8.6.0 will GUT Xenomorph

The Xenomorph's design intent feels lost on these changes. The turrets exist to counterbalance strong chase and mobility. By severely nerfing that chase power while also changing turrets to this degree, the only thing this will actually fix is anyone wanting to play as Xenomorph: a killer that wasn't problematic, let alone popular, to begin with.

Going from turret to turret in chase now guarantees burns to happen. Losing power means losing chases, regardless if Xenomorph commits to them or not. The intent of "leveling out turret's impact across skill levels" actually just buffs ALL placements, rewards strong placements disproportionately to weak ones, and still punishes less experienced Xenomorphs further for any ineffective turret counterplay.

And even if the burn persistence is kept, the numbers need serious, serious tweaks. 48 seconds of recovery for 1 second of burn??? I also hope you don't leave the obnoxious burnt effect on the screen the whole time.

Tail attack. Compounded with the other changes, why does it need to be always directly reactable by survivors? Better question, why does it need to be DOUBLED to achieve that? Improved sound cue and .25s is as far as it needs to go to reach a majority of reaction times. Further than that will greatly diminish the strengths that make Xenomorph worth playing at all.

Please don't go through with this to live.

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Comments

  • yukiday
    yukiday Member Posts: 82

    This is a machine translated text, so there may be some inaccuracies.
    The nerf to the Xenomorph should be reverted. Increasing the pressure of the already strong turrets seems insane.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I just would rather the Xeno's tail be less picky and more accurate, it's not as fun for me to go for tail hits when I know it can miss the target easily. Why play Xeno for that when Nemesis is right here, and doesn't lose his whip's power when he's stunned the way Xeno does its Runner Mode?

  • lettuchia
    lettuchia Member Posts: 607

    Let's be clear, this is not a strength issue. Xenomorph would perform better against coordinated teams with these changes than they do now, since getting guaranteed burned out of power after ~10s of chasing is still better than getting guaranteed burned out of power instantly because of double turret setups. The issue with these changes lies entirely with design, since it makes the xeno's reaction time play much less of a factor in deciding whether they stay in their power or not.