Arguing Against the Defense of Xeno
Greeting DBD jury.
I would like to quickly cover some arguments defending Xeno and explain why they don’t work.
“Crawler Mode should be strong!”
This is true. Basically the only objective statement for the defense. The bugs should certainly be fixed but it should remain oppressive.
But the reasoning for that to work out properly comes next in the form of how the turrets were handled.
“Turrets are valuable! Just use them!”
Your honor, I believe the defense fails to understand why the turrets do not work. Let me explain in a variety of ways:
- Slow movement
This is counterproductive design and make placing the so-called perfect counter in an actually valuable location horrendous. It wastes so much time and prevents actual good placement while maintaining any pressure on the survivor side.
No, survivors are not placing them near control stations. They’re placing them far away from gens. But to do this, you have to spend an egregious amount of time to do so. This would not be a problem if you could maintain running speed.
- Lambert’s Star Map & Emergency Helm
I see a lot of people, whom your honor I might add are likely killer mains, are willfully ignoring these two addons.
These COMPLETELY erase the turrets from the game. Any sensible Xeno will run these two addons any nothing else. They prevent any form of your power being depleted, and they ensure survivors waste time placing what is essentially an oversized Bic lighter the survivors bought from the clerks at their local gas station.
No, it is not hard to hit the turret with M2. No, it is not hard to simply even M1 it with these two addons. Once you realize these are in play, the turrets are nullified.
- Double stacking
This is the only feasible method of denying Xeno his power. So surely this will work all the time right?
Wrong. You’re essentially walking two turrets, from DIFFERENT CONTROL STATIONS I might add, to simply create a total of two zones when in reality it should be four. Even if you manage to get a solo que to do this, the result isn’t even guaranteed BECAUSE of the two previous addons. It’s straight asinine!
“But hey, it works sometimes, right?!”
Again. Wrong. Gentlepeople of the jury, I cannot highlight how incredibly useless the turrets are without pointing out our culprit: the Control Station.
The control station COMPLETELY nullifies the pressure brought by the turrets in any capacity. All the defendant Xeno has to do is simply waltz into a station and waltz right out the same tunnel for five seconds and he maintains his Crawler Mode. So much for counterplay, eh?
Closing Statements
Your honor, turrets suck. They straight suck. Every Xeno player would rather you waltz two turret over and over again to the same area because they know you’d waste time. They would rather misinform and make the excuse that “it’s counterplay” just so they can get the 4K they tunneled so hard for.
That is why, our grand jury, why Xeno is in a horrendous spot. Not because he’s strong, but because he’s terribly designed. I rest my case. Thank you, your honor.
Also, if you doubt my credibility as a lawyer: I main Singularity. No further statements.
Comments
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here here! If I wanted my skill expression to be about where I placed a turret I'd played Bloons TD
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I object! I play Bloons TD and feel the Xeno should be in Bloons! Objection!
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The defence concedes the point
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I'm getting close to 20 games with Xeno. I have no idea how anyone can say with a straight face that the turrets are fine. They aren't even a roadblock. I feel like a bulldozer running over a traffic cone when I see one. The only time I ever get knocked out of my power is when I have poor awareness. Beyond that they just aren't threatening at all. If anything they hurt the survivors due to all the time they spend hauling them around. Now that I have a better perspective on this I am 100% convinced that people just like being OP. It's fun to play as Xeno for sure. It's not fun to play against him at all.
Post edited by I_CAME on7 -
bro I ran one through 3 in a row and he never dropped power, lmao. I think the only way is to have 3 turrets stacked and hope the xeno stands there.
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I was definitely ready to leave a snarky reply but this thread was just to entertaining.
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Yeah, I have had multiple occasions where I thought "Huh, this turret did not really do anything". And the thing is, people made those Turrets as the thing which turns Xeno into an M1-Killer, but this is not even the case. It takes little over 4 seconds to gain back the charges for Crawler Mode inside a tunnel. So you are basically never forced to be an M1-Killer.
And yesterday during one game there was no turret used at all at some point. Mainly because we needed to do Gens and just could not afford the time investment to set the turrets up. And there was nearly no difference in the chases. And the time investment to set up the turrets is currently really off. You are very slowly walking around to set them up, which is overall fine, but the result does not really justify it. And I really hope that my experience yesterday means that as Survivor you should rather ignore the turrets, since they dont change much...
There really needs to be some adjustments. Either the turrets need to be stronger or the tail attack needs to be more punishing when it comes to missing. ScottJund made a video about it yesterday, and one of his solutions was to decrease the movement speed after a missed attack. And this would be the solution I would agree with the most. Because currently it does not really feel that you gain distance when Xeno misses with the tail. This also is the case when Xeno destroys a turret with its Tail, because this is nothing else than a missed attack. Reducing the Movement Speed would allow the Survivor to get some distance if they manage to avoid the attack or if they run to a turret but dont manage to break Xeno out of its power.
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