The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Alien nerf is a message, play Nurse/Blight/Wesker instead

13

Comments

  • mizark3
    mizark3 Member Posts: 2,253

    I think this system would be good if implemented like DC bans, if you back out of lobbies too much it removes the Prestige visuals for the next match. If the person immediately backs out again once Prestige visual is re-implemented, then it escalates the Prestige hidden duration for an hour then day, and so on.

  • Moonras2
    Moonras2 Member Posts: 380

    Too me though, that's kind of the same feeling I get as survivor when playing against killers with anti loop abilities. It feels like the only ability I have to fight back is taken away. Over the years pallets have been lessened, many loops made more unsafe, and then they started throwing in anti loop mechanics. So going against against something like Xeno, punishes you for looping, vaulting, or even just dropping the pallets. It also removes any ability to gain points from pallet stuns.

    This is why I think the turrets and EMP's are needed. At least it makes it some what equal. It takes survivors off gens for a few seconds while also allowing the possibility of removing the anti looping mechanic for a few moments. Some what of a trade back and forth.

  • Xernoton
    Xernoton Member Posts: 5,842

    Tell me how I'm wrong. The math is sound and numbers don't lie.

    I don't see what the laws of physics have to do with this in particular. Nurse is broken, if that's what you want to hear. But that has nothing to do with Xenomorph.

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,960

    I'm largely fine with the changes made to Xeno, but I will also say I've had a bunch of egregious missed should-have-been-hits tail attacks the past couple of days. I don't have saved video, but really bad.

    It seems like the hitbox got smaller or collision with objects has gone really wonky.

  • KaTo1337
    KaTo1337 Member Posts: 550
    edited September 2023

    3.600 hours since Oct 2021. I think I am a little bit capable of seeing how Survivor- and Killer-Games have changed over the last 2 years.

  • BlueRose
    BlueRose Member Posts: 658

    You say take survivors off gens for a few secs but emps and even turrets imo doesnt feel like it slows survivors down at all. Gens still feel just as fast as always and these "tools" dont really require all that much time to get/setup. EMPs esp since the painters make them automatic and require no input from suvivors to get them. This way I always wanted them to make it where the painters only go up to 70% and make survivors have to finish the last 30% to get the emp. That's why it actually offers a real slowdown. There is a reason why you dont see hardly any Huxs and emps is a huge part of that reason. As I said Turrets at least is not as bad as emps since they do require some time to set up even tho I feel that setup time honestly doesnt have that huge of an impact on gen speeds at all.

  • Amaroq64
    Amaroq64 Member Posts: 109

    What nerfs? The patch notes listed mostly buffs to an already oppressive killer.

  • GensByDaylight
    GensByDaylight Member Posts: 528
    edited September 2023
  • Amaroq64
    Amaroq64 Member Posts: 109

    Apparently not, because I can't find what buffs I thought were buffs again, lol.

    I retract my statement.

  • Moonras2
    Moonras2 Member Posts: 380

    I don't really play hux so I can't speak much on what it's like going against EMP's. There is a fine line between making them take too long to grab vs not long enough. The 70% would be cool to see and maybe make adjustments after that. Playing against hux I never felt it was time consuming to grab and emp and that is an issue.

    I was just comparing what it feels like to losing power the power. To me it feels the same when I can't use pallets or other resources like I normally can.

    As far as turrets go, since I've bought Xenomorph, I can't really tell the turrets do anything. Occasionally they knock me out of power but most of the time I'm able to destroy them beforehand. They don't feel unbalanced though. Even when Im setting them up.

    I'm afraid gens are going to keep feeling fast unless something major is changed. When I play survivor it feels like if one or two people aren't on gens early then we lose most of the time. When I play killer, if I play nice they seem to fly by.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 515

    If you ignore the turret, the survivor will go to their most practiced loop object and you can't hit over it, through its pallets , or over its vaults, so you have to M1 style chase or leave.

    If you stop to tail the turret you cooldown and they get space to do with as they want.

    I think the turrets are very cool like this. Alien's power on the other hand, needs something.

  • MrBuffalo
    MrBuffalo Member Posts: 312

    If you think this nerf makes the killer unplayable I think you might need to rethink your definition of weak killers.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 515
    edited September 2023

    Did I mention the map vision issue with this killer?

    Maybe I forgot to say:

    He's like a foot tall in runner mode.

    I can't see a ****** thing on maps like swamp or temple, because those bushes are over his head.

    remember that equity and fence cartoon?

    Thats how it feels.

    Which is bad, in case I wasn't clear.

    Also Dead dog ... it has those bushes.

  • Xendritch
    Xendritch Member Posts: 1,842

    People saying nobody asked for some sort of change to the tail attack during the ptb weren't paying attention.

