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!
This killer is not fun to play against
Guess the killer: It's becoming more and more obvious
Always in Power
Pallete showdown impossible
bigger hitbox than huntress (can miss over a mile and still hits you)
0 skill requirement
most loops are pointless
basically fastest stealth killer
counterplay is pure luck and guess (reaction time has to be perfect)
recovers very fast from missed attack so its even pointless to dodge if there is no window
if you are very lucky and the Flamethrower works-(very rare) and throws him out of the power it takes him only 10 second until he has his power again
Xenomorph is the killer, i want to know if people like to play against him and if not why?
Comments
-
Bigger hitbox than Huntress and 0 skill? That is some low quality bait.
49 -
I’m getting flashbacks of Dredge’s release when he was “the most unfun killer to face.”
37 -
Defiently not the most fun, but first getting used to nightfall was miserable. tho now that ive faced it more its ok
7 -
its not about dredge
0 -
Xenomorph is definitely overturned at the moment, but it should be pretty easy to put them in a good place. Increase the slowdown after a tail whiff, make the turrets more effective, increase the cooldown to get back into runner mode, and they'll be fine. A visual or sound queue when the whip is coming would also be nice.
17 -
To be fair, Xenomorphs power is pretty forgiving. Huntress has to reload if she misses too often and is 4,4m/s, while Xenomorph is 4,6m/s and does not need to reload.
14 -
I will delete the post if you tell me where is the skill behind that? If you drop the pallete you get hit if you dont drop the pallete and dont have perfect reaction time to his highspeed tail attack you get hit. and maybeeee he misses, you have to pre drop the pallete after that you have to play around it, vaulting is impossible cause its like dropping pallets a Guaranteed hit and if you dont vault he can only m1 you. Is that skill? if pyramid head misses a attack you gain crossmap distance and against him you are stuck until you get down.
sry my bad english hopefully you can understand this
8 -
My only issue is the hit-box. Every single hit on me has looked wonky. Idk if it's latency, I sit at around 44ms most of the time and the tail still looks like it should have missed a good 75% of the time.
4 -
Dredge is still not fun killer to face but the reason is not because he has no counters or op. It's just Nightfall so annoying and hurting my eyes. But Dredge is fine tho.
Xeno can be fun killer to face but he has some issues atm and they need to be addressed by devs.
People already pointed and proved them.
Turrets is rarely countering his power. You can't put turrets everywhere.
And we are not sure if it is bug or not but missing m2 hits is not punishing him, he catches survivor pretty fast again.
10 -
You need to aim the whip and that takes more skill than a lot of killer players have, especially on console.
6 -
That's your own opinion. I have a lot of fun going against him.
7 -
True but Xeno's hitbox is tiny, the tail can be countered by the turrets and aiming it takes a lot of practise.
You can't delete posts as far as I know. 💀
There is very little skill in hitting someone that presents themself to you. But that is on them. You do not get to camp a pallet against this killer. Instead you do what you expect a M1 killer to do. Mindgame and predict. That forces the killer to counter you by doing the same. This is where skill comes in. If you get hit behind a pallet, then that means that you played wrong.
Ideally, you don't even let the killer chase you in crawler mode. What do you think the flamethrowers are there for? Look pretty? They're your defense against a very oppressive chase power. Good luck gaining cross map distance on a Pyramid Head after a missed attack. They can basically spam their power without you leaving the loop, if they have you properly corralled.
13 -
Sounds like a good way to put them in the Singularity tier of never touched cuz playing them is more trouble than it's worth.
12 -
i agree that they should oncrease his missed attack cooldown again but his speed and everything else is fine. He is not a ranged killer.
1 -
What I meant when I mentioned the speed is that Huntress has a harder time to catch up if she has to reload. Xenomorph stays at you, even if it misses with the tail attack, because it is so forgiving and 4,6m/s ensures that the Survivor can get less distance.
And if we compare him to Nemesis (when we look at its power at Loops), it is also better because it does not need to infect people to remove health states.
