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Flame turrets are essentially the same mistake as EMPs

I understand the thought process behind giving survivors an interactive counter to a killer power. But these things need to be tested under the assumption that a certain percentage of players are going to deploy them at all times, run to them at all times, and essentially use them optimally at all times. You have to ask if these things are too powerful if they're used optimally at all times. EMPs were the first example of this. Even after nerfs, high level survivors are still able to mostly lock Singularity out of his power with EMPs.

Flame turrets have mostly been the same case with Xenomorph so far. By the time I hear it, I'm out of my power. Their range is massive and they knock you out of your power quickly. All four survivors run to the turrets in chase in my games so far, and every survivor always takes the time to deploy a turret. I gain no benefit from destroying them, only a slightly less severe downside. I trade losing my power+massive distance loss for just massive distance loss. I gain no benefit from trying to play around cover. A good survivor uses that opportunity to make distance.

It's similar to how EMPs relate to Singularity's Overclock mode. Overclock isn't nearly strong enough in high level play to warrant how hard EMPs counter his power. Xenomorph is knocked out of its power for way, way, way too long relative to how long the range of the turret is and how quickly it burns you out of your power. I play on 3200 DPI and sometimes I'm knocked out of my power by the time I can even spin and attempt to hit the turret with my tail.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    the funny part is about turret was some people saying in ptb that turrets need a buff.... shrug

    turret are little bit like nemesis vaccines but with no limit. with nemesis, he can hit & run all vaccines in early game because they do not re-spawn. the turret never stop working. they are an endless supply of pseudo free health-states. that is why you need to run his green add-on(previously) yellow add-on for turret resistance and -2 meter add-on otherwise turret are too strong for good survivor that can use them effectively. He is going to be another killer that completely relies on add-on to operate vs good players. your post concludes what I concluded playing the PTB.

  • edgarpoop
    edgarpoop Member Posts: 8,369

    Pretty much. I just played against a 4 man RPD offering that all traded putting a turret in main hall and all ran to it all game. Just annoying as hell

  • Gandor
    Gandor Member Posts: 4,261

    And I presume the game lasted 12-15 minutes or more. Turrets take quite a lot of time and can be deleted VERY quickly (but truth is, they take up chase time so distance is indeed bought). He feels a little weak this patch, but I would not make judgment call just yet (it's been literally just a few hours of xeno patch). Also - seeing some streamers today - they basically "never" had problem hitting turret before it kicked them off of power (only by choice if they hit survivor instead of turret).

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,914

    Can’t only a certain amount be used from a tunnel until it runs out

  • Devil_hit11
    Devil_hit11 Member Posts: 8,820

    that is exactly how your suppose play against him. you put turrets middle of the map and you run to them to disable power then you run into safe loops where m1 killer disadvantage and loop. when xeno destroy turrets, you replace them.