Xenomorph shouldn't be able to drag their hitbox
They can hit over pallets, through windows, over any small wall loops and through cracks already but you could get lucky and they miss but still get hit by them dragging their post miss hitbox? How does that make sense at all?
Same thing goes for Nemesis tentacle but xenos feels way longer than nemis whip and can even be ran into if you dodge one way, they miss and step back the other direction too quickly.
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But, that's just how killer attacks work in this game. If you think it's an issue, fair enough. But it's not a Xeno problem.
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No they don't? Name another killer that can drag a long range ability or any ability for that matter? All m1 killers either hit or miss and all range killers hit or miss. The only 2 with the "drag" effect is xeno and nemesis.
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Xeno is fine though... Good options for counterplay, fun and engaging for both sides if you use your brain... probably one of the better balanced killers BHVR has done.
In fact my only criticism is we didn't get to see how Xeno played at the 2m/s miss slowdown without the game breaking 0 slowdown bug... but Xeno is plenty fine with a high skill ceiling and engaging chases.
Maybe a little too good at tunneling... but what killer isn't right now?
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Xeno is just fine.
I don't think he needs any nerf.
Nemesis can do that as well. And devs never said they are bug or not intended. And they are fine anyway.
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Use turrets to deny the killer their power.
That's what they exist for. Xeno should have a powerful, intimidating attack, because they also have a built in counter.
If Xeno's tail attack is nerfed to the point where is worse than Nemesis' tentacle, then why do turrets even exist?
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Not asking for a nerf just to fix the drag effect the tail has after a miss. The hitbox should end at the full extension of the tail
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I know that's why I said that in what you quoted lol
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Turrets don't take them out of power most of the time unless there are 2 set up right next to each other which takes lots of time to plan out.
It's not a nerf it would be a fix as it shouldn't be dragging in the first place. Deathslinger can't drag his spear why should xeno and nemi be able to?
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Unless killer attacks are only active for one frame, they can be dragged. You can use an M1 and turn immediately to spread the hitbox. Frame data isn't easily accessible for this game, but I don't think killers would be able to land hits consistently if they only had one active frame.
If I'm wrong, I'm wrong. But killer attacks definitely don't feel like they only have a single active frame.
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I do it all the time on ghostie. Useful for people who try to spin to dodge attacks. Bear in mind, xeno doesn't have any long range attacks. His melee is just a further reach on his m2, but it's still just a melee attack.
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I mean he can't even hit/register the hitbox on Survivors sometimes...
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xeno dragging is only thing that differentiates a mediocre Xeno player vs the very very best Xeno player. It is unfun to nerf killer's skill-ceiling.
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Nah, I really dont think removing the skill expression on xeno is good.
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agree 100%, its bullshit that i get hit regardless of a miss just because of a high mouse dpi lol.
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Which is not okay either and should be fixed but doesn't get rid of the original point.
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No m1 attack drags the full swing animation is how you hit them. The spin you are doing is just turning your melee in the direction of the surv to merge the hitboxes. Once the melee animation finishes though and if you miss, the knife doesn't drag and still score a hit. Xeno however can miss and still score a hit. If you miss with an m1 you just miss. That's why survivor is able to spin killers.
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A good xeno doesn't need to drag because they don't miss typically unless the survivor is at a good loop. the skill ceiling isn't nerfed they just don't have a crutch of "oh I missed let me flick my mouse and still score a hit anyways".
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Xenos tail is a medium ranged attack.....bro what are you talking about? Is it a hatchet? No. Is it a short ranged m1? No. It's a middle ranged lunge that has a good amount of reach to it.
Huntress hatches are just a further reach of her m1...see how silly that sounds? 😅
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They aren't a single frame it's a timed hit box. Not asking for a single frame as I play killer and that would be miserable. What I'm saying is xeno has a long hit animation and then can extend that animation after they have missed on a full extended m2 and still score a hit by dragging the m2 across
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That is a nerf though... what you're doing is slashing the whip/tail across at an angle rather than straight down, which is exactly what you would do in real life if someone tried to dodge to the side.
Have you ever tried to land Nemesis whip without dragging? Between accounting for lag, the odd hitboxes, spin techs and invisible walls blocking hits on occasion, it's borderline unplayable without dragging... especially on console.
Xeno tail has all the same issues, but is easier to land because of the speed you can throw it out, however it suffers more with hitting terrain because that stops their tail immediately, which on turn means you have to aim well.
If someone is hitting you with a drag on Xeno tail they have successfully avoided catching any terrain while doing it, and otherwise aimed their drag well to change the angle of attack...
This is an unnecessary nerf that just dumpsters the killer...
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So I guess in that mindset we should give huntress the ability to control her hatches mid throw and drag them to the side so that even if she misses she can whip the hatched across and score a hit. Since we are doing it for some why not do it for all? Pyramid Head misses judgement? Let him drag it as well and score a free hit.
I main Nemesis and I almost never need to drag whip to hit. The problem with y'all playing him is you force yourself to whip instead of hitting and easy m1 when they are up close.
Killers need to have counterplay and xenos counter play currently doesn't work well because single turrets are weak and the hitbox lasts so long for her m2 that it's unavoidable except by luck or random poor hit scan that needs to be fixed.
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Additionally. This isn't real life....it's a video game. The same standards don't apply my dude lol
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That's an asinine argument dude. All of those abilities are significantly further in range so of course they shouldn't drag.
Cool, you play Nemesis, so you ofc realise that the whole point of your killer is to be dangerous at close range with the whip, especially after you've had to spend the whole game charging up your whip. We are gonna get bogged down in this "free hit" thing I can already tell, but first I would say being able to change the angle of attack by dragging is logical. If you know how Nemesis hit box works, that is exactly what dragging does to the whips hitbox, and is a part of the power that doesn't need to be nerfed.
I am a Pig main, my equivalent anti loop ability is much less of a threat... so compared to me your ability is busted. However neither Nemesis or Xeno have anything close to my level of natural slowdown, nor my stealth abilities, so I would have to argue you character needs the ability to consistently land your power at loops because that is all your power has. For me to agree with you, you have to be able to me why the tail and whip should be harder to hit, when there isn’t much else to supplement your characters strength.
I as a survivor understand these powers can be dragged, and also expect it. If you've herded me to a spot and timed your tail/whip to where you have a near guaranteed hit on me usung a drag, I'm fine with you having it, because those abilities shouldn't realistically get missed when I'm wiggling under your armpits/in front of our nose. I do plenty fine looping these killers, even with the extra power dragging gives these already powerful killer powers. I also really enjoy playing vs. these killers, and applaud a skillful Nemsis or Xeno whenever one catches and kills me. So I ask again, why do these characters need a nerf?
If your argument here is that Xeno is over powered with its tail, turrets are weak and the killer should be nerfed, I would disagree with you and we could talk about that. It sounds like you aren't saying that though... you're saying they don't need a nerf... but this drag is a "free hit" they shouldn't have, even though I've already described the real life application dragging simulates... which I'm sorry... that sounds like trying to disguise a nerf as bug that isn't a bug.
I'm willing to hear the argument, but just saying "it's a free hit" (which it isn't, as indicated in the previous terrain block Xeno tail argument) is not good enough my guy. Why do these characters actually need a nerf to the reliability of hitting their power if they are not overpowered?
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