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This just about sums up my experience with xeno

Everything in this video. The only thing I don't like is the possibility of doubling on turrets as intended counterplay as that basically screws over soloQ bad

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,890

    how does it screw soloq bad? most maps have center generator. a center generator means that you get center control station. turret can be deploy from any control station. max is 4 turrets. the basic logic is that you can put turrets in center loops. that is why scott argument makes no sense because... your going to center control station, setting up 2 turrets on center pallet. your not going in the corner of a map, picking up a turret and walking entire map with a turret to set it up. your taking nearest control station and walking to nearest pallet to set it up. It is little bit like playing trapper as survivor. After that, you just run to the turret when you get chased. you knock off runner mode with very little time investment. the killer has to deal with double turrets. maybe he breaks a pallet. if he chases as m1 killer, then it is easy to loop.

    after he talks about how you can go in tunnels to recharge your power and how your not losing any distance. well here's an idea... just stand between two control stations in the center. if xeno goes out on top location, you run other way. if he goes south, you go north. if he goes to any other control station, then there should be a turret near the gen so you get free distance because your running through turret and xeno has to path around it or break it. you will likely get notification by HUD that another survivor who was on a generator is being chased. in end game, when there are 3 gens... you can just stack all turrets in 1 area.

    i think it is more that survivor is not understand how to use turrets to their advantage. you really do not need loop xeno in tail form the entire game. you can mostly just spam turrets. they have 60 second respawn time. it was 45 second in the PTB.

  • Boons123
    Boons123 Member Posts: 865

    Why should I waste so much time on two flamethrowers?

    Just get destroyed and then enter a tunnel and regain his ability?

    "But worth it" It's not worth it, a huge waste of time or he keep his power creates a lose-lose situation

  • Gandor
    Gandor Member Posts: 4,262
    edited September 2023

    He actually explained it plain and simple. If you need to double-up, you have effectively 2 turrets and HUGE time investment (so huge that it's net positive for killer).

    My argument is, that on top of it the need to double up would screw soloQ, because it requires way more awareness/knowledge for soloQ then SWF. Making the killer another soloQ stomper

  • Devil_hit11
    Devil_hit11 Member Posts: 8,890
    edited September 2023

    i don't believe this lose/lose stuff. I am do not want to say that there is no situation where lose/lose will not occur but there is skill-cap in playing survivor to avoid lose/lose situations. Alien's attack is prediction based power. it is not your typical hand-holding special attack that most killer are.

    killer time is more valuable then survivor's time. some people exaggerate that and say it is like 4x more valuable which is not true. but i think it is like 1.5x-2x. you can always have at least 1 person on a gen when 4 people are alive. sometimes 2. the time sink is fairly minimal. the goal of the game is to survive as long as possible while trying to repair all 5 generators. turret are always going to be detriment to the killer when used correctly. it is simply how the game is designed. I often feel like survivor are just getting worse and worse over-time while killer players stay the same or adapt to any negative change. I wonder if it is because a lot of killer require very little learning on the survivor's part in intricacy to escape that whenever there is new mechanic, it becomes total shock. you just need little bit finesses and a bit game logic to waste killer's time with them.

  • Gandor
    Gandor Member Posts: 4,262
    edited September 2023

    But that's it.

    Going to control station, opening it, picking up turret, slowly moving with it to find a reasonable spot, placing it down, going back to control station, opening it again, picking up turret again and moving beyond first turret (but close to it so that the double-up happens) is most definitely more then 2x time investment of destroying both turrets, going to control station, going under, move for 3s and going back up (this does not even include actually using tunnels for your benefit or not getting burned from your power, because you used addon and went intelligently about it, or because you just knew and circumvented this trap).

  • Merciless_Killer
    Merciless_Killer Member Posts: 115

    You don't need to double turrets as that doesn't even break xeno out of their power faster anymore. You just shouldn't place turrets out in the open where the xenomorph can see them otherwise they will get taken out for sure. They sill might get taken out before they can knock them out of their power either way but you have no chance of doing it if the xeno can see the turret just in the open.

  • Gandor
    Gandor Member Posts: 4,262

    They don't get him faster, but heat dissipation takes time. If you double-up on turrets, 2nd one will get xeno out of power in time.

    Good placement of turrets works only on less experienced Xeno players (or Xeno players that don't use 1 of anti-turret addons), because you can very easily destroy them on reaction even if they surprise you from angle you didn't expect. Sure - if the Xeno is less experienced, he will get surprised, look for turret and then try to walk to the turret to M1 it so it will get him from power. But more experienced one will just M2 while turning to destroy it without ever being in danger of getting out of power.

  • Merciless_Killer
    Merciless_Killer Member Posts: 115

    Yeah an experienced Xeno who is observant can react in time to take out a turret before they get knocked out of their power but that is a good thing imo. We don't need a repeat of singularity where a killer has built in counterplay that they are pretty much powerless against. And there is skill involved in it so that makes it more fun for the xeno player to be taking out turrets.

  • Gandor
    Gandor Member Posts: 4,262

    Well yes. That's fun for killer. But also the killer is designed to have super oppresive power for the price of it having a turn off button - except that button does not ever work against better killer.

    It's like survivors having DH, but without exhaustion or any limit - just internal cooldown of say 10s and it's fair, because you need skill to apply it and hit that 0.5s window. See the problem?

  • Merciless_Killer
    Merciless_Killer Member Posts: 115

    Not really. Survivors have to be tactical about where they place turrets so the xeno is as distracted as possible against it. The goal isn't necessarily to knock it out of its power although that is a nice bonus. The goal is to slow it down enough to make a bit of distance which they do.

  • Gandor
    Gandor Member Posts: 4,262

    That would work if setting up turrets didn't take ages. But it does. And the whip can hit where very few killers can also hit (considering when his ability is hittable and considering how quickly you can apply the ability) - which again would be fine if you had real counterplay. Instead you have real time sink that could only theoretically get him out of power

  • mca240
    mca240 Member Posts: 456

    Agreed. Premades can coordinate turret placement and call out where they are. Solos just have to constantly memorize where they are and be dependent on teammates to actually put them down (in correct spots).