I have not had a zombie stay near a hooked survivor. I have had one walk up to a survivor but then walk away. )

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  12. The Jill model looks quite bad IMO. It's mostly due to her using Meg's body type and it looks very bad compared to characters with unique models/animations. Compare it to how she looks in RE3 and it is a night and day difference she doesn't really feel like you're playing Jill at all in that regard. Leon looks really good though. It would've been nice if they could've added the unique RE "caution" walk cycle even for the characters. Nemesis' power is a bit unsatisfying to use as it requires you to charge a lot before you can hit t3 and really take out survivors with it. The RPD map is extremely well made but like you said it is huge compared to all the other maps and seems very survivor sided with how long it takes to navigate around

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  13. it'd be cool if they kept the full map though, even if not in actual games and only custom. it's such a cool replica, it'd be a shame to see it completely gone

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  14. 3:20 bruh i love how you had all the police characters vs Nemesis lmao i straight up told my friends yesterday that we have to do this and now it's ironic seeing you doing it lol

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