I think the main problem currently is the cooldown after a missed attack. The Killer should be punished for missing their attack and the punishment for Xenomorph currently is too light. And maybe, after some time, the flamethrowers, because even without any Add Ons I see Xenomorphs basically ignoring the turrets. Also I dont really understand why the turrets have to go on Cooldown (when they spark).
4 -
I think if they fix the ridiculously huge hit box where the air damages you and makes the tail a small bit more punishing to miss with so survivors can move to another loop. Maybe nerf the turret addons a bit or buff turrets or a mix so only the higher rarity addons deal with turrets effectivly since most of his addons are turret based. We don't want him to end up like singularity.
0 -
the only thing i dislike about the Xenomorph is the super small terror radius, loud ass chase music and nemesis-anti-loop mechanic. idk what else they could add in the game for a more unique killer (there's really only 3 main types) but it certainly isn't to add yet ANOTHER anti-loop killer. it's exhausting.
edit: HITBOXES. oh my god. the hitboxes were somehow better in PTB than they are on live.
what's the phenomenon of people tunneling when a new killer comes out? my hypothesis is that it's noobs playing their favourite characters or something. 50 year old Alien fans scramble to the game to play and tunnel people
Post edited by Amygdalas on1 -
3 seconds is loads for an attack cooldown.
For reference, Demo's Shred is 2.25 seconds and has a far bigger hitbox.
Huntress Hatchets are 2 seconds and have much greater range.
Nemesis' Tentacle is 2.2 seconds and has a charge time of 0.35 seconds, and only has to be aimed in one dimension.
Meanwhile Tail Attack has a narrower hitbox than Hatchets which are beach balls, is harder to aim than Tentacle or Shred, and has a longer cooldown than any other special attack in the game.
Why are you all refusing to use Turrets?
13 -
Imo they should increase his missed attack cooldown by a few sec and also buff his crawler mode in some other way but in return also buff the turrets massiveley to make up for it.
Turrets and avoiding turrets should have more strategy and a bigger impact depending which side plays it better.
0 -
I'd love to buff Crawler mode in some other way in exchange for a less powerful tail attack that rarely hits for console players anyway... but a few seconds? It's already 3 seconds, which is more than any other special attack in the game that range from around 2 to 2.25 seconds.
Even if it did warrant a longer cooldown, a fair nerf would be something like 3.3 seconds, not 6 seconds! With a 6 second cooldown you'd have to delete turrets entirely. Which you may as well do as survivors are allergic to using them.
Every game I do well in as Xeno, it's because survivors simply don't use turrets. Consoles continuously read 2 or 3 and I run into a turret maybe once or twice the entire game. Turrets absolutely destroy me because I can never ######### hit them.
4 -
I feel like people are deliberately ignoring the issue. The cooldown of the attack itself does not matter. It's the fact that you lose almost no distance due to how fast Xeno moves. They effectively almost doubled his speed from where it was in the PTB. They overbuffed him for no real reason. They just need to go back to the PTB version and it will be fine. He will still be strong but will actually punish bad players more. There's also the bug where he isn't slowing down after a successful attack in some cases.
10 -
Im just annoyed that dodging a tail hit gets you nothing
2 -
By all means fix any bugs, anything unintentional. But if you make it so the Tail Attack is something you can counter easily enough, and the killer is hindered enough by missed attacks that it slows them down enough for survivors to escape, then it's little better than the special attacks from other killers, other killers that don't have a way to entirely rob them of their power like Turrets can.
If you nerf Tail Attack this much, then you may as well delete Turrets.
Counters like this, like EMPs, like Locking lockers against Dredge, like solving the Lament Configuration, these are supposed to be tools that allow them to afford to give killers stronger, more impressive, more interesting powers. Imagine how much weaker Singularity would have to be if EMPs didn't exist, or how much slower Dredge's default teleporting would be if you couldn't slow it down by locking lockers.
Xeno is supposed to be a more formidable foe, one you can't go toe to toe with and have to use more powerful weapons to deal with.
Use the Turrets.
