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[Feedback | Killer | Xenomorph] I feel the Xenomorph is overtuned.

Coffe_e
Coffe_e Member Posts: 62
edited August 2023 in Feedback and Suggestions

I felt in the PTB that they were strong, but not overly so. Their power fundamentally changes the way you have to play similar to playing against a Nemesis, Huntress, or Deathslinger, and I like that. Though, with the post-ptb changes I feel they're too oppressive, and some things that should've been changed didn't get changed. Below, i'd like to list all of the problems I have with the current Xenomorph, though it's mostly small things that are frustrating to me.

  1. The Turret placement radius - I felt this way about it in the PTB, and I feel this way about it now. It should be MUCH smaller, or possibly nonexistent due to maps like midwitch or RPD having zones where you just can't place turrets. It makes said maps much, much more difficult to play on as survivor since you're lacking the one counter-play to his power, and I don't think placing a turret near a wall would break the game.
  2. The Turret hindered effect - While I understand why you put in on, and I like the concept, it's a little much (35% hindered for reference). As I understand it, Carrying a turret is the ONLY way to get rid of the footstep notifications that the Xenomorph sees while in tunnels, but you are HEAVILY de-incentivised to do so due to the hindered effect. I would either tone it down to be negligible (since incapacitation already prevents you from holding onto it while progressing the gamestate). or rework how the footsteps appear for him (which I go into more detail in #6)
  3. Xenomorph's Special Attack redirection - I like being able to redirect the tail mid-attack, but there should be some hard limit to it, since I've seen Xenomorphs hitting over loops that they can't see over, and it seems a little too much.
  4. Xenomorph's Special Attack whiff movement speed - Since you buffed it from the PTB, it feels like survivors gain little distance after the Xenomorph messes up a Tail Attack. It doesn't really feel that good to go against, and It felt reasonable with PTB values when I played him. Im fine with them being oppressive if the Killer hits every attack, but not when they keep whiffing.
  5. Xenomorph's power reduction upon picking up a survivor - Currently, Xenomorph's power is REALLY good for camping survivors, too much so. It doesn't help that you only have roughly 8-9 seconds after they hook to get the unhook while they're an m1 killer before the power comes back. I think this is a problem, since it encourages the killer to stick around for a little bit to guarantee a trade even with two other survivors coming to rescue. I think their power should fully reset to 0 after hooking, so they're encouraged to enter the tunnels and leave as soon as possible.
  6. Xenomorph's Footstep notifications - While really, really cool, I've already explained the majority of my issues with it in #2. I think letting survivors Crouch-walk to avoid the footstep notifications would be a good change, or even walking, but It feels really bad that you can't do anything but stand still or carry a turret that makes you super slow avoid it.
  7. Xenomorph's Tunnels - I have one issue with them: While they slow you if you exit them near a hooked Survivor, you can just A: Camp with his power as explained in #5, or B: Just exit when you see the footstep notifications. A solution i'd love to see is to block the Xenomorph from exiting, but not entering tunnels closest to the hooked survivor, similar to Dredge and how lockers nearby are blocked. This way, the killer has to start much further away from a hooked survivor if they with to tunnel them off hook, and prevents guaranteed trades with their power upon exiting. In combination with #5, these changes I feel would make camping as the Xenomorph a waste of time.

Overall though this killer is very well designed, I just think there's a few numbers and edge case issues they have, and these changes are meant to keep them strong. If they wouldn't end up being enough, though, there are definitely more things you could do to balance them.

Comments

  • Anti051
    Anti051 Member Posts: 653

    I don't see a problem, considering how fast the gens can be completed.

  • saintjimmy456
    saintjimmy456 Member Posts: 185

    Number 3 is the only one I care about being looked at immediately.

    You should have to hit a survivor's body directly, with the point of the tail, for it to count as a hit.

    At the moment you can miss to the left or the right and shift the Xeno a step either way, and if the body of the tail swipes over a survivor, that counts as a hit. That seems unfair.

    You can purposely miss a tail shot over the top of a survivor when they are behind an object, and then quickly lower the tail, and that counts as a hit. That also seems unfair.

    If you miss with the point of the tail in the initial strike, you should have missed the hit, the end.