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Destroying turrets with Xeno's tail should not be a "missed" attack.

Batusalen
Batusalen Member Posts: 1,323
edited September 2023 in Feedback and Suggestions

Title. While I consider that the nerf to the movement speed on cooldown is fine, what I don't understand is why it is applied when you destroy a turret with the tail.

It should be considered a hit and not trigger the "wall hitting" animation.

Comments

  • UndeddJester
    UndeddJester Member Posts: 3,496
    edited September 2023

    EDIT: Isn't the hit CD and miss CD the same regardless?

    3 seconds at 1.2m/s either way?

  • Batusalen
    Batusalen Member Posts: 1,323
    edited September 2023
    • The Xenomorph:
      • Reviewed the Remote Flame Turret placement logic to allow for more flexibility when deploying them
      • Decreased the Tail Attack cooldown movement speed from 2 to 1.2 m/s when missing or when it is obstructed

    The problem is, by the animation it plays, hitting a turret counts as an "obstructed" hit as it is the same one that plays when you hit a wall, so it applies the speed reduction.

  • BlightedTrapper
    BlightedTrapper Member Posts: 358

    It takes survivors ages to set up turrets. The least it should do is slow Xeno down a bit, given that a good Xeno will never be knocked out of his power. That is unless the survivors wasted a bunch of time setting up two turrets next to each other.

  • adaw0ng
    adaw0ng Member Posts: 720

    She should not be even able to destroy the turrets with her tail to begin with so the fact that she can do it at the cost of being slowed down is not that bad. Turrets felt useless before and now after that change they feel better because of that. They hit the nail on the head imo and the killer now is fine, I still enjoy her too when I play her.

  • UndeddJester
    UndeddJester Member Posts: 3,496
    edited September 2023

    Apologies man if I'm being dense, I'm trying to find the slowdown for Xeno tail on hit... I can't find anywhere that states it, and I can't visually see a difference...

    Both cooldowns are 3 seconds whether you hit or miss... miss is 1.2m/s... what is the slowdown on hit? I'm currently guessing they're the same...

    For example:

    • For a hit on lunge attack the Killer movement speed has a multiplyer of 0.125 with a 2.7s CD. (0.575 m/s on a 4.6 Killer)
    • For a miss on a lunge attack the Killer movement speed has a multiplyer of 0.25 with a 1.5s CD. (1.15 m/s on a 4.6 Killer)

    Typically speaking a hit has a harsher slow down than a miss in DBD... so if hitting a turret with a tail strike counts as a "hit", I would expect the Xeno to move even slower than 1.2m/s... unless it moves the same...

    The speed the Xeno moves on tail attack hit is pretty crucial information for this suggestion, because this might actually be a nerf... unless I'm totally misunderstanding you.

  • Merciless_Killer
    Merciless_Killer Member Posts: 115

    Um yes she absolutely should be able to destroy them. Without that ability xeno would be just another killer like singularity who has their power completely in the hands of survivors.

  • Batusalen
    Batusalen Member Posts: 1,323

    It says it there. Before it was 2.0 m/s doesn't matter if you missed, hit a wall, or a survivor. Now, in theory, it's only 2 m/s when not missing or hitting a wall. Except it also applies the 1.2 m/s on cooldown when destroying turrets.

    This punish you even when doing good and destroying it on time, and makes that even if survivors doesn't position turrets well (as a good positioned turret will put the Xeno in the situation of having to choose to destroy the turret or keep chasing the survivor at the cost of his power) and you can easily destroy it, still gives a lot of advantage to survivors.

    That's why destroying a turret should count as a successful attack, not an obstructed hit.