http://dbd.game/killswitch
The new Killer type of counterplay shouldn't be so binary (EMP and Turrets)
After letting Alien sink in for a little while i came to the conclusion that Turrets in the current state can't be buffed because we could end up with Singularity 2.0, the problem of EMPS is they are all or nothing, either you used the EMP correctly and wasted so much of Singularities power that he has little left to work with and make him as miserable as his pickrate or you used it poorly and are now a target for a quick down.
The same can be said about turrets, they either knock Alien out of their power or they don't, in reality i think they should knock Xeno out of the power after a second (to allow Alien to still hit it with the tail) but he should still have charges meaning the faster you destroy it the faster you regain it. This would help with good and less predictable flamethrower placements as counterplay.
I think this is a design problem that if not adressed soon will be a problem that will bottleneck future Killers into being either Xeno or Hux in terms of popularity without any real middle ground between the two.
In before anyone says something stupid, this is not a thread about a Xeno nerf really, in fact a good Xeno would regain his power by the time they catch up again with the change i have in mind. I just think that the all or nothing nature of the current Killer counterplay is not healthy for the game and can be seen more on Hux than Xeno.