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I Feel Guilty Playing Xeno

Venusa
Venusa Member Posts: 1,489
edited September 2023 in General Discussions

Am I the only one feeling guilty when playing Xeno?

I feel like I can just keep using my tail over and over and even if I miss there isn't really a penalty I can just keep going. I don't lose distance or get much stagger nor does the miss-hit cooldown give survivors enough time to run to another loop.

Most killers when they miss their special attacks get penalized (e.g. Billy, Wesker, Demo, Pig etc.) by losing distance and briefly becoming slower. Somehow this rule doesn't apply to Xeno and I'm sure turrets are meant to bring me out of my power but I counter them fairly easy. Even if it brings me out of my power it's back after a couple of seconds.

Also when survivors are looping me I realize it doesn't really matter what they do I'll probably get a hit with my tail. Either when they're dropping a pallet, after they dropped it, time it takes to move away, on top of loops or just basic looping I'm always guaranteed a hit. I always find myself thinking "Okay that was kind of BS but I'll take it."

On top of this I realized I can reset my power just by going into the tunnels plus the tunnels don't have any type of cooldown like the other teleporting killers have (e.g. Sadako, Demo, Dredge). So I can just keep going back and forth between exit-gates really fast when there's one survivor left for example.

It just shocks me that Trapper can exist in the same realm as Xeno and I don't really grasp why other killers can't do what Xeno is capable of without being limited or penalized in some way. Again, I'm just sharing my thoughts after playing Xeno for a week. I'm not asking for a nerf or a buff in any shape. Just sharing. Thank you.

Post edited by Venusa on

Comments

  • Deathstroke
    Deathstroke Member Posts: 3,516

    I don't feel quilty I think he is balanced around console killers like myself. It's lot easier to miss killer powers on console so the reduced cooldown is fine.

  • Venusa
    Venusa Member Posts: 1,489

    The thing is I'm not going off of what "people make him out to be". This is my experience playing as him and not against him.

    I'm just able to admit that I feel unstoppable when playing Xeno which isn't a feeling I get when playing most killers since most have some type of penalty if you fail using your power correctly and no, turrets aren't really a counter or a handicap, they're just a few seconds of inconvenience in my experience.

    Again I don't feel too strongly about this to the point of "this deserves a nerf!". I enjoy the killer but I can also admit he's very advantageous compared to other killers and there is a lot of BS I can get away with when playing Xeno.

  • Crowman
    Crowman Member Posts: 9,517

    Because there's a bug where often Xenomorph doesn't get slowed down during the tail cooldown. He still has the 3 second cooldown, just moves at normal 4.6m/s speed.

  • caipt
    caipt Unconfirmed, Member Posts: 689

    Xeno isnt broken, people just refuse to actually place turrets properly and path for them. Seriously, it can't be that hard to just run towards the white aura. You've got WoO telling you how to get there safely, so just do it instead of malding about how broken this killer is when you arent utilizing the basekit counter to him.

    that said turrets could use some small buffs+ tunnel xeno is too good by process of elimination since the unhooked surv doesnt have time to set up turrets and play for them.

  • EvilSerje
    EvilSerje Member Posts: 1,070

    Blight's cooldown is 0 five times (with Achemist Ring infinetely)

    Nurse's cooldown is N seconds, but it doesn't matter.

    Who is feel guilty playing them?

    Also, Spirit, Artist and 10 more killers - no guilt so far.

    Plus survivors can literally strip Xeno of his power.

    So, what was this post about?

  • Header
    Header Member Posts: 308

    but that's during the hit cooldown right? don't think I've ever noticed it happen during the miss cooldown

  • Header
    Header Member Posts: 308

    also just tested it in a custom game. it definitely slows me down, but it feels like after a second or so I start accelerating back to normal speed

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 940

    Honestly for me he's both too good and still not fun to play because I'm constantly annoyed with turrets and I don't like using tunnels either, I hate playing as or against him that's all

    it's one more bad chapter after knight, SM, singularity and sadako and I don't understand the praise from the community, xeno is annoying on every level

  • UndeddJester
    UndeddJester Member Posts: 3,366

    There's not a shortage of Killer mains saying for years that playing Nurse and ACRing Blight is busted and unfair... people regularly mentioned Spirit's unfair add-ons, which then got nerfed.

    It's not uncommon for people to be empathetic when they succeed at someone else's expense due to things being heavily stacked in their favour.

    It's the same logic as wondering why do people cheat when there is clearly no satisfaction in doing so? If you feel you have something overpowered that makes a game lopsided in your favour, how do you draw satisfaction from it?

  • Crowman
    Crowman Member Posts: 9,517

    Xenomorph should be slowed down to 2.0m/s for 3 seconds after the tail attack regardless if they hit or miss.

    You can actually see for a brief moment xenomorph is slowed down before immediately becoming normal speed as the tail retracts. You are suffering the 3 second cooldown as you can't attack until the tail retracting is over, just not slowed down making the 3 second you can't do anything more of a formality.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,828

    i feel like it would been better to buff xeno's successful cooldown movement speed over his missed cooldown movement speed. it is little bit like they gave xeno base-kit unrelenting. I have still escaped xeno in soloq but the missed movement speed is giving survivors wrong impression on him.

  • EldritchElise87
    EldritchElise87 Member Posts: 626

    I feel bad for survivors that misuse turrets then start campaigns to whine and get the game changed needlessly again.

  • KaTo1337
    KaTo1337 Member Posts: 550

    You bought the chapter, so you are free to play its character 1.000.000.000 times if you would like to do it.

    And Xeno is NOT BROKEN, he is fine. But dont worry, Nerfs will come, because too many kids cry and want free wins instead of learning how to counter (which is damn easy btw.)

  • Venusa
    Venusa Member Posts: 1,489

    Is it realistic I haven't gone against a single survivor who doesn't use turrets properly? Can you explain what the proper use for turrets are? As far as I can see there isn't much complexity but to grab and set them up. The only factor relevant is where you place them. Most survivors I went against place them around gens or close to my tunnels.

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,960

    Because when using a new killer your MMR is low for them, yes it's realistic that many of them are bad.

    If there is a problem, and it's a small one, is that a couple of Xeno's add ons really reduce the effect of the turrets and likely need a tweak.

  • LordGlint
    LordGlint Member Posts: 8,537
    edited September 2023

    Not sure if they're going to nerf it further. The only addon that really affects turrets was already nerfed from how it was in its PTB version as well as made rarer. If anything, they might end up fixing a bug which currently allows turrets to tank M1 hits, making them even weaker than how they currently are.