5 -
well said. I think it is perception problem similar green puke plague where some survivors see plague going at near full speed after green puke vommit and think they're going get hit so they do bad movement not realizing that plague cannot hit you. that sometimes always happens with doctor where doc uses shock therapy and some survivors do not realize that missing shock therapy -> cooldown where you can just run into the pallet/window as killer cannot swing.
if your missing all 5 or all 7 hatchets, your playing huntress pretty badly. xeno cannot break pallets like nemesis so he has to be good at landing hits when the pallet is dropped. that is his entire skill-cap. this is also same skill-cap as huntress but huntress has more versatility because she can shoot at loops and shoot between loops, so she has greater versatility in her ability. the drawback of course is 110% m/s for that versatility. slinger and trickster also share that versatility but their power are... questionable balance on power-level scale regarding countering hold-w.
7 -
It's also fickle as hell. It's almost like the hitbox is amorphous sometimes; strikes that hit but shouldn't, strikes that don't hit that should, and everything in between.
I haven't played a ton of Xeno yet, but it would say it takes a good bit of skill. And as a surv, I've played against many Xenos that couldn't seem to hit anything that wasn't running in a straight line (and sometimes not even then), so clearly it isn't zero skill. A Huntress hatchet is much more forgiving and predictable. You also can't knock Huntress out of hatchet throwing mode for a prolonged duration like you can with Xeno and runner/crawler mode.
Most Xenos spend a decent amount of the match with no power.
Otoh, I was bodyblocking on an exit gate run and the tail attack passed straight through me and hit the surv I was blocking for, which was eyebrow raising, but also illustrates how weird the power is.
But this happens almost every time a new killer comes out; some people (who probably did the PTB) are immediately good with the new killer while some survs haven't learned the counterplay, which then equates to them as the killer being "OP" or "no skill".
3 -
Any bugs aside, and barring any abilities like haste or hinder, 4s is the difference between PTB and Live if you just make distance. It takes 13s on live to catch back up after the missed attack. It was 17s on PTB.
Survivor moves at 4.0m/s. Times 3 second cooldown, they move 12m.
Live killer moves at 2.0m/s. Times 3 second cooldown, they move 6m. After the cooldown, the survivor has gained 6m. Killer now moves at 4.6m/s. It takes 10s to recover the ground they lost.
PTB killer moves at 1.2m/s. Times 3 second cooldown, they move 3.6m. After the cooldown, the survivor has gained 8.4m. Killer now moves at 4.6m/s. It takes 14s to recover the ground they lost
3 -
*bigger hitbox than Huntress
Hello 911 someone has shot themselves in the foot and we need an ambulance
8 -
"but it should be pretty easy to put them in a good place" - Proceeds to list a series of nerfs to throw Xeno at C -plus tier. Classic DBD forums
8 -
A majority of survivor mains on this forum can't handle any killer higher than c tier lol
10 -
playing killer right now is like playing on recruit mode unless against a high hour swf, then its a toss up.
0 -
I'm a killer main and have yet to lose as Xeno. All the changes I mentioned would be minor tweaks and keep Xeno in A-tier.
1 -
Well said!
0 -
Perhaps the devs designed it so that the killer isn’t really supposed to have his power all the time when he is chasing you?
hmm.. if only we had something that can burn the alien till it kicks him out of his power and gives him a lengthy cooldown or force him to drop the chase to recover his power… i bet that would balance things out.. oh wait..
4 -
same for killers main crying about old dead hard
1 -
Old dead hard was a buggy perk that a lot of bad survivors who relied on a crutch abused to "deadhard for distance" instead of using it for its intended purpose ie dodge a hit and extend the chase that way(heck even when playing survivor I picked lithe over deadhard as it was more reliable than dead hard for times i do use a exhaustion perk)
2 -
They're drawing comparison every time a strong killer releases people complain. My top tips for you are to go into a private lobby with either a friend or a good xeno player and learn their counterplay. Trust me its there and its possible.
2 -
The problem is that he doesn't slow down enough during the cooldown. 1.2 M/S during cooldown might have been to slow, but 2 M/S is a bit too much, even with the cooldown taking 3 seconds. 1.6 or 1.5 M/S movement speed during cooldown sounds perfect to me.
1 -
I'm tempted
2 -
Darn.
0 -
Excuse me?
Please elaborate.
