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Xenos Tail

KaTo1337
KaTo1337 Member Posts: 550
edited April 12 in General Discussions

Is it just me for not playing him very often or is Xenomorphs Tail-Attack horrible in terms of a 0,000001mm-Hitbox?

Its nearly impossible to hit anyone. If I compare his Tail with Huntress Hatchets for example, its a difference like light and darkness.

If my feelings about this are correct then I know why I havent faced a Xenomorph over 6 weeks now.

Comments

  • Nebula
    Nebula Member Posts: 1,400

    Definitely a thinner hitbox, I’d compare it to Nemesis’ whip. Not entirely terrible but does require precision and rightfully so for its quick pick up. Better than Slingers hitbox IMO.

    As for people not playing her, I think it’s a few reasons. One being that I would guess a lot of people don’t enjoy the ability for survivors to take away your main power from you. Another (this is more so mine) being that Xeno is generally considered not a very enjoyable killer to face and I personally don’t like playing killers I find unenjoyable to play against, it makes me feel a bit hypocritical lol. And a possible last one of people just finding Xeno boring to play as in general. Not entirely the most complex or deep killer on the roster.

  • glitchboi
    glitchboi Member Posts: 6,023
    edited April 12

    God it would be a blessing to not have to face an Xenomorph for that long, boring as hell to go against.

    When I first picked up Xenomorph I always wondered why its hitbox was so weird but it was mainly because I was using its tail like a Nemesis whip. I did learn how to get hits with the tail more out in the open but it's still very inconsistent that you might as well just use it at windows and pallets exclusively, where survivors are stationary enough to get hit. Nemesis may have a similar hitbox, but his lingering hitbox makes up for it, allowing it to be used out in the open with less fear of missing.

  • Caiman
    Caiman Member Posts: 2,883
    edited April 12

    Reasons I stopped playing Xenomorph despite being thrilled at the inclusion of Alien:

    • Flamethrowers are way too annoying to deal with.
    • Low POV in Crawler Mode is obnoxious to play with.
    • Tail hurtbox is extremely wonky and prioritizes everything else over survivor hitboxes.
    • Aiming the tail combined with the obnoxious low POV is even more obnoxious.
    • Aiming the obnoxious tail with the obnoxious low POV on a controller is pure pain.
    • The significant slowdown upon missing a tail strike, which is common due to the above problems, is even more pain.

  • KatsuhxP
    KatsuhxP Member Posts: 889

    Yes the hitbox is pretty weird, alone because of the fact that it drops down the further you want to hit. It's pretty usefull to learn how to drag nemesis-tentacels because xeno can do the same. Besides that there's only flicking or good timing as option I think.

  • Heliosse
    Heliosse Member Posts: 122

    You will get the hang of it if you persevere, aim high, don't m1 even if you throw, use verticality to your advantage and drag the hit box, Xenomorph can do it even better than nemesis. The biggest thing to adjust is the Nemesis muscle memory. With Nemesis, you are used to prep the tentacle by the corner, hitting part of it and dragging to the survivor. Except Nemesis prep is 0.35 and the tentacle can drag "trough" wall (it does not stop if it hit a wall). So sometimes i still have my Nemesis reflexs and i prep my tail too soon and hit the side of the pallet which completly destroy my chase momentum and give them alot of distance.

    Use the tunnels a lot, use it to damage the whole team, use them if someone is W'ing to hard or win some fake looping + W. Don't hesitate to fake chase if the guy is strong. Enter a jungle gym with a station, try to pursue him to have a pallet or a hit and watch his head, if he loses you and you have what you wanted (or not), tunnel away and surprise someone else. Turrets are a minor nuisance, destroy them if they are in a loop or in a high traffic area, if it is in a deadzone just down the survivor (only if you are sure to be able to m1 him afterward in a short time). Double turrets will out you out of power while single one can be dealt with. Be wary of turrets on top of hills, it is dangerous.

    In terms of add ons, they are for the most part, pretty okay, the self destruct bolt is by far my favorite. I find it usefull to close the gap on very long loop like GoJ or simply a loop like shack (just don't vault L T wall thinking you are fast like the wind with it...). Acidic blood is very great to have a "clock" in chase and the damaging effect. Of course you can use the two turrets add ons which are the best (star map and emergency helmet), i think those are unfair for surv and should be looked at but i disgress.

    This killer is like Sadako, Pinhead, Freddy or Pyramid head (we have some exemples in this very forum, people that are, very attached to certain killers, like hardclre fans, Xenomorph is one of this kind) it is niche and that's fine. In term of vs'ing it, i find it easier than someone like PHead, problems is people are adament at saying turrets are useless and use them so badly that they could just let them in control stations. At the same time, people will tell you that Xeno is frustrating because of the turrets (kinda ironic they are useless to surv and annoying to the killer). Truth is, turrets detect the killer so you can W it's ass easily, it acts as a free bodyblock that the killer can not ignore and double turrets WILL destroy it back to bipedal. Placing it in front of stations is uselss, but on hills or in loops, they are in fact annoying since they kick your momentum in the face.

    It has slowdowns in the turrets, a strong chase power, some stealth, insane mobility (it's main power and the one you should abuse) and counterplay. It trully is the perfect organism. I would change its add ons, give it more stations to use the mobility and slow less survivors carrying a turret as QoL, don't know how you could change the tail.