http://dbd.game/killswitch
Flame turrets
So normally the flame turrets are mostly fine and a mild annoyance. but if you go against a full swf they'll just keep setting them up to the next loop for their friends and its literally impossible to catch them.
Comments
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what’s the difference between putting the flame turret near the generator and pre-running, or putting the flame turret near the loop for distance like a trap? You suffer the effect for the same amount of time no matter what. Is it just because it’s by a loop? Not on swf more than a duo, but I definitely put them by loops/choke points on purpose.
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Of course. It is supposed to be possible to lose power as Xeno, if it wasn't, what is the point of the turrets at all? The survivors would have no counterplay at all.
Previously as a solo Q player, if you were particularly devious about turret placement, you could put Xeno in tricky situation of having to choose between you and the turret to give you an edge. Turrets have basically been nerfed to the point it is basically impossible for a single turret to knock Xeno out of power, thus the only counterplay left is to stack turrets.
Personally I'd have preferred Xeno got his tail cooldowns improved, but have it so that turrets were changed so they are linked, and that breaking a turret would disable nearby turrets as well. This would mitigate the effectiveness of SWF advantage, and keep the element of clever play for SoloQ... but here we are.
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Thats just weakness of any killer whoose power has counterplay part in it (vecny,xeno,larry,traper). Very good survivors or mostly swf can make playing this keller feel like horror just like old larry.
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You don't need to be a swf; xeno basekit gives survivors a "LOOP HERE" aura. Give up a couple seconds now and get a payoff later. These auras and chase breakers make xeno one of the smoother Solo Q killers to face
It baffles me how solo players can think ignoring turrets is a smart play and it won't bite them later.
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