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!
Xeno feels now like Nemesis but worse
Wait for the bug fix so Xeno tail before nerfing him? Nope, lets do all together in one patch. Why waiting to test the real 2m/s when you can nerf him so Survivors don't complain about him as much anymore.
Congrats, now he feels like Nemesis but with expection of you don't have 3 health states but your power can be turned off (now easier also thanks to easier placements on turrets). But also Nemi have zombies and can break pallets / walls rly fast. Also tier 3 Nemi is much better than Xeno.
We can't have strong Killers anymore. Xeno feels like B tier instead of A tier now, nice.
Comments
-
To be fair, 2 m/s was pretty strong and not nearly punishing enough on misses. You could just spam it with little consequences. I do agree 1.2 m/s may be a bit too punishing, perhaps something like 1.6 or 1.4 should have been considered.
2 -
2m/s is literally half the survivor's movement and was already the highest penalty compared to other killer cooldowns. It was the bug causing the cooldown speed to not apply that was making xenomorph seem like a bigger problem than it was. There wasn't a need to nerf the cooldown speed at the same time of fixing the bug.
18 -
You do realise that this is only on a miss right? So the cooldown not applying on hit is still an issue. I've been noticing a lot of xenos being able to hit a second time and the survivors gain no distance after the first. The tail attack also has a shorter cooldown than a basic attack. It's like having max stacks of STBFL just for the tail for the whole game.
11 -
1.2 m/s is same speed than PTB it's fine, not being punished for missing was not ok and now it's balanced..
you say "there wasn't a need to nerf cooldown speed" but knowing them they wouldn't do it if killrate was not extra high, it was 100% needed
8 -
Are you sure? It currently feels about the same as Nemesis' and Pyramid Heads' cooldown. Not saying it should be that way but it's not that bad if you are not missing over and over again.
0 -
You're straight up wrong about the tail attack having a shorter cooldown than a basic attack. The tail attack cooldown is 3 seconds. The basic attack cooldown is 2.7 seconds for successful hits and missed attacks are 1.5 seconds.
7 -
Fast vaults for survivors are considered medium vaults in terms of hitbox.
Xeno has more range than Nemesis.
Xeno can traverse the map faster than Nemesis.
Xeno can track survivors while in the tunnels seeing footprints.
Even with well deployed turrets I've seen xeno ignore them and not be knocked out of their power.
After entering tunnels you are back in your power.
Nemesis power can hit over pallets but can also be easily mindgamed at pallet loops.
Xeno tail has similar if not larger hitbox than huntress hatchets (and that's saying something).
Xeno has addons that give him a 20s aura read.
Ultimate weapon is brokenly oppressive and in a lot of cases completely bypassing calm spirit.
Xeno can completely block survivors from unhooking.
Xeno can easily hit over pallets and medium height walls or through windows where you could normally dodge Nemesis.
Do I need to continue???
8 -
Seems you just need to be more deliberate with it rather than spamming it whenever. The threat of it is still very strong, and the mind games around windows and pallets are still fine.
Skill ceiling of dropping it over walls is absolutely still there, and actually is a genuinely representation of skill instead of just throwing it whenever you feel like it.
"Can't have strong killers" seems a little melodramatic, the change definitely won't stop me playing her.
8 -
Try checking that with a timer at 120fps and do it frame by frame I think you'll find it's shorter.
Also if the killer can keep up with you after a tail attack and you're supposed to have chance to gain distance how is that balanced?
0 -
Survivors run at 4.0m/s. A 2.0m/s is still half the speed.
2 -
It should be higher when you get hit but you watch survivors when you use your tail attack. See if they actually get the speed boost they should. I can already tell you 50% of the time their speed will not change. Which means your so called penalty for using your tail means nothing. Even huntress movement speed is dropped to 77% when using hatchets.
0 -
Xeno has less range then Nemi has even in tier 1 and 2
7 -
2.0m/s is 50% speed. At this point, it's clear you do not understand how slow 2.0m/s is in relation to survivor movement.
3 -
not encountered 1 Xeno today so far
rejoice!
2 -
How can it be highest penalty when 2m/s*3s is more distance covered then 0,9625m/s * 2.7s? His miss cooldown was probably THE most forgiving in whole game (provided you didn't find yourself closed-off in some space - like dropped pallet in shack when survivor runs out of shack while killer stays inside).
This was clearly seen by playstyle of most Xeno's - they just spammed M2 in hopes that they will hit someone eventually - and if that does not happen - survivor will loose enough distance for free M1 - because dodging M2 looses you distance.
This change was sorely needed. It makes the killer strong, but at least making him miss his M2 means SOMETHING instead of just postponed down by about 3s
3 -
The real question is how many wesker have you encountered?
5 -
Happy to see 5, hope it is much much more now Xeno has been nerfed lol. I can't wait for the "Where is xeno?" threads and "I'm sick of Wesker" threads
3 -
1
I'll take him over Xeno any day
1 -
but then I just got a typical douche SM player right after so it was time to turn dbd off
0 -
Good for y'all. My comment is more towards those who hate Wesker but also wonder why ppl don't play a weaker killer or a killer is really hard to use. This forum will boil back down to "I hate Wesker" and "Where the new killer, I'm tired of Wesker" threads.
5 -
See if you look there's always oh this killer is B tier or S tier. All the killers in DBD are skill based. If a random person from public queue can make a comp team struggle for a win against wraith it just shows that everything relies on a persons playstyle and willingness to learn each killers strength or weakness.
Although I have noticed the "easier" killers that have more crutches in their arsenal tend to be "S Tier"
0 -
Nah, he still is stronger than Nemmy.
