Compare to other killers.
Pretty loopable, with a very fair counterplay (BURN THE DEMON!).
Grilled Alien screaming in the background
Strong against SoloQ, ######### against SWF. Feels like Pinhead and Singularity to me.
*WARNING - THE HOT ALIEN*
That very much depends on how well the Xenomorph and the survivors play. Even more than most other killers.
If the Xenomorph is super aware, keeps track of every survivor's position and is also good with their power, then it is super strong. Definitely a top tier killer. But if the Xenomorph is more of a human and less of a perfect machine and the survivors play well, then it falls off to lower A-tier or highest B-tier (depending on the map) in my opinion.
Missed tail attacks are quite punishing and you can make a lot of distance by using the turrets even if you don't break the Xeno out of their power.
There is 2 things, that I do like about Xeno, and don't like:
A really good Xeno main is VERY hard to deal with, but still possible.
One of the most close to being balanced killers, even from first days of PTB.
He's solid as is. My issue is teammates never picking up a turret which makes him more oppressive than he should be.
Very true. Although, I am curious about the buffed cooldown. I'd really like to know how that'd feel. Definitely one of the decisions of all time to revert it before testing it.
He is fine to play as and go against.
Good looping and decent map pressure.
I'd put him next to Wesker.
One of the more balanced killers added to the game as of recently with decent addons and strategies. Could probably be tweaked but I cannot view the killer as problematic, weak or overtuned. Seems to be just in the right spot atm compared to a lot of killers.
Still strong. Just not broken like he was before. I just don't like the design of the killer which is fairly subjective of course.
Nice to play as and against.
I would change a few addons but thats it.
Basekit he’s pretty balanced now.
The anti-turret addons are too effective though and should be nerfed.
Xeno is in a good place for both sides, imho. Strong with well rounded abilities. Honestly don't think they have any real weaknesses.
Survivors seem to have figured out good turret placements and counterplay and I'm thankful that the tail is not so oppressive anymore. Requires team work so good luck in Solo Q (kidding. I've honestly had decent teammates against the Xeno most of the time in Solo).
He's B tier unless you use the vault speed addon. Otz is currently doing win steaks with Alien and averages less than 4 wins.
His tail attack has harsher penalties for missing compared to a similar killers like Nemesis and has to deal with turrets breaking them out of their power. By that measure, they really aren't that noteworthy and a rather mid killer.
balanced in the wrong way.
relying a lot on people placing sentry guns everywhere is just bad since sometimes you feel hopeless as survivor and sometimes the xeno gets destroyed ; not to mention how boring and annoying is to actually set multiple turrets into 1 good spot at the cost of wasting ages walking around with them and probably being useless if there is just 1 turret near to you.
the worst killer in the game for me the tail is so poorly designed its insane
Alien is a strong killer due to the map mobility, tracking, potential of getting surprise hits out of tunnels, and just the oppressive chase ability. An experienced Alien player can handedly win most of their matches with relative ease. But I also don't believe Alien is overpowered, it doesn't really have any blatantly busted add-ons and it doesn't have notable snowball potential, having to go through the normal gameplay loop motions often.
But there is one issue that I think needs tweaking. Turrets don't do enough against a competent Alien. Even without the resistance add-on it will almost never happen that a singular turret takes a competent Alien player out of power. With the add-on, not even two turrets are consistently able to. Yes it slows Alien down in its pursuit, but it only does so very briefly, which is in no reasonable relation to the timesink that setting up turrets is, nor to the oppressiveness of the chase ability. I think turrets should be more meaningful (i. e. more consistently able to break Alien out of power), but in turn Alien should get some compensatory buff. Maybe for example by making it so that Alien is 4.8m/s when not in crawling stance, such that it isn't just an ability-less killer in those instances that doesn't pose too much of a threat. Or hell, they could even further buff its tail attack, increasing its range, allowing it to break pallets, or such, to make Alien even scarier in power, just obviously with the ability to more reliably break it out with the turrets. That way the gameplay loop would much more get to be about setting up turrets, playing around them, and Alien having to retreat into the tunnels to recharge its ability if it couldn't get the down prior to having been burned.
Two further aspects that could factor into this tweaking are for one thing that turrets don't do much of anything against Alien when it is not in crawling stance, and for another the idea that stunning Alien could briefly take it out of power too, for say 15 seconds. Getting stuns on Alien is incredibly difficult and risky, it should be rewarded by at least getting some breathing room after actually having managed to do so. And burning Alien when it is not in power should more significantly increase the time it takes for its power to recharge. Although again, any such tweaking would of course have to go alongside with compensatory buffs to Alien in other respects.
Hes pretty fun to play against if you know how to dodge his tail. He could be a little stronger tho.