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Steam is on sales again... So is Xenomorph worth buying?
Any Xeno mains here can share me your experience with it? Thanks in advance!
Comments
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Not a Xeno main, but I do play them quite often, and I enjoy playing as Xeno. The tail attack feels smooth and fluid to use. The hitbox is a little small, I'd compare it a lot to Nemesis' whip in terms of size but definitely more fluid to use as it only requires one input to use compared to two like Nemesis.
I always compare Xeno to being a mix of Demo and Nemesis in terms of power and how they play. The tail is used a lot like Nemesis would use his whip and the tunnels are enjoyable to use and comparable to Demos but without the setup.
Crawler mode does lower the PoV quite a bit, so if that's something to bother you, you might want to take note of it. And being able to be taken out of your power from flame turrets can be quite annoying at times but other than that I definitely enjoy playing as Xeno. A very strong chase killer with good map mobility.
Also if you do decide to purchase Xeno, the hitbox for the tail coming around corners or trying to hit a tight angle can feel a bit wonky at times, it's nice to remember that the tail hitbox comes from the top down and can be slightly adjusted to change the hitbox like Nemesis' whip can. You learn with time what you can and can't hit over and for some things, if you aim up with your tail a little bit than tilt the camera down as it's releasing, you can get some really cheeky hits.
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Low A tier killer, good chase power, good mobility + extra info.
Only bit bad thing about him is that sometimes (it's not offten tho) the tail hit box is bit off and sometimes you hit or miss hits that were the opposite of what they should have been. Also you should play at least one anti-turret add-on to avoid being ambushed by flame turrets too offten. Either tha yellow add-on that decreases the range by 2m or even better that which gives you flat resistance +35% (green add-on).
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Hello, here is my experience :
- Im very biased since Alien is very important to me, i was going to main this killer whatsoever, i also main Pyramid head (P100 recently, finally), and Nemesis. I think this killer is a very good adapation, the creature is so versatile you can make it pretty much whatever you want in dbd (stealth, dash/mobility, trap, ranged ect). Im very happy with what we got since it includes the Alien isolation pattern :
- Xenomorph roams in vents (not stealthy at all in AI but it is stealthy in dbd, that's a plus)
- It locates it's prey, comes out (you can hear surv/gens in tunnels and see footprints)
- It's very dangerous when it sees you and can only be repelled by fire (not true in dbd, it is loopable wothout turrets but it IS hard and will put you in situation where you are just done for).
- You have a motion tracker to help you strategize against it.
The gameplay in dbd is the same but instead of the Xenomorph running at you in bipedal stance, it crawls around and use it's tail, the rest is pretty much identical.
Gameplay wise:
Very peculiar killer, with a punishing but very strong anti loop, you can use your macro knowledge to try to "be everywhere" which is for me the funniest way to go (shame the turrets are not finite like wesker, this could be even funnier). Tunnels grants you THE tool to be omnipresent but you need to pay attention to the survivors at all time to use them well (which is a general skill that shines even more with this killer).
It would have no weakness if it wasn't for the survivor spacing. When you are against people who pre run you with SB and use the motion tracker well you will have a painfull experience and no interactions with the survivors who will pre drop the whole map and put as much distance as physically possible between you and them (that's an effective strat but it kills my will to play for the day, or make me play sweaty). It can be very frustrating because your range is limited to 4.8m. Based on your PP, you should be aclimated to that since that's also the weakness of PH (which is super frustrating and encourages you to never use PoTD but that's another topic).
Turrets are dangerous since they are a placeable body block that you are forced to deal with, they do not frustrate me but sometimes they can really destroy your momentum. When survs learn to place good turrets like on hills or double turrets in critical spot to force you out, this killer will be way more difficult to play, for now, most survs are adament to not use turrets or just in front of the stations since "they are useless" so it's really not that bad. You will feel the difference between bad and good survivors with turrets alone.
Add ons wise, acidic blood and self destruct bolt are for me the funniest and most ibteresting, the others are less interesting (i did not say less powerfull).
At the end of the day, most people dont like this killer for various reasons:
- The "nerf" after launch which was completly deserved but turned off a lot of people.
- The various bugs that followed the launch
- The tail being too hard/frustrating which turns a lot of people off like console players.
- The power design disapointment which i don't understand at all but to each their own i guess.
For me it's a 11/10 with the Silent hill chapter and im overjoyed to see it in this game. I would recommend this killer to anyone. But, don't forget that it's pickrate is low for a reason, it is a mix between the singularity and pyramid head syndrome (more like pyramid head).
Difficult, punishing, and a bit cluncky.
Btw, the tail can do some things that no other killers in the game can do, it is a very unintuitive tool but also, a very insane one.
Have a great day !
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I was originally planned to be a Xeno main then they over-nerfed him which made him feel kinda clunky and overly punishing for using the tail to destroy a turret since both the successful and missed cool downs for the tail attack are 3 seconds long while putting you at a movement speed of 1.2 m/s which sucks when you want to use the tail on a turret to destroy it since hitting a turret with the tail counts as a missed/obstructed attack. Plus with the fact that they completely removed Xeno's ability to vertically drag his tail attack entirely instead of just limiting it to a very limited restriction it's very easy to either aim too high or too low due to the precision the tail attack requires and you can't adjust the verticality anymore. Also Xeno has a decent amount of add-ons that are good, but they're just not worth it due to the numbers BHVR put for their values. For example: Parker's Headband gives Xeno +5% Haste after exiting a tunnel which is a good effect until you realize that BHVR put its duration value at 3 seconds and, just like with the Wooden Fox add-on for Huntress, the effect duration goes down as you're in the middle of exiting a tunnel meaning you're left with like 1-1.5 seconds on the Haste that the add-on gives.
Other than those kinds of problems, Xeno can be fun to play as, but can also potentially be frustrating if these kinds of problems get in the way.
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Xeno has some of the best presentation and animations on the roster, but honestly the Alien is more fun for survivors to face than it is to main Xeno
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Man thanks for writing so long LOL, it's really detailed and helpful!
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Xeno is my most played killer. He's plenty strong enough if you bring emergency helmet and star map every match. Using these two addons is a massive nerf to turrets and there really isn't any good reason to use anything else IMO. If you are accurate with the tail then you should be able to destroy nearly anyone you go against in a pub match.
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Pros
-Best built in info power
-top 5 antiloop power
Cons
-very low PoV that makes playing on maps with tall grass annoying
-turret management mechanic you can't ignore
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