When is alien's ridiculous tail atack getting nerfed?
Why do devs keep doing this?, Why build a game around the mechanics of survivor having pallets and windows as tools to try stay away from a killer, and then just keep making killers that make all of that absolutely useless?, it makes no sense, do they even know how this game works?
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Around the same time you start using turrets and learning how to properly position them.
In all seriousness, I will mention that its cooldown is bugged so you make almost no distance. That's being looked to be fixed next bugfix.
If you mean the tail itself, use turrets. Her chase power is, much like Neme or PH, simply too oppressive to keep looping normally. If you can't, then don't be afraid to pre throw and W. Distance will be your only weapon against her in that case.
As for the game mechanics, the last time we had a killer without a chase power, we got Skull Merchant. Before that, Sadako.
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And those killers are prove on how bad devs' killer designs are around the mechanics of their own game
Making a killer that makes all that useless is a lazy solution
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It’s still glitched (no cool down for m2 use), no?
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Let's see. When I started playing they released Twins. Back then people weren't too happy with Twins either. Then Trickster. Who is also hated by many people. After that, we got Nemesis. A killer that is very oppressive in chase but can be countered when survivors play smart and treat him similar to Oni. Doesn't change the fact that many have complained about him being too strong in chase.
After Nemi, they released Pinhead. A killer with a chasing power that is a bit less oppressive but a secondary power to balance it out. A nightmare for solo queue players and also not very popular among survivors. Then we got Artist, who really can't be looped. A chase with her plays entirely different, which is why a lot of people hate playing against her too. Sadako on release had basically no chase power at all (apart from trying to mindgame with her passive phasing), which forced people to find different ways to play her. Which again, people complained about.
Dredge was the 6th anniversary killer and on release he wasn't received quite so poorly. But now you have people complaining about how it is impossible to loop Dredge because of the Remnant. Wesker was pretty well received at first. But it didn't take long for some people to claim he was stronger than Nurse and impossible to loop. On top of that, people didn't like playing Dead By Wesker. Knight is another killer, that similar to Artist can't be looped. Instead you need to treat him different and maintain distance. He isn't very popular among survivors either.
Skull Merchant was released without a real chase power, which forced players to play her in a more territorial kind of play style. With her rework she got a chase power, which makes her unfun to loop because it doesn't really work when the killer gets a random speed boost and further cemented Caitlyn 3Genner into the game. Most hated killer in the game. The 7th anniversary featured Singularity. A killer, who can teleport to survivors, forces them to do a side objective and can't be looped or delayed for long, if played correctly. I've seen people complain about that too.
And now here we are. With Xenomorph. A killer who has a great chase power with counterplay via turrets and mobility. There are a lot of complaints about Xeno too.
It's almost like there will always be people complaining about a new killer. You can't have a killer with a weak chase power, that doesn't have a pretty unfun second power. Sadako is proof of that. And you also can't have an extremely oppressive chase power without people calling it unfun.
Not every killer can be Trapper without traps. This is not how it works.
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fax
This could be summarized as people will complain. Doesn't matter how weak the killer is or how average the new survivor perks are. People will complain about anything that would even slightly pose a threat for them to go up against.
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Just let me spend 30+ seconds of time setting up a web of flame turrets so that there's literally anything you can do vs xeno in chase other than omega comp drop and hold W
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pre-drop pallets is smart survivor play. hold-w is just also part of playing survivor well. the pallet are not useless. they're mindgame tools instead safe-zones. xeno is how every m1 killer should be.
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I find him fun to face.
But, I never really enjoyed using my smaller hitbox to gain ground in loops.
His turret mechanic is also fun, from both sides.
I do wish they would tone down his hands blocking his view effect.
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It's boring that's the whole point of why people are complaining about xeno. Xeno's power forces you to play in the most lame way as survivor, any killer that does that will be hated.
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The hotfix was supposed to be this tuesday. However, unexpected circumstances had occured i assume with the flashlight exploits. So im sure thats going to carry over to the next week hotfix to hit 2 birds with 1 stone.
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Like it or not, this game now is balanced around survivors having maps with BS loops and anti-loop killers
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I heard civ is a good game...
