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Xenomorph 2v8 power concept idea

Ik none of this will probably happen but this is just a guess/speculation of what I believe it's (probably) gonna look like

Crawler mode/tail strike:

Slightly increased range

Decreased recovery & wind up time for the tail attack

Decreases terror radius by a few meters

Base movement speed and vaulting speed Increased by 5ish%

tunnels/control station:

Increased amount of tunnels by the amount of generators

Faster enter & ext times

Increased foot detection by 4 meters

Flame turret:

Increased amount of fire range by 2 meters

Decrease setup time

Decreased beeping (works on both killer)

Increased spawn & respawn times by 25s

Acid blood:

Activates for 1 minute after exiting a tunnel, anytime you are stunned, the Survivor that caused it gets injured or downed if already injured, and then, deactivates with a 30s cooldown

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Comments

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,265

    Never really thought about it but of all the killers xeno would be the least capable of working with others lorewise lol like how would it perceive the legion to be any different from the survivors etc.

    And it would work terribly in 2v8 as killers who get paired with a xeno would end up having to deal with multi turret safezones as survivors would pile them up everywhere and both killers would be slowed down or powerless, and if u make the turrets not effect the 2nd killer than there would be no point in setting them up as the other killer will just mow them down. And if they are removed completely than xeno has 50% less counterplay and gets to freely run around poking people on tons of low height loops.

    Not saying i don't want xeno in 2v8 as hes my 100 main but i think theyd have the most trouble putting him in 2v8 above all others.

  • Lexilogo
    Lexilogo Member Posts: 789

    Xenos are pretty smart, they're probably capable of adapting to work alongside a human being, it's just that being in that situation would require very extraordinary circumstances, like getting enslaved by an eldritch deity.

    Making the Turrets work in 2v8 is gonna be a lot of work, but I don't think it's totally impossible, eg. Other Killers only experience a mild Hinder effect. I think there's a balance that's possible to hit there, and another Killer assisting on turret destruction could actually be good co-op gameplay.

    Another alternative, perhaps in a better timeline than this one: Xeno will be saved for a special Alien Vs. Predator event that acts as a 2v8 mode where killers are competing instead of cooperating, and BHVR will use that chance to work out how Xeno can fit into 2v8. Maybe Predator will get its own Weyland-Yutani countermeasure that's more 2v8 friendly and Xeno can use it instead for 2v8?

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    Looking back on this, this would be a massive buff, I'd Definitely revise this, but I'm not going too, least, rn anyways, I'll make a more reasonable one later on

  • Deadman7600
    Deadman7600 Member Posts: 433

    I think the turrets should only be an obstacle to xeno. like how other killers can walk over Trappers traps but trapper himself can't.

    Essentially turrets should only be interfaced with by survivors and the xenomorph. That goes for the beeps too, ghostface shouldn't have to worry about turrets at all.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    I originally meant it too mean that the turrets only fire at the xeno but starts beeping when either one is near, I'll probably word that better when I make the new one

  • Deadman7600
    Deadman7600 Member Posts: 433

    honestly I don't think even that'd be necessary. The turrets should counterplay the xenomorph and the xenomorph alone. Another killer shouldn't be punished for being in the same match as a xenomorph, especially since we have spirit, ghostface and likely we're going to have dredge in the next 2v8. Those killers have a certain level of undetectability in their basekit (ghostface even relies on it). the beeping will just screw them over for no reason.

    I see why you'd say this, I mean having a turret warn survivors about a stealth nemesis sounds cool on paper. but the turrets should be a problem for the xenomorph to think about. I think killer counterplay should be self contained, (except nemesis and wesker because they're both the same license and have similar counterplay anyway).

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    That's why I keep suggesting on different posts, even a support ticket to behavior to allow undetectable to not activate the motion trackers in turrets, it's completely dumb that it does detect xeno even in undetectable