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Xenomorph since the tail nerf

I don't know what it is, in theory you should only slow down a bit more after missing, but lately survivors dodge nearly all my tail attacks, if they aren't animationlocked in a vault or climb, they just move deftly to the side and avoid the tail, no problem at all.

It no longer feels any different then Nemesis tentacle or Huntresses hatchets, with the caveat that they can relatively easily can be taken away via the turrets. So whats left of the Xenomorph without a menacing chase power? Just a "be careful, vaults are slightly more dangerous now" and subway tunnel user?

Or is it just me thats super bad at the tail? I always hear how the tail is an absolut menace and never misses, while turrets will be instantly tailed out of existence the moment they show up on screen, but I experience nothing of the likes in my games.

Comments

  • Mazoobi
    Mazoobi Member Posts: 1,568

    I see a lot of Xeno's try to force survivors into bad positions so they can do a cheeky M1 even if the tail misses.

    I think xeno can perform way better in the pallet/vault mind games compared to PH or Nemy tbh.

  • Crowman
    Crowman Member Posts: 9,567

    They fixed a bug and then nerfed the tail on top of it. Should have just fixed the bug and then see how 2.0m/s on tail cooldown actually was before nerfing the tail.

  • Gandor
    Gandor Member Posts: 4,268

    It's to be expected. The nerf was substantial. No matter your MMR - you will now get a grace period, where you will loose most games. Because until now 4K with Xeno was too easy and you (and I don't mean u specifically) got your kills even "against better survivors". Give it a few games and your survivors will suddenly not be able to guess you correctly again.

  • mizark3
    mizark3 Member Posts: 2,253

    Are you selectively ignoring the massive nerf to turrets by allowing them to be broken when malfuctioning (also a bugfix)? That more than makes up for the bug, especially since the PTB values were more than fair.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    This! I feel like a bloody beginner now. I mean, with the way things are now you gotta question the whole turret thing. Before it was the balancing act between "your power is overtuned, but it can be easily taken away". Now its more like "you power is like everyone elses, but it can also be taken away".

  • Crowman
    Crowman Member Posts: 9,567

    I am not, because that really only mattered on badly placed turrets right by the control panel. Hardly the "huge nerf" you're making it out to be.

    It's important we judge Xenomorph on the intended gameplay and not the bugged version otherwise we just commit to unnecessarily nerfs and buffs.

    Imagine for a moment Adrenaline was bugged where it was healing survivors who were broken. This lasts for 2 weeks and then on the patch they fix that bug, they also make it so Adrenaline no longer triggers when the survivor is exhausted. I think you can see how nerfing things that were bugged in a way to make them stronger than intended is a bad way to go about business.

  • mizark3
    mizark3 Member Posts: 2,253

    That gave far more counterplay than currently exists because the Xeno would have to risk running away getting singed from behind, or wait and break the turret, giving the Survivor distance.

    I played the PTB Xeno, and it was just as easy. The slowdown only hurts players who miss, which while helpful in many matches against 1-3 matches played Xenos, doesn't stop how oppressive Xeno is in chase since turrets still aren't a real counter.

    I don't understand the Adren analogy at all. It would be like the opposite of your analogy. The PTB version of Adren (as a bug) didn't work when Exhausted but did when Broken, then buffed in Live to work through Dying/Deep Wound (up to healthy instead of only 1 state) and bugfixed to also work when Exhausted and not when Broken. They buffed the least unfair version of Xeno, then bugfixed 2 scenarios that on average help Xeno more than hurt.

  • Crowman
    Crowman Member Posts: 9,567

    What didn't give survivors distance was the bug not slowing down the xenomorph after tail attacks. Judging the bugged state as the norm and nerfing it based on the bug is a terrible way to balance the game. We have no idea if 2.0m/s was fine, because Xenomorph was hardly ever slowed down to 2.0m/s and 2.0m/s is still half the survivor base run speed and slower than other attack cooldown speeds.

    Here's an easier analogy for you then. Imagine if the devs decide to nerf flashlights by making them unable to be used within 8m of any locker on top of fixing the issue with being able to no clip inside lockers. I'm sure the survivor community wouldn't fine that problematic to see flashlights get a nerf over a bug.

  • mizark3
    mizark3 Member Posts: 2,253

    Xeno was slowed down to 1.2 in the PTB, and that made missing fair. That is hardly killing the Killer.

    Nerf flashlights - (No sarcasm) Sure, and lets prevent Killers from using power within 8ms from hook too while we are at it. Also if they put more lockers, but not vacuum distance from pallets/windows then I'm totally on board. Maybe those ideas will stop people throwing games and start doing gens.

  • Crowman
    Crowman Member Posts: 9,567

    Where did I say it was killing the killer. You really need to take a minute and read the actual complaint. I think it's unfair that Xeno got nerfed when the entire 2 weeks his cooldown movement speed was bugged in a way that it wasn't applying. We have no data to show that 2.0m/s was fine or not and making a hasty nerf, because people were complaining about something that was bugged is a terrible way to handle balance changes.

    It's very clear you aren't interested in any sort of discussion and just want to see killers nerfed for no reason. So I'm no longer going to engage with you any further.

  • mizark3
    mizark3 Member Posts: 2,253

    PTB 1.2 | Live 2.0 | Now 1.2. I don't see a nerf, I see a needless change from PTB to live that they understood was a mistake. I can understand if you don't see it that way. Although we do have data Xeno was so bad for the Survivor experience that People DCed/Kobed first hook on sight at nearly similar levels to Skull Merchant. (Albeit this is more anecdotal, but I had 1 person giving up in ~33% to 50% after the first few days).

    "Just want to see Killers nerfed for no reason" - I've only seen 2 cases of stronger clinical 'victimhood main brain' in my life, so you are in the top 3! It wasn't a nerf it was the removal of a needless buff that shouldn't have happened in the first place. I'm not advocating for nerfing Clown, or Trapper, or Ghosty, or Legion, etc. I'm advocating for the removal of a needless buff that a Killer with no counterplay got. Whilst technically the removal of a buff can be seen as a nerf, it wasn't below the original values, so it is net neutral.