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Xenomorph rework (feedback wanted please)

KingOfDoom55
KingOfDoom55 Member Posts: 327
edited August 1 in Feedback and Suggestions

I worked hard on this rework concept, and definitely WANT you all to consider giving feedback/opinions on this, please 🙏

Xenomorph (rework):

Crawler mode:

Starts the game in crawler mode

Speed is now 4.8

Terror radius is 24m

Tail is now lowered to the ground when not in use & tunes down tail strike prep sound by a little bit and returns to its original position when charging it

Control stations:

Has a max of 10 items universally (items take 45s to replenish universally)

Has a flame turret & motion tracker items to choose

Picking either item puts that control station on a 30s cooldown

Increased exiting and entering speeds by 1s

Increased tunnel movement speed by 2

Flame turret:

Motion trackers removed

Decrease hindered from 35 to 25%

Increase set up time

Increased range by 2m (firing range)

Now stuns the killer after 6s of being flamed, either by carrying or ignoring the flame turret, stun doesn't happen when getting burned out of crawler mode

New item: Motion tracker:

Tracks Flame turrets by revealing their aure within a 24m radius

When the killer enters a 6m range of one, the killers aura is reveal to all Survivors

Xenomorph is not detected when in tunnels or undetectable

Facehugged Xenomorph will also be aura revealed the same why the player xenomorph would

Reveals player xeno when exiting tunnels for 2s via aura to you only

New ability: Acid blood: upon exiting tunnels or a generator being completed, acid blood activates, when getting stunned by any means (other than blind), acid blood shoots out from the tails end, if the Survivor is in a 8m range, acid blood will injury or down them, then, deactivates for 45s, if the Survivor isn't in range, acid blood will deactivate with no cooldown but will still need to reactivate via same conditions as before, acid blood is timer & activity is paused when carrying survivors & doesn't work when getting stunned when carrying a Survivor

New iri addon:

FaceHugger: remove the acid blood ability, and add a facehugger, after facehugging a Survivor who is on death hook, it takes 90s to hatch a new Xenomorph who goes with you in the trail,

(Only after 20s) Completing a gen or being sacrificed or mori'd removes the embyro and allows the killer to plant a new one

Only 1 embryo'd Survivor can exist at a time

When embryoing a Survivor, that survivors gets instantly healed 1 health state (dying to injuried) and the timer is paused when downed or carried

When the exit gates are powered, the facehugger xenomorph has a 60s before being taken away by the entity, this xenomorph cant:

Use tunnels

Carry or hook Survivors

Search lookers

Use Acid blood ability

Use Addons from the player xenomorph

Facehugged Xenomorph can:

Damage gens

Chase Survivors

Track survivors using the auras that the player killer sees

Break pallets & walls

Reveal Survivors when downing them only

When losing crawler mode:

It takes up to 60s to recharge

Gains 4% hindered for 6s

And reveals the aura of the Survivor to placed the turret/s to the player Xenomorph

Emergency Helmet: reworked: now adds blinded & pallet stuns & Flame turrets resistance by 10%

Ash's innards: (rework) increases station cooldown by 10s after taking a flame turret or motion tracker

Light wand: increases down time of turrets by 5s

Molten skin (iri): rework: increases tail strike range to 6 meters and allows it to curve up or down to better hit crouched or survivors over gaps

Parkers headband: increase duration of haste to 6s

Improvised Cattle Prod (very rare) : increases range to 12m radius of a control station (was 10)

Decrease duration to 12s (was 15s)

Post edited by KingOfDoom55 on
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Comments

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327

    I'll be doing demogorgon next

  • Elan
    Elan Member Posts: 1,427
    edited August 1

    I replaced my firts sentence due to respect. First I consider you dedicate a lot of time to make this, it's quite similiar to something that other people already offered. I'll be hugely criticizing here though. Xenomorph is a solid B tier killer with a lot of strenght, high mobility and barely dodgeable antiloop. If anything is done to Xenomorph then:

    → Being undetectable disables motion tracker

    → Starts trial in crawler mode (I still feel you can take it anyway as you move across map, but whatever)

    → rework acid blood iri add on

    Note: Alien doesn't need aditional powers (acid blood or facehuggers) as he's fairly balanced atm.

