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Suggestion: The alien / the Xenomorph and turret adjustments
to those who read this and like my ideas please upvote so BHVR sees this, and please give feedback and suggestions
disclaimer: these adjustments are meant to be used in tandem with each other and for the sake of the balance SHOLD NOT be used individually, but if implemented together well there is no doubt in my mind that it will be the most positive change for this killer.
The Xenomorph Is in need of some adjustments,I think we can all agree on that. So I have some ideas on how to fix the xenomorph for both sides, starting with turrets.
I propose that the movement speed while carrying the turrets should be buffed, Of course not to a full on sprint and not just walking speed, but I think somewhere in between a leisurely jog will do. A 40% speed increase will be a good way to keep the vulnerability of not sprinting while carrying one while also giving more versatility then just having to placing them at a tunnel entrance, and help survivors have a better experience with quality of life.
The second turret adjustment will be a buff deployment speed, of course not fast enough to be placed mid chase but maybe 10% to 15% faster, just fast enough to be more efficient and allow them to be a more reliable defensive tool.
the third turret adjustment is to reduce the space requirement for placement, this will be great for the utility and efficiency and also let survivors be more creative with their placement allowing for less predictable traps making matches more interesting and interactive on both sides.
forth change to turrets is to only let the sensor detect the range of the xenomorph if it’s within its terror radius instead of map wide detection, this would be vastly better for the xenomorph allowing for better stealth. An alternative is to make it start sensing the xenomorph if their radius’s overlap past 2 to 3 meters.
the finale adjustment for turrets is to make them burn the xenomorph SLIGHTLY faster, and maybe add an additional 0.5m to their radius. These are to counteract the power of the next adjustments.
onto the adjustments for the xenomorