Turrets should take two hits to break
Easy balance fix to Xeno being largely unaffected by turrets since you can walk into one and M1 it down without losing power and without addons.
Keeping power or destroying a turret should be a tradeoff, either automatically with the addon or by having to lose power to send it to turret heaven.
Survivors already have a repair/reload ability that could function with two charges instead of one.
Comments
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No. That removes all skill expression from the killer being able to take out the turret with their tail before they can be knocked out of their power.
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Why not ten? I understand you want to play only against m1 killer without any power, but u get more Nurse in the end, lol
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thats what i am saying. dont nerf his tail because hes designed to be extremly strong in chase. instead, buff the thing to keep him out of it
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The skill expression of hitting M2 on a stationary object?
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as opposed to there literally being nothing the killer can do like in your suggestion? Yes.
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Turrets don't do anything except force an M2. You center it and click, and get right back to chase. Where's the counterplay? You have to literally face tank one to empty to lose crawler mode.
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And where is the counterplay in your suggestion exactly? Cause it just sounds to me like you want to just be able to deny the xenomorph their power the entire game with nothing they can do about it. How would that be fair or fun for them?
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Flamer Sentries are the last thing to need a buff.
I can understand reducing Xeno's movement speed on a missed attack, it would be a more logical change for Xeno... but the Flamers arent bad if you know how to place them. If they suck, then you suck at placing them.
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Disagree, while they do allmost nothing from what it seems.. that would be 2 much
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The slowdown effect caused by the flame turret could see a ~1% or so increase--giving the turrets slightly more urgency while not enabling the alien to run through the fire, break the turret, and catch up without much delay.
Could just be my experience, but the survivors' knack for getting value out of turrets so far makes me think the current pain points may be more a part of the release learning curve rather than a balance issue. Something that does strike me is their placement area still limits turrets on indoor maps quite a bit though.
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