This is high quality bait.
1 -
I could get on board with a mid-way compromise on that.
I wouldn't enjoy it as a console player who misses more Tail Attacks than I hit! But I can see how it could be fair. It would be more fair to slightly reduce the killers speed after a hit, than it would to increase the charge time or telegraphing to make it more easily dodgeable at least.
0 -
BHVR have never been experts in this area unfortunately. They should really put more work into skill shot attacks and not just on the Killer side. Keep testing it over and over until every angle is perfect on both sides. Then you have the 'each individual person's latency' problem and that's a whole other thing they still can't seem to fix.
0 -
Which is why this killer should never have been given this ability lol.
They can't even fix the vaults but now we have a killer that shoots it's tail through solid rock to hit people.
I get the idea they were going for but master the small stuff (vaults) and parts of the core gameplay before adding a killer with a gimmick that becomes a problem because of failings on development side.
2 -
There is no difference between a hit or miss in terms of recovery for the tail attack. They both take 3 seconds and it's speed is dropped to 2ms then goes back to 4.6ms. There isn't really an acceleration curve between 2ms to 4.6ms so you aren't really going to make that much distance to start with.
That is why Xenomorph is the one killer you need to get an earlier running advantage on as it's going to punish people who can't run loops optimally and force them out of their power. Honestly, the killer is fine the devs just need to remove or down tune the addons related to turret resistance so there is more game to game consistency with the counter mechanic in it's current form. Making them not stack after PTB was a good call, but leaving turret resistance alone makes things lopsided as the counter mechanic by default isn't as strong as it used to be so those addons probably don't need to exist.
I don't see there being much of an issue with Xenomorph's current numbers and just slapping cooldowns and charge times on them will make the killer clunky and uninteresting to play. Just make it so the turret's effect is consistently effective that way everyone still needs to learn how to adjust their playstyles around Xenomorph being the way they built now.
0 -
He does take skill and accuracy to use well but I play on console so I don't know how easy he is on pc but probably still not easiest.
1 -
Content creators have shown a bug on xenomorph where all you have to do is aim upwards and drag tail down and the hit is guaranteed. Definitely a bug that needs fixing also the turrets do not help at all. He stays in power while going through at least 4 turrets that's too much...
0 -
They'll never do that. The core game play of DBD really doesn't get much attention to it. They just pile on new things to distract the majority from that fact. :P
2 -
Oh so by that logic Nemesis's tentacle is bugged since it has the same "bug"
1 -
Always in Power (No its up to the survivors to kick him out of it)
Pallete showdown impossible (defenetly skill issue)
bigger hitbox than huntress (the Survivor hitboxes are the same the difference is, that the hatchet hitbox is bigger. The tail is smaller and gets better over something)
0 skill requirement (No)
most loops are pointless (skill issue)
basically fastest stealth killer (true same speed and same speed = one is faster)
counterplay is pure luck (No it depends on the killers addons, the turret placements from the survivors and the killers reaction time) Yes itsnt the best counterplay (I mean only the turrets), but he is new and the addons need some tweaks
recovers very fast from missed attack so its even pointless to dodge if there is no window (the first point I would agree the buff from ptb to live was deffenetly to much, but as I say it before with the addons he is still new and need some small tweaks )
if you are very lucky and the Flamethrower works-(very rare) and throws him out of the power it takes him only 10 second until he has his power again (thats straight up a lie) If he chase you normaly it takes quit some time. If he goes into his tunnel he, he isnt chaseing anymore and need time to get in chase again.
Overall I would say yes the killer need changes to addons and and coldown times, but I dont think the killer itsself needs a big nerf or something he is nearly perfectly.
1 -
I'd rather go against a Nemesis than Xeno right now. Nemesis got it's hitboxes fixed almost instantaneously (atleast I don't get BS hits vs a Nemmy anymore) but this killer hasn't? You can't even loop without getting hit behind a wall with that FUCKEN tail. It's actually ridiculous. Idgaf about camping/tunneling/slugging/etc because I'll just GG go next but the balance right now is VERY ######### frustrating. I don't think I've hated this game more than I do right now.
Bleh.
1