Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Xenomorph is awful to play against
My complaint is about Xenomorphs tail hits. She's the only killer in the roster that you can not tell when they're about to use their power.
Literally survivors have no indication, sound, or something when they're about to use their power, and you simply just die. They brought old Deathslinger back where you couldn't react to his power with a result of awful interaction with the killer.
It's the same with Xenomorph, "just dodge bro".
Comments
-
the charge up time is 200ms. if you have a killer with red ping, you get hit 100ms before you even see the charge up of his power.
5 -
good. outplaying killer should be about prediction. not reaction.
11 -
I agree, this is something that needs to change because it creates that lose/lose situation for survivors. This is exactly why some killers have a warning.
I always end up knocked down by a xenomorph because I end up bumping into the environments. I'm too busy always looking back because I don't know when he's going to attack.
6 -
I somewhat agree, I don't mind that much but it is a little frustrating, I wouldn't change anything tho
1 -
There is a sound cue when charging the tail attack.
3 -
Exactly, stop complaining. Survivors have an easy enough boring game mode as it is.
7 -
There is, but you hear it when you get hit.
6 -
This is why turrets exist.
If you had to fight to keep a power that was easily telegraphed that would feel awful.
8 -
Fine add sound clue but make the attack also faster.
0 -
The lack of a telegraph of any kind is a bit of an issue
There's a reason basically every killer has one of some kind.
5 -
Buff alien tail.
3 -
Old Slinger wasn't overpowered and neither is Xeno. If you can't break them out of Crawler Mode then you should be at a huge disadvantage. And it's not like you have no chance to dodge. The hitbox is tiny. So the killer needs to be very precise. You can dodge and you can deny this part of the killer's power completely.
6 -
Watching Otz as Xeno, many survivors seem to have very little problem dodging the tail.
3 -
I find him surprisingly easy to dodge. You have yo predict his attacks, not react to them. It's all about mindgames.
1 -
I actually had a lot of fun against alien on stream today.
2 -
Maybe that's the reason there are turrets in the game.
If the tail attack is easy to dodge, there would be no reason for the turrets to break alien out of it's crawler mode.
6 -
Your comment about there being a lack of a sound cue or lack of an indication is completely untrue.
The Xenomorph has 2 sounds to audibly warn the survivors of the tail being used, one for when the tail is being charged and the other for when the tail is being swung, The window is very short, but it is entirely audible and any player who hears it has more than enough time to dodge the swing.
Along side this the Alien has a visual animation of the tail moving back to prepare for a swing before the attack is unleashed, thus unless you are not paying attention to WHAT the alien is doing or predicting what they are doing, that is NOT a problem with the killer that is a problem with you as a player.
The flame turrets have their purpose and should not be understated, each box can have up to a maximum of 5, use them, if there are multiple flame turrets on a single gen, the alien can't get them all without letting you get away.
Along side this, the tentacle is thinner than nemesis's but the room for dragging the hitbox is entirely possible, stick to loops he cannot hit you over and you will be perfectly fine, as anytime the alien commits to actually trying to swing, not only is their mouse movement restricted when the swing goes out, they are locked into a movement penalty and a long cool down.
Post edited by EQWashu on4 -
The tail is too powerful in its reach and the fact that it counts as hit after the killer has missed.
For example, the killer can strike over your head when you are behind an object and then lower the tail and it counts as a hit. So pallets and other obstacles lose much of their use. You can also completely miss a hit and then drag the tail left or right and if it crosses a survivor it counts as a hit.
I predict that the power of the tail will be reduced in an update and you will be required to make a direct hit to the survivors body with the point of the tail for it to count.
But first, they need players to buy the killer with the new powerful weapon, take the money, then the tail gets nerfed. Enjoy it while it lasts!
6 -
That's because the hitbox for the tail attack is completely whacked. Many times the tail attacks miss when they should have hit and vice versa. I mean, look at this...
0 -
There's already 2 sound cue's one for the charge and another for the attack, its entirely plausible to dodge it but you need to react fast or at least be paying attention to the alien to see the tail pulling back.
1 -
If you aren't paying attention you will not see the tail on the alien pulling back before lunging forward, this is entirely possible to avoid, the issue is Ping in all honesty.
If the Xenomorph has chunky ping its nigh impossible to dodge the swing.
0 -
The video he just uploaded where he made almost every tail hit and killed every survivor in both matches?
4 -
If there is a significant sound cue, then the alien player will need to have a hold option before the attack (winding up the tail). For example, you get an audio cue when huntress or deathslinger is primed to attack, but they can hold that attack and release at the right moment. The alien player currently cannot do that. The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement. If there was a significant early warning, the tail wouldn't be a threat. You would hear it, then you simply side step since the killer cannot adjust the attack. Huntress and slinger doesn't have this issue because they can hold their attack after their audio cue warning. If the audio cue for alien gets increased, then the killer needs to be able to hold his tail attack after it is primed.
