Xenomorph power rework
Xenomorph is one of the most boring killers to play as and against. I hate the fact that you don't work for your power and the power is so basic that it literally takes no skill.
Xenomorph's power should have something with the face huggers and have the ability to climb over walls and pallets. The tail should be their main weapon not as a range weapon unless it has a cooldown. The face huggers should be at gens and hooks so the survivors are forced to deal with them unless with a flame turrets. Keep the tunnel system but remove the whole crawler mode idea, it's so lazy and boring. Please have Xenomorph more screen accurate
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I mean it has quite a skill cap in the sense of being able to hit over certain objects and such, so it is not entirely basic...
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Actually think Xeno is pretty fun for both sides.
For Survivors: -
- Intense sprints and fakes to bait out the tail for jukes, that gives a great high when you succeed.
- Takes forethought and strategic thinking to decide where to place turrets.
- Satisfying when you manage to bait the Xeno into a turret and knock it out out of crawler mode.
For Xeno: -
- Requires good knowledge of loops and survivor prediction to line up the tail due to immediately stopping when hitting any terrain.
- Tunnel is actually fun to race around in, and detection abilities keep you in the hunt and rarely totally lost.
- Turrets feel to you how they would for the Xeno, and surprising annoyance that slows you down, with a great high when you successfully flick and break it while still in power.
So I personally have to disagree with your assessment the Xeno is not fun for both sides. I'd say Xeno is pretty good, especially now it's bugs have been ironed out.
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- the tail does have a cooldown.
- Wesker can go over stuff and its borderline useless in chase
this really just shows you do not play xenomorph much or at all
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The vaulting for Wesker is not entirely useless, but just really situational, you can slap them when they try to vault back, but it is only ever useful besides that when the loop has a certain length so you can hit them before they make it around...
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Loads of people already enjoy the Xenomorph, you are outnumbered on this opinion of yours.
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the only time when its potentially useful is at a god pallet with no windows nearby. majority of the time its useless (not to mention iv had survivors just vault again and it doesn't hit them for some reason)
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If they try to vault back you need to press "S" I think it was? Otz or Hens explained that some months back, so if you do it properly they cannot vault back without getting hit.
I would not say God loop, but rather safe loop for sure.
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As for your idea, I don't think climbing over walls is that good of an idea, it would be completely useless in indoor maps depending on the speed it would either be broken or useless in chase. I think the moving through tunnels/vents is rather screen accurate.
With the tail as before mentioned there is at least a skillfull play to use it properly to hit over tiles, whereas vaulting or climbing above walls is just a thing about knowing or not, and even more basic than a shortrange anti loop ability...
So if I understand you correctly the face huggers are somewhat of build in slowdown? And what exactly happens if the survivors just ignore them? Is the gen just blocked or what is their effect? Obviously not growing another alien and killing them in the process like in the first movie right? That would be stupid.
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As of last night, most survivors have figured out that vault or pallet+ strafe with a duck moves their hitbox enough for Xeno to miss his tail if he is shooting through the center of the vault or pallet.
So, it becomes a matter of prediction with each survivor, they aren't dodging in a traditional sense of the word, they are running an evasive script, and 2-3 exposures to it and the Xeno player will adjust the hit to catch them after their evasive pallet or vault move.
I don't think of such things as skills, its more familiarity with the availability of such counter play and a willingness to adapt to the specific person you're playing against.
The vault hits are worse because the vaults tend to reject most tail hits that aren't straight through their centers, it really depends on the surrounding geometry, which again, I can't define as a skill, I mostly think of it as map memorization and muscle memory.
Shooting the tail over object does generally have some elements of deflection shooting in it, which is a skill, but the whole concept is overshadowed by Xeno's dropped camera(from his POV) which means you're making assumptions about the vertical axis of the hit, and the generally wonky hit rejection on tiny elements like desk lamps, or beaker holders, and other assorted scene dressing items.
I find most of the skill in playing him involves knowing who to chase to where and when to exert area control. Not so much the twitch aspects of tail hits.
I wish they would make some adjustments to his various numbers, most pressingly the PoV in crawler mode, but I wouldn't want the entire tail mechanic removed.
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You do realise though, that muscle memory is a form of skill... Because most abilities will at some point become muscle memory...
As for the objects you either assume their hitbox or you learned the hitbox of those objects, same with the really good Billys or Blights that know the collision of tiles on the map.
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I like separating the use of skill from memorization work, because different approaches lend themselves to growing your abilities.
I don't care what others call what, it just helps me to decide how best to go about correcting the issue.
Blight is very different, he can decide to bump many places or decide that a hug works out best on this specific loop at the given time. There is a lot of memorization in there, but there is also adjustments to make with your mouse, and consideration over best practices that happen once you recognize that a specific tile is causing you issues. That sort of categorization of approach leads me to call it skills to build and judgement to refine.
Xeno on the other hand has quite a few tiles and obstruction spawns that just don't give the character's M2 room to do things. So, I'm more prone to approach the situation with a "Yes" can hit or a "No" don't waste the time on it, chances of manipulating the elements to allow a hit are too low to justify the risk. In community terms, I don't see that they allow for "Skill expression".
I framed my response the way I did because the original poster said "No skill" to Xeno. And if the OP is doing what I suspect he's doing, it really will look like there is no skill involved. Because if you always vault +W you're going to get hit. You can't argue with someone that is essentially correct, you can only hopefully point out why it isn't really that big of an issue.
Sorry for length, but I hope that clarifies the thinking.
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But with Blight you also have the muscle memory of doing a flick or a bump in a specific way, which is also a skill you need to learn... So I don't really see the sense in the differing between skills and muscle memory, both are something you need to learn...
I mean, what you described allows for skill expression, if it is worth to go for it is something completely different, if we go with a Blight example: When LilithOmen goes for the wildest flicks despite the ability to just get the hit easier and more safe a different way, it is still skill expression nontheless, has nothing to do with how reliable it is.
A little bit I guess, I still don't agree with the no skill for Xeno because of the knowledge and dragging you need to put into Xeno if you wanna use the tail attack properly.
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Xeno is fine, if you use the turrets correctly you can limit his power a decent bit.
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xeno most balanced killer. i still dislike turrets though. drawbacks to killer power are anti-fun and can cost the killer the game.
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