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How do ppl have fun as the Xenomorph?

Recently, under the influence of YouTube videos, I bought a new killer, a Xenomorph. First game I was playing without anything, and fairly, got my ass kicked. On the second game I decided to have an aura reading build (BBQ, Lethal, All ears, Nowhere to hide), still lost but with 1 kill. Second game: same thing. I decided to change my build to something more fun, and I decided to go with locker screaming build (new screaming xeno perk, Dredge aura locker perk, Iron maiden, and i don't remember the last perk), got my ass kicked even harder, and a very frustrating thing I noticed is that you sometimes have to hit sentry twice, and tentacle is so unreliable it literally hits air on some loops where a nemesis tentacle would of hit the pallet or survivor. Sometimes game decides that tentacle shouldn't hit a survivor, this killer is bugged! After that game I decided to run some strong meta perks - Deadlock, Corrupt, Pop and Eruption. Got a lot of kills and wins and even more frustration, because it was so boring to go from one gen to another, applying eruption, pop everytime. I had more fun as a 3 gen Skull Merchant, no joke.


I tried some chase oriented builds, they're somewhat fun but turrets and especially their bugged collision is so frustrating.


Btw ######### is wrong with the Eyre of crows vent spawn? Why are they so spread in the middle and why are they so close to the edges of the map?

Answers

  • BlackRabies
    BlackRabies Member Posts: 1,313

    Few tips about Xeno. Turrets cannot be destroyed when they shut off when you pop out of a tunnel. Why, idk I think it's kinda dumb. Tail attack is the strongest thing you can ask for when survivors put themselves in a locked animation or in a tight area that restricts their movement.

    Another really odd tip learned from s more recent Odtz video bringing a cut coin could help influence the location of your tunnels to be closer to the gens where the chests would usually be.

  • mizark3
    mizark3 Member Posts: 2,257

    The tail attack windup is shorter than any attack in the game other than a tapped M1, this means starting off you will likely start the attack too early (from other attack muscle memory). On top of that, the tail attack can be heard when you hit an object, which means you lose all remaining time on the hitbox(es). It largely looks the same, hit or miss, so you have to listen for the difference, which can be hard in the heat of the moment.

    The Killer is designed around being able to reaction M2 everything as a result of the tiny windup. If you reaction M2 you can hit singular turrets without being burnt out of power, and you can reaction M2 Resilience Fast Vaults. It almost would be worth bringing STBFL to get you into the mindset of being willing to M1 even when in Crawler mode, as you only need to M2 at vaults/pallets. If you only M2 when you need to, you can even build Bloodlust while still having access to the nutty M2.

    The issue with turret 'invulnerability' is that they malfunction everytime you exit a tunnel for a short timeframe, extended by the yellow Light Wand(?) add-on. While the turret is malfunctioning, they cannot be damaged. If they are sparking post-tunnel, wait for the flame and take your choice of M1 or M2, but I'd say M2ing turrets is more reliable personally. Also don't be afraid to tank the flame if you would get an M1 before the pallet/window. You can scuttle right back to the tunnel and pop back out the same, or a different tunnel, with no repercussions.

  • Xernoton
    Xernoton Member Posts: 5,965
    edited September 2023

    Full on regression is completely unnecessary on this killer. Bring Pop if you like but otherwise I recommend information perks. You have great (basically unlimited) mobility and a good chase power. Focus on your strengths and don't play defensive.

    The tail attack is quite hard to hit on many loops but it is very oppressive. If you play it right, then even jungle gyms and the shack won't hold you back for long. The fact that you're having trouble with it tells me that this is where you can improve. The best way to do that is trial and error. Force yourself to use the tail attack as much as possible and don't focus on wins primarily. You will get better and win games eventually.

    The turrets are a bit finicky. For some reason you can't always destroy them while they are still deactivated after you came out of a tunnel. If you can, wait for the turret to activate and destroy it immediately when that happens. You'll still have your power and you'll be slowed less than if you had to hit it twice.

  • edgarpoop
    edgarpoop Member Posts: 8,718

    The killer isn't quite as complicated as they're made out to be.

    The turret hitboxes are super janky, so you might smack them and do nothing at times. I've actually had point blank M1s make the contact sound and fail to break the turret as I'm being hit with flames. I just wait out the turret invuln after I exit a tunnel and deal with them.

    The tail is actually really easy to use. People are overcomplicating it. You can zero mindgame unga bunga hold W at any loop until the survivor has to animation lock. They'll either animation lock and give you a tail shot, or they'll dodge nothing and give you a free M1. This killer is free hits everywhere.