Xenomorph rework

i think a rework for xenomorph would be great because for being one of the newer characters he has a very low pick rate, average stats, and very few people like to play against him because they have little interaction with the killer, and also few people like to play him because of the idea of ​​towers which if placed correctly will always work and it leaves xenomorph in a situation where he can't do anything which makes few people like to play this character. i was thinking about how xenomorph could work in his new version and i have a few ideas. remove the idea of ​​towers and tunnels, instead make xenomorph have two forms to choose from crawling on alleys which is currently in the game but nerfed, nerfing could be an example. reducing the range of his tail, louder notification to the survivor when performing a tail attack and reducing the length of his hitbox after a tail attack, I think such nerfs would add some balance to the fact that the surv has no option to prevent this form apart from its own movement. Returning to the changes, when the xenomorph is in its four-legged form, it can choose an ability that slows it down to briefly see the action that a given player is performing, for example: It is able to see that a given surv is repairing a generator, another surv is blessing a totem, opening a chest, performing an invocation, hiding in a closet.

When a xenomorph is in eavesdropping mode and sees the action of a given surv, it is also able to see when a surv in its terror area makes loud footsteps, they start to light up similarly to if it was in a tunnel. But when a xenomorph enters eavesdropping mode, it becomes slower than a regular survivor (for example, the speed of a pig when crouching) and the survs that are in the xenomorph's terror are notified that the xenomorph is eavesdropping on them, which gives them the option to crouch and move slower but not be detected until the threat has passed. The last option that the xenomorph could perform in the form on all fours is to get up from them back to two paws, the animation would last about 2s, during this animation the xenomorph is definitely slower and when the alien gets up a new ability appears to him where he would perform a fast run action, in which he would be able to destroy a pallet when he runs into it or perform a fast jump through a window, both actions disable this ability, giving it on cd. When using this ability for the first few seconds he would quickly gain speed, which would limit his range of rotation, like other characters with this ability have. When performing a charge, the xenomorph is able to interrupt it normally, causing it to start slowing down rapidly to a speed lower than the basic one

and after a short while it would return to its basic speed of 4.6m/s. Of course, the xenomorph is unable to perform a basic attack while slowing down from the charge, giving the surv time to catch up. Xenormoph has two options during the charge, either it slows down as I described earlier or after clicking a given button, e.g. right mouse button, the xenomorph starts to quickly slow down and after 1.5 seconds performs a short dash, if it hits a survivor, it deals damage to them (this ability cannot bring the survivor to a state of agony), after a successful dash, the xenomorph starts to scream at the surv that was hit by the jump, causing it to get a new effect, let's call it a mark, when the surv is marked in its direction, two facehuggers start to crawl from the two longest corners of the map, giving a loud notification to the entire map, all other survivors see a highlighted white aura of slowly crawling facehuggers towards the marked surv, people who are not marked can crush the facehugger to prevent unpleasant effects for the marked surv. However, when one facehugger gets to a marked survivor, it gives them a blinding effect, limiting their visibility (similar to dredge at night) and illuminating them with killer instinct for 4s and preventing them from healing until they remove the facehugger from their face,when the second facehugger is crushed but one of them manages to reach the marked survivor's face, the marked survivor with the facehugger can remove it after 10s

(When a marked surv has a facehugger on them and another facehugger is still crawling towards them, the animation of pulling the facehugger off their face takes 25s instead of 10s) the marked surv is unable to see the facehugger aura like other survivors, but is able to hear their presence when they are within 16m of the marked one. When two facehuggers get on the marked one, the marked one is automatically put into a dying state and lights up for 5s for the killer. Only one surv can be marked at a time. After a failed attack, knocking down the marked one, or getting rid of each facehugger, the ability goes to 45s cd and the xenomorph's next charge cripples the surv that gets hit with its jump instead of marking it until the cd wears off. When there are two survivors or less left in the game, the facehugger will no longer appear after a successful xenomorph jump, but will only receive the mutilation effects, when the survivor is fully healthy it deals damage and mutilates him, as well as when he has a cd on the facehugger. Of course, a successful jump on a surv by a xenomorph gives the alien a longer animation (similar to a ghoul) so that the surv has time to catch up. When the killer misses his jump or jumps into a pallet, he destroys the pallet and is stunned for 3 seconds, just like if he didn't hit. Of course, the xenomorph would have the option of changing his form to four paws when standing on two paws with a 2s animation where he would be slightly slowed down, just like it would work the other way around.

  1. Let's move on to the issue of cd, it seems to me that changing its form should have 12s cd. detection and tail attack in the form of crawling on all fours, in my opinion the tail attack does not need to be changed in terms of cd, but eavesdropping should have 7s cd between using it (eavesdropping can last as long as the killer does not interrupt it.) The charge cd while in the form on two legs should have 40s cd (When the charge is made within a radius of a dozen or so meters there is a loud roar of the xenomorph notifying the survy that the xenomorph used the charge.) facehugger should have 40-45s cd.

  1. As for add-ons, you could create one green add-on that would make you play either the current xenomorph or the xenomorph I created (similar to how he had a nightmare before his rework where he could choose dream pallets or dream snares). And depending on whether a given add-on includes the old version with tunnels or the new one with two forms, almost every one would work depending on which form you play, for example Lambert's Star Map add-on in the old form works the same and in the new form when you are in detection mode you can detect surv steps 2m further, Light Wand in the new form of facehugger crawls 20% faster, Harpoon Gun after 10s after changing form from two paws to 4 paws your next successful attacks force survivors further than 16m to scream revealing their position, Semiotic Keyboard stomping on a facehugger causes the survivor who stomped on it to scream revealing their position. And this is one of many examples of some add-ons that would not even need to be changed.

I understand that the option with facehuggers could not come to fruition because it probably also counts as a license that you may not have, but it would be possible to come up with something else that works similarly, of course my ideas do not have to be exactly as I described them and they can be replaced, but xenomroph needs these changes because it holds up terribly and its design is not pleasant to play against or play as, and it puts him in a situation where either this killer is too strong or too weak and gives the worst style of play where no matter how good you are, you can simply be countered by one item that you are not able to do much about. I hope that my case will be taken seriously and will be successful, if there are any discrepancies, please contact me, I can explain a few things because I wrote it all through a translator because I do not speak perfect English and I realize that the translator can mix up the sentences a bit

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Comments

  • KingOfDoom55
    KingOfDoom55 Member Posts: 353

    I like the ideas, but needs a better implementation/tuning bc some of this seems like a nerf to an already low rated killer, I think the tunnel is cool and fun, but needs a better use, and I think acid blood should be a base ability than a addon, but I agree with these ideas, (probably not the evasdropping and all the speed debuffs bc the xeno is fast and all this would probably move away from that)

  • Jorweth
    Jorweth Member Posts: 6

    that's why I give the idea to make the old version available for selection, for example as an add-on, or to let you choose which version you play in the lobby