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Things that probably will be fixed with the next bug fix:
- tail attack slowdown not working properly
- immune turrets that can take half a dozen of hits before going down
- survivor slowdown while carrying a turret
Things that probably won´t be fixed by the next bug fix:
- terrible turret placements
- survivors refusing to use turrets
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Wait... this killer is out for... 2 weeks?
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Others have mentioned it, but turrets are crucial to playing against The Xenomorph. They are not meant to be something you can overlook or choose not to use. The tail attack is a little stronger and can be used more frequently than some other powers because it's possible to disable it with a turret. If you approach a Xenomorph chase the same was as some other Killers and solely rely on pallets and windows, you're probably going to die pretty quickly.
About pallets and windows being tools for Survivors, while that is true, they have never been foolproof. Some of the earliest Killers (e.g. Huntress, Nurse, etc.) have powers that can hit over them. Even the very first Killer, The Trapper, could trap a pallet or window to turn that helpful tool into a death trap. Yes, they can help you, but only if you use them at the right time. They are not meant to provide absolute immunity just because you reached them. If you know the Killer has a power that can attack through them, you'll need to keep that in mind. In a situation like this, prethrowing the pallet might be the best option because it'll give you a chance to gain some distance or break line of sight before the Killer gets close enough.
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Thats 20ish ping. I am curious what exactly I should have done differently there?
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stop being mean to the devs they try their best to make the game fun for us just stop being lazy and adjust yourself to actually start trying
put turrets in strong loops or at falls so the killer cant do much
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"They're not meant to provide absolute immunity when you reach them."
Then why do we still have many extremely safe or outright unmindgamable pallets like shack pallet? Because those do provide absolute immunity unless you are up against someone who can straight up ignore or throw over them.
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He’s not responding to that. Lol.
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Not throw the pallet to stun now that you know he has acidic blood? I mean not all addons will be obvious first chase.
When damaged, The Xenomorph's unique physiology made it deadlier than ever.
- Survivors stunning The Xenomorph within 20 seconds of it exiting the Tunnels, and while it is in Crawler Mode, immediately lose a Health State.
- Survivors in the Injured State will suffer from the Deep Wound Status Effect instead.
9 - Survivors stunning The Xenomorph within 20 seconds of it exiting the Tunnels, and while it is in Crawler Mode, immediately lose a Health State.
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You do realise that this did not happen due to the tail attack, right? They were using the iri addon.
If Xenomorph's cooldown wasn't bugged, then I'm pretty sure they would have been too far away from the pallet to get stunned, which would have countered them. They are aware of this issue and they are working on a fix.
What Peanits was responding to was the general framing that the turrets are best left ignored because they don't work anyway. So not only did you pick an example that only came to be because of a bug but you also responded to something unrelated to your clip.
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skill issue, use turrets and learn to mindgame
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Like others have mentioned, that was the acidic blood iri Add-on, not a regular M1/M2.
Also as a sidenote, that clip clearly shows that dodging the tail on reaction is very feasible, so I'll take the liberty of saving that for future references incase someone claims the tail is "undodgeable"
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I did not realize they had an add on that did this, thanks for clarifying!
I only quoted Peanits, since their post mentioned using pallets/windows.
Hopefully there is a patch soon.
Not throw the pallet and get hit anyways. I got it! Thanks for clarifying though, I was unaware that add on existed. I just started playing this DLC a couple days ago.
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Can i atleast give the feedback that using the turrets is not as fun to counter a killer compared to normal looping skills.
I am not even getting to the argument if the turrets are enough, considering alien that Alien has add-ons that make the turrets really weak.
But this type of design is just not as fun to face. I would rather alien be nerfed in chase so he is more fair and make the turrets even weaker.
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Again I will ask.. why not just make ALL killers and future killers m1 and dont touch MFT?
What the xenomorph has left if you make the tail be worse than nemesis tentacle? dont tell me perks or addons..
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playing dropped pallets where killer has opportunity to hit the survivor and you have opportunity to outsmart killer is some the most interesting gameplay. what kind of gameplay are you looking for? pallet break and singularity EMP spam simulator? skull merchant 3 gen simulator?
