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The Xenomorph is Hilariously Weak
So the Big Alien Chapter! the Chapter to bring the infamous Xenomorph from the Alien Chapter and put her square dab in all of our favourite Murder Simulator, sounds like a recipe for success right?
well all day, I've been playing Oni for Tome challenges and been doing surprisingly well, 2 - 4k games, decent blood points, generally fun, then I decided to play some Xenomorph for the sake of well, my enjoyment, She's my favourite Movie Monster so of course I wanna play her, and do you all wanna know what EVERY Xenomorph Match ended up like? let me show you a step by step chart
Start Match ---> go into Tunnel ---> pop out near Gen being worked on and begin the chase ---> run into loop the Survivor wants to take me to and let the mind games begin! ---> before I even get my first hit on the survivor get knocked out of crawler mode by a flame turret ---> become a m1 killer and try to get a down that takes more time then it should ---> go back into tunnel ---> pop out near gen and do it all over again
want makes this worse isn't the fact I lose my power, My ENTIRE power to a turret at a loop they plan to exploit, the problem comes from that they have, and get ready for this, INFINITE TURRETS TO SPAM, I know the idea of fighting back against the killer is a thought Survivors cream themselves at the idea of, but remember this is a HORROR game, they should delay, they should disrupt but they should never be able to take me head on without needing a risky perk like Head on or Pallet Stunning me, but the issue comes from not the fact of what the Turrets do but the fact survivors can INFINITELY spam turrets,
I use to think to myself when I play Survivor "why aren't there any Xenomorphs about?" and now I know,
I won't pretend to have all the answers all I'll do is a few suggestions I think may make things better and until then I'll go back to playing Oni and Wesker for the time being
Suggestions:
Make the Turret Finite: give the Survivors 10 Turrets to use per match, once they're gone, they are gone but keep everything else the same about them, they can knock me out of my power instantly, they can be used to slow me down on loops making me NEED to deal with them to being closing the distance but now Survivors have to be pick precisely where to put them before the game really gets going, kind of like a little pre-Objective for survivors to have a fighting chance in the game
Let the Turrets Destroy themselves upon successfully disabling Xeno's Power: Becoming a M1 killer can be a huge cripple to the Xenomorph player so having the xenomorph not need to worry about the turrets once they're job is done would be a blessing (think of having 'Ripley's Watch' a brown add-on for xeno as basekit) and for a bit of flavour and planning on the Xenomorph side perhaps being able to see Turrets in Tunnels as basekit would be cool too? make me need to strategies my approach
Hope you all have a great day <3
Comments
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He was bugged and got both the bug fix and additional nerf to the thing that was bugged. Bhvr never cared to make xeno good.
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It's just because the tail hitbox is currently bugged. Xenomorph is no nurse or blight but it's definitely one of the better killers in the game and doesn't need a huge buff like finite turrets.
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Getting knocked out by a turret is a total skill issues unless there's 2 of them, just break the turret before it can disable your power.
The only time its uncounterable is if there's 2 turrets, but that takes coordination and time investment to pull off and it takes a very long time for both turrets to respawn and be planted again after its been used. While inside the power a competent xeno player is pretty much unloopable so the turrets are necessary for counterplay.
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Did you ever consider you can just break the turret and if quick enough it will not remove your power?
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