    A lot of people said the tail felt bad and very sluggish on a miss. People were more asking for a slight buff on the cool down but instead we got the movement speed buff. Regardless it's a complete fabrication to say nobody said anything about it.

  • Icaurs
    Icaurs Member Posts: 542
    edited September 2023

    Alien remains extremely viable, and her addons are just as broken.

    This is getting radicicolous if you honestly are struggling with Alien legitimately that's on you.

    Seriously where was the outrage when they buffed her from the PTB? She was very popular in the PTB and they buffed her honestly for no reason. We saw the results was she was too strong they reverted it...

  • th3syst3m
    th3syst3m Member Posts: 394

    God forbid they add some counterplay. You'll always have solo q and match making to make you feel viable.

  • Seanzu
    Seanzu Member Posts: 7,526
    edited September 2023
  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    Or we could just switch to a killer that has a reliable hitbox on their M2 power. "Just deal with it" sounds like a bad option, when we could just play a killer where we don't need to "just deal with it".

  • Pulsar
    Pulsar Member Posts: 20,784
    edited September 2023

    You should check the thread again.


    I was the first person to say that I thought his tail attack was bugged due to my own experiences. Clearly, I'm an elitist who favors Survivors.

    Post edited by Pulsar on
  • Pulsar
    Pulsar Member Posts: 20,784

    Can you not drag the tail left/right?

    I'm pretty sure I've been dragging it left/right

  • Moonras2
    Moonras2 Member Posts: 380

    I haven't done any real testing with it but I think it seems like there is a small window to adjust left and right before it locks down. However I was able to use that window to correct a couple of hits.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784
    edited September 2023

    It doesn't work anywhere near as well as Nemesis, and Xeno's tail feels like it just wants to fizzle if I try doing anything special with the attack. I think dragging left/right can turn a missed attack into a "collides with the environment" attack, but that doesn't help Xeno hit a survivor. If Xeno is required to move left/right at all, it just feels like the Xeno's tail is a waste of time, because the tail attack will probably just fizzle even if the animations show it going directly through the survivor.

    Remember the Nemesis has a much wider M2 hitbox, drags left/right better, and doesn't want to just fizzle at the slightest inconvenience. And the Nemesis M2 can work on angles that Xeno's M2 can't work at, because currently Xeno's attack feels like it requires there to be zero environmental items in the attack's path, regardless if the survivor is in front of the environmental items. But I can slap a pallet with a Nemesis whip, even at a sharp angle, because even though their are environmental items in the M2 path, the Nemesis whip still wants to actually hit survivors or pallets.

    Post edited by Coffeecrashing on
  • Pulsar
    Pulsar Member Posts: 20,784
  • Moonras2
    Moonras2 Member Posts: 380

    Oh I don't own Nemesis but it sounds kind of like it. It's kind of right at the beginning of pressing the tail attack but feels like decent time for a quick adjustment. It doesn't seem to be as forgiving as the up and down swipe though.

  • sulaiman
    sulaiman Member Posts: 3,219

    So do you think turrets were intended to be ignored? OR what is the point?

  • Idk man, I've hit iri 1 several times playing reason bs I think up and multiple of those times I didn't even have all perks unlocked so from my pov you can play only meta stuff and be more salty than the ocean or you can play "fun" killers and just know that you'll loose sometimes. I have been curbstomped by swf's but I don't care that much cause while I still lose and survivors are pretty toxic sometimes I'm loosing by playing what I want and how I want. I'm not immune to malding but I'm not about to complain about something like MfT or DH(prenerf) even when every survivor was running CoH and DH I just played how I felt like and I still hit Iri 1. If I can just play random bs with CoH and DH without any real toxicity then I'm sure everyone else can still play Xeno without whining. Is the meta gonna change? Yeah, obviously. Does it matter? Only if you are a metaslave and only play what is "S-tier! Broken! OP!". And in that case I pity that you can't enjoy a Video Game due to your lack of freewill and imagination.

  • Moonras2
    Moonras2 Member Posts: 380
    edited September 2023

    Sorry to quote you twice, I played a few games to try it. When you press the button and the tail starts to pull back, you pretty much have full range of motion. Once it starts going forward it seems to lock in place with some up and down movement.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I find a good way to buff Hux is emps not complete printing, but requires extra 6-8sec to tap and get emps (then he has an extra minute than the current state). I believe emps is there as basekit slowdown for him, only the slowdown is barely exist because of complete printing.

    For turret I think they only need to make each turret station only spawn 1 turret per min. Because I find in 3 Gens situation (survivors cause it), they just can keep get multiple turret at the same station, making Alien no power.


    We need killers that not oppressive in chase but with base slowdown. Longer chase is fun for survivors, and longer objective is better for killer.

    Its only up to them to balance between the chase strength and basekit slowdown.

  • Pulsar
    Pulsar Member Posts: 20,784

    Can't be too much basekit slowdown, else you get stuff like Pinhead.