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THAT is the Iri Acidic Blood add-on. Stun her after coming out of a tunnel within a few seconds, and you get injured (it will never down you).
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Honestly, my only real issue with Xeno is the turrets require too much time to set up and don't do enough to justify the time invested.
Sometimes it feels like the tail has too much range, as you can vault a pallet in a corridor and get really far away and still get hit by the tail despite making a ton of distance. But it's hard to know if that's just the killer player having high latency and making the tail seem like it has more range than it does.
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With this in mind, I don’t think some of the addons that affect the turrets/make them easier to deal with as killer should be as strong as they currently are. With turrets being such an important component of Xeno’s counterplay, they’re already time-consuming to set up in good spots and these addons make them very unreliable. I’m not saying they should work every time either though - there should be counterplay to the turrets, it just shouldn’t be as easy as some of these addons make it.
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Exactly this, I find so far that facing the xeno tends to be a game of ongoing chases and spread damage, there is very little down time while the killer just guards a hook or guards a 3 gen.
It's kinda refreshing, you gotta attribute some of that to a strong chase mechanic. Everyone moans about uninteresting play but when they get interesting play they want it nerfed because you can't just braindead you way through pre-drop pallets against it.
This community baffles me sometimes.
It reeks of typical mob think, where no one really knows what they want but if they get it they'll hate it because they don't know what they want and are angry about it.
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You got what you wanted. He got nerfed. I was hoping we should give him chance after the bug fix, not bug fixing him and THEN nerfing him at the same time.
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hi bro, can you help me? explain this, im confused... buff or nerf
- Decrease the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed
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It’s a nerf. It means Xeno will move slower than before after missing a tail attack.
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I don´t agree with this. Turrets have been the most fun survivor side objective we have gotten since forever. The ping gives survivors a head start when the Alien approaches, changing the route to run towards a turret is more engaging than just runnin in circles and it isn´t as botched as for example the emp for Singularity. Because THAT is a boring mechanic.
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it's not a harsh nerf xeno is still strong, more a bug fix than a nerf his slowdown didn't apply properly
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I would agree, if Bloodlust would not exist. So even if the Survivor plays better, they will lose.
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It's harsh nerf. It went from 2 ---> 1.2 is pretty big number.
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In that particular instance you've shouldn't have thrown the pallet and just kept running. Setting aside the issue of Xenomorph's bug where they aren't being slowed down during recovery of tail attacks, a hit or a miss has a three second recovery period. You dodged the tail which is good, but ended up trading hits due to throwing the pallet rather just running forward or breaking to the right to extend the chase. You would have still needed to dodge another tail attack, but as long as you did you'd be a health state up rather than injured on a stun trade at an unsafe loop.
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Thank you :)
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Thank you very much for stating this.
I'm growing tired of repeating myself.
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That's good.
Hopefully this bug-fix makes him better to face.
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The game is borderline unplayable without Bloodlust which is a design issue rather than a player interaction issue.
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I mean, ideally the game should resolve a lot of unsafe Pallets and no Bloodlust. Because this would actually mean that the better player wins.
But claiming that this is the case with Bloodlust involved is just wrong. Because after 15 seconds, the better player loses because the worse player got a Speedboost.
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This is entirely subjective.
I find more strategic elements like turret placement much more fun than dexterity elements like looping and 360s, because I play on console.
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You realise this is a 4v1 right?
The survivor is never supposed to win a 1v1 outright, only delay the inevitable.
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It is still not skillful when the bad player wins because they get a speedboost after they failed to catch the Survivor for 15 seconds. So people should not act as if dropped unsafe pallets are fair. They are, for 15 seconds, but after that, this is not the case anymore.
And what would speak against having no Bloodlust, but only Pallets which can be played by both sides? So that the better player wins? (And dont try to use the phrase "it is a 4v1", this is such a lame non-argument)
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There you go everyone asking for a nerf.
Now you can run your usual MFT and pre drop simulator.. if the xeno misses it gets massively punished and you can t bag at the end and spam vaults too and tell the killer how awful they were for trying to secure 1 kill on endgame chat..
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