1 -
Considering Xeno has better addons, map mobility, stealth, tracking (i consider that footsteps in tunnels are better than zombies), it’s obvious Xeno is still better
5 -
That isn´t really hard...
7 -
Can we ask you again in 1 week? I have a strong feeling that we will see a lot more weskers than before.
8 -
This thread alone has confirmed my opinions on clear killer only players that i had since the deathslinger nerf
1 -
I don't think Huntress can throw out a Hatchet in 0.2 seconds.
1 -
It's actually hard to hit over obstacles with huntress. She has no lingering hitbox to adjust her throws. Hatchets have speed - which is quite low if you throw them right as u can. She provides strong cues before she can use her ability, or is reaaaaly slow when she holds it. She needs to reload while Xeno don't. Also huntress is 110% killer.
So overall Huntress feels fair - u can't just always get hit, just because. Xeno on the other hand felt like pure BS. Sure he had to close gap before he could injure (unlike huntress), but once he closed it you just had to lucky-guess or hope xeno is bad. That felt like total BS unlike huntress
1 -
How? If she pulls hatchet? You can just run. If she does not, you can throw it.
Xeno can M2 hit you no matter if you run, drop pallet or even (thanks to lingering hitbox and very long autonomy to aim during M2 is already pushed AND straif whole time) if you dodge.
There's no comparison
2 -
Huntress actually has a significant windup. They are quite literally not the same.
0 -
Isn't it almost 3s for a full charge at 77% movement speed without any addons.
0 -
Yeah. 1.25s for a minimum charge, 3s for a full charge.
They kind of work in opposite ways. For Huntress the Windup is more punishing but the Cooldown is more generous. For Xenomorph the Windup is pretty much instant but the Cooldown is more punishing.
0 -
No. It's definitely not that long. Pallets don't take 3s to drop and she can kill u on them if they predict your throw. I would consult wiki or other source, but I presume it will be somewhere around 1.5-2s
Edit: it's 1.25s according to wiki (and 3s for full charge)
0 -
Charge time (full): 3 seconds
Charge time (partial): 1.25 seconds
Reload time: 4 seconds
Throw cool-down: 2 seconds
0 -
Yes. I read u wrong. I didn't realize u were talking about full charge (it didn't make that much sense to me given context). Sorry, my bad
0 -
Xeno already had a long recovery on missed whips and his tail wasn't that easy to aim. Now he can also lose the chase on top of it. A typical treatment for a cashgrab iconic killer - make it feel strong enough for the first month and then gut it to B or C tier and let stay there. Nothing surprisingly new to see.
1 -
All they did was revert his penalties to what they were on the PTB. He didn't have a long recovery for misses at all. 1.5s is not a long time and is the exact same cooldown as an M1. That isn't a balance for a ranged attack and means you actually have to aim not that aim assist doesn't carry you half the time anyways.
0 -
And now you can't risk using his power ( when you even have it, because you are again at mercy of survivors ) mid-chase and have to wait for animation-locked moments or very narrow areas where dodging is practically impossible. Exactly what an M1 killer needed.
2 -
People aren't testing it because you're just straight up wrong. You may have tested it, but it isn't impossible to get the wrong result when you're trying to observe it visually. This is further compounded by the fact that we literally have the numbers from the devs and survivors we're not getting their injury speed boost against a killer that would stand out in internal testing.
0 -
Do you even play survivor? Like really play survivor? I have several videos and stream clips where friends and myself haven't had a speed boost from being hit by a killer. Just because a dev writes something doesn't mean it's set in stone and that it ALWAYS WORKS.
0 -
weren't you the one who literally said its "fact" the only optimal way to play xeno is to only use their power? and now you are complaining about the nerf being reverted to PTB tuning... just don't miss, get a better gaming chair.
0 -
No, I never said that. So glad the only way you can discredit someone's post is to make up stuff they said.
0 -
Isnt very surprising. I know I will bore you, but remember what they did to Freddy instead of just getting rid of 2 Action-Speed-Penalty-Addons.
1 -
I do play survivor actually, not as much as I play killer, but a fair bit. I've sunk 8 years worth of time into the game more or less so if I didn't play both sides I'd probably go a little crazy.
You're correct that just because devs give us the information doesn't mean it can't change and that it always works as intended.
You're so far the only person I've seen make this claim and as I said it would be a very noticeable problem if true. Now if you want to supply your clips that would be a lot better than yelling at folks to go test it themselves.
0 -
this comment made me laugh. I do wish some of his add-on were tiny bit more effective like that perker's handband but xeno is decent.
your last bit in regards to outplaying tail whip is somewhat skill issue on survivor.
0 -
Nemmis addons need a full rework. They all center around zombies. Which can be totally useless during a match.
0 -
i agree in regards zombies. they need more potency because I barely consider them a threat.
0 -
Are you saying that a slower movement speed after a miss killed an ability that:
Beats fast (faster than others)
The actual radius is still 5 meters (because it moves during the tail attack)
It hits through small obstacles, skirting them with its tail
There is still a situation with windows
he still has a big hitbox (although I think it's the survivors who have it too big rather)
He will still give a 100% hit if the person next to him throws off the pallet/ jumps out the window
In general, it has a good mobility.
He's still strong because they haven't touched anything other than punishment.
Just learn how to play and use the tail effectively, then you will hardly notice this nerf.
He's still a pretty funny killer, just more honest
1 -
survivors complained and he got nerfed. I called it in my post the day he was released I believe. bhvr is too predictable with survivor crys. I can't try cool shots beacuase its like the xenomorph has a baby mid chase and gets so slow its comparable to standing still
2 -
Yea, he feels very weak, he has no 1v4 game. A single turret to remove the power, which would be fine IF tail was any powerfull. The only ways to actually land a tail, is if a survivor stuck in animation.
1