    Now add ons:

    I only like molted skin, which can be easily added basekit as Xenomorph has similiar antiloop to Nemesis with bigger downsides, he doesn't destroy pallets in the process and has way shorter range. Other add ons don't seem as good changes at all. Molted skin current effect is pretty powerfull though, which I like. To people who don!t know, molted skin gives you 40s exhaustion upon deploying turret.

    Note 2 to people who don't want to read whole paragraph as I did because I love Xenomorph. He offers:

    → Xenomorph has one additional new power tool (Acid blood) that cause to get injuries and downs anytime you leave tunnel or gen is completed whithin 8m around any source of stun. With iri add on you would replace that with AI bot(s) that will chase, kick gens and destroy resources.

    → Seperate turret into two items (motion tracker and flame turret) forcing you to chose one of those and then causing cooldown.

    → Crawler mode gives you perma 5 % haste, tail can't be seen over loops and you can't hear tail to be used as now but quiter.

    My feedback is 2/10. I'll leave you particular comments.

    → 5 % permahaste in crawler mode will completely desincentivize you from using tail at all, it would be smarter nad way more braindead playstyle.

    → Turrets are currently underpowered to force Xenomorph of cooldown. The only way is to double turret at this point if he desperately wants his tail, he can just recharge it in course of few seconds.

    → 6s of burning to stuns sounds crazy, turret burns you out in about 3s, this scenario is straight impossible and would make turrets completely useless, forcing people to put only motion trackers, which again, less interaction, more braindead, worse for both sides.

    → Adding additional power would cause him to receive nerf to other part of kit to compensate for overall balance (aka Kaneki, aka Dracula, aka Vecna etc.)

    → Burning him dealing 4 % hindred would do absolutely nothing as again, turrets are not that good.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327

    I appreciate you're honesty, thanks for the feedback, the facehugger idea is more like a suggestive idea, to give it more uniqueness, as for the flame turret stun, it only applies when your out of crawler mode already, but then again, 6s is a bit too long

    Turrets in general are a mix, but if a Survivor is smart enough, they can utilize 1 turret to burn out the xenomorph if placed & used correctly, it's only double turrets that are most commonly used bc people prefer the simple way

    Only reason I suggested 5% haste in crawler is bc the xenomorph is meant to be fast & right now is only fast due to Tunnels, applying a little bit of haste would make it a more of a threat but then again I see where your going with the haste part

    As for the molten skin addon, currently it's 30s I believe (I could be wrong rn but last I've seen it, it was 30s), I've reworked it because I feel like as of now, the tail attack could be a bit better while still offering more skill to use it (hence the curving)

    As For acid blood: it stays active for 45s, but as soon as acid blood is used once, it's put into cooldown, hence why if it's never used it'll simply be deactivated instead, but with no cooldown to wait for it, but thinking about it now, it seems to op to have no cooldown when it deactivates regardless of use or not

    Also you misunderstood the flame stun, it's 6s of stun when the xenomorph player ignores the flame turret when not in crawler mode thats when the stun is applied, so the turrets would actually be more useful than just burning the xeno out of power, bc many xeno players ignore the flame turrets when not in crawler mode, this little mechanic would punish them for ignoring it if they do

    As for the tail, not that it can't be seen over loops, it just makes it easier to hit Survivors overloops, that's why the Molten skin addon rework puts more use into the tail attack

    But for starting in crawler mode

    Acid blood addon rework

    and undetectable disabled motion trackers are the main things that I do agree that must happen, as of now, you cannot utilize any form of stealth build due to the turrets motion trackers having a 41m radius that detects xeno even if undetectable, as for acid blood addon, the new ability could be the a buffed acid blood addon instead now that I think about it, but even still, the xeno could just hit over thr pallet, so I'd still say yeah. It needs a rework

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327
    edited August 1

    I always try to make ot balanced in some way the best I can but when people don't respond it doesn't give me much help with what to change/remove/add, which makes me feel like I shouldn't bother posting bc what's the point of posting if people won't give feedback right? I wanna try making reasonable & balanced ideas but without people's input I can't exactly do that, so I really appreciate that you responded

    As for the facehugger ability, it was more like a experimental idea, bc other than that I'm not really sure how a facehugger would work as a mechanic that just a flat out mori or something, but thinking about that now, as you kill a Survivor & spawn another xeno on top of that would be too broken so ig that's not a good idea tbh, but the creative & uniqueness was there tho, I think

    Oh well, I guess making a Xenomorph rework thats good & balanced is wishful thinking, I do tend to over complicate things and make things worse so ig I can see why this wouldn't be a good idea, but it was worth a shot tho

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,225

    I get how you feel about posting a d not really feeling like theres anyone even in the forums to respond. Ive made several posts about stuff like making shanoa and simon belmont legendary skins later on or other stuff but ill get like 1 downvote and a comment saying " but shanoa and simon are alredy in the game?". Meanwhile post anything like "how do you feel playing against ghoul?" And somehow theres over 200 people on this forum to swarm it lol.

    More to the point. Ive mained xeno since their release and his biggest painpoint is definitely how swfs manage double stacking and well placed turrets to make safe zones to run to. Which id say is the main reason its played so rarely.

    As for facehuggers its been quite the missed opportunity. But there could be several ways to implement it. 1 through ai eggs that hatch after a certain amount of generators that guarantee 2 kills unless hit by pallets, which can atleast take a health state with their acid blood. Would be a interesting end game addon. Or even place them on downed survivors like pig traps, but prevent you from hooking them until they die since the xeno wouldnt want to sacrifice its own. The tricky part is how will the survivors remove the embryo, as it would require some pretty high tech, and u wouldnt want to make xeno too much like pig, or give xeno too much extra in his kit as hes alredy a "noob stomper" when it comes to chases. At most the dead survivor would just birth a (chest burster) which crawls away like a mori to avoid overcomplicating it with even more ai

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327
    edited August 2

    Fair point actually, but yeah, it's insane how the forum community does stuff like this, they "say" they want reworks, buffs, balances, ect but yet downvote and rarely give their opinions on things, it's getting overly frustrating that it's becoming more & more of an issue every day, ik the facehugger xenomorph is a BIG stretch, but I feel like xenomorph is one of the killers that needs.... refreshment on his kit & addons, to feel more unique, that's why I suggested the xenomorphs Molten skin rework, that adds more skill to the crawler mode while not making it too strong, but for undetectable/motion trackers & acid blood, the motion trackers need to go or shouldn't detect xeno while undetectable, bc that ruins like all stealth builds in the game & acid blood is barely useful as it is, but everything else I mentioned in the rrwork is to give it more uniqueness & make xeno feel fresh while still retaining certain aspects from its current version

    Bc how I see it rn, xenomorph is a Survivor sided killer due to eliminating all stealth builds entirely, how easy it is to utilize double turrets (even tho 1 is always enough when use correctly, but for some reason survivors prefer the easy way to do things) and basically an m1 killer with a slightly good anti loop special attack, but as I said, it's stoll not that good bc survivors can just crouch over the loops to dodge, which is commonly done, hence, the molten skin rework, I can't help but feel like xeno, like many other killers are getting the short end of the stick when it comes to changes/attention for adjustments, I still don't get why many people don't see that xenomorphs main problem is the flame turrets bc those alone makes xeno a Survivor sided killer that only changes when survivors don't know how to play against them correctly & if the xenomorph player is experienced or not, many of my games ar3 skill alone, bc some killers require skill just to keep up with the many modern killers that are in good spots rn, and that is a problem, when skill is the only thing keeping a killer In a good spot, that's how you know that something is wrong, like demogorgon or sadako, they need the same treatment, but that's just what I FEEL like it is

    Edit: most of my posts for killer buffs, nerfs & balances are mostly downvoted, which just furthers my how pointless it feels, bc it just makes me think that everyone who downvotes hates the ideas, specifically when those who done vote, never seem to respond as to why

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,225

    Ive always found you can currently "curve downwards" the tail over a pallet/window to hit someone crouching. Just requires aiming at said window then dragging down as the shot goes out, has a slight "drag effect" like nemi whip can go sideways a bit"

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327

    Ik it can do that but the angle from where the tail is shot from & the angle your trying to hit makes it unlikely to work, bc the tail is a line shot, allowing to curve would allow it to be easier but still skillful, at least, that's how I envision it