1 -
It may be that, I'm not used to them yet so it's possible
It doesn't help that Xeno's colour scheme makes them really hard to distinquish from a lot of maps, which thematically is cool but in practice its a bit frustrating.
1 -
The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement
Not true at all. You can miss a direct hit with the point of the tail and then move left or right or up and down to swipe the tail across a survivor and it counts as a hit.
10 minutes 24 seconds: vertical movement after a miss to turn it into a hit
11 minutes 53 seconds: horizontal movement after a miss to turn it into a hit
5 -
Guess I have a bug to report, then. I get locked in place on horizontal movement once the tail attack goes through. Can only move up and down.
0 -
Again why not learn the counter play? He really isn't that hard to counter, just duck at a pallet. leave it to Survivor mains to whine on the forums.
1 -
????? Just duck on a pallet means the same thing as drop the pallet against huntress. If you verse someone that tried to play the killer for a few hours - you will get hit 100% of times. This is the actual issue with this killer - once people learn the ability, there's 0 counterplay against him
4 -
Counterplay is almost non existent. What, "wold w"? Drop a pallet, you're dead. Missing tail hit? You're dead again cause they have 0 punishment. Every killer has a penalty when they missing but not Xenomorph.
4 -
there is both indication and sound lmao
2 -
The tail windup is .2s, the average human reaction time to sound is .17s, so if you have normal reflexes you get hit as long as the latency of you and the Killer summed together is more than .03s, or 30ms. I don't know about you, but I average 40ms when I get my server, and have had about 20-40% red bar Xenos so they frequently have a massive lagvantage. Also, the Xeno can just wait for you to vault the window instead, using the average visual reaction time of .25s. .25 visual reaction +.2 windup = .45s, when the Fast Vault takes .5s, so the Xeno gets the hit. Even if the Survivor has Resilience, they vault in .4587s, so they still get hit by a REACTION Xeno tail. Also mouse movement isn't restricted enough to prevent vertical drags for hits over loops, and normal WASD physical movement for greater horizontal drags. Just revert everything other than the animations to the PTB values, it was fair then.
Yeah, Zarina dodged the tail no problem here, https://youtu.be/lKZhsLge1O0?t=210. Its a shame that her outplaying Otz bought her 3-4s before she got M1'd because there is no miss slowdown worth mentioning.
3 -
I believe the tail hit will get nerfed to get a clear warning. Previously, this was an issue with Deathslinger and they changed it, so I believe and hope this will follow the same path.
4 -
The only saving grace of Xeno’s tail attack is that it doesn’t have a super obvious telegraphed warning. It’s so clunky and awful to aim Xeno’s tail attack, that Xeno would be a complete waste of a killer if the tail attack was nerfed.
Dead hard still doesn’t give ANY telegraphed warning, so it’s fine for things to be in this game, without a super obvious telegraphed warning. And Deathslinger was given a telegraphed warning because his M2 hitbox is super reliable, super responsive, and super easy to aim. When I use Deathslinger’s M2, I know exactly where the hitbox is. But with Xeno, I’ve seen many streamers miss an M2, and then say “I feel like that should have hit”, because Xeno’s hitbox is so clunky and unreliable that there’s many times where it really feels like it should hit, but in reality it doesn’t hit.
1 -
Unlike killers like huntress Xeno gets countered by turrets. It’s on the survivor to play around the counterplay they are given
If you are in a loop without turrets it’s no different than being in a deadzone against bubba. You got outplayed or played poorly since you are out of position
3 -
that change destroyed slinger. i hope no other killer goes through that type of change. balancing around bad players will make the killer weak.
3 -
No, the live stream where you don't get only the "good" bits.
2 -
Get Good. lmao predrop pallet and duck, most loops in this game are safe asf for survivor anyway, so 6/10 Xeno wont hit you.
4 -
This is the only ranged killer that doesn't have a windup like Huntress, Slinger, Pyramid Head etc. Xeno's tail is like Huntress shooting hatchets without bringing her arm up. Whoever animated Xeno needs to add a tail windup before the attack and maybe a hiss like Demo does when he holds his shred. You shouldn't have to predict when the power is going to come out. There should be a visualiser. This is coming from an equal survivor and killer player. Whenever I play him I 4k whenever I go against him I almost always die.
0 -
I'd like to recommend that if you play survivor, step into the role viewing each killer as a unique challenge; a different flavor of the same nightmare that will throw you into the shithouse if you screw up.
Respectfully, it's feeling like a few folks lately are viewing the killer like it's supposed to be some sort of fun times vending machine with 4 people in line to push it's buttons every match and skip off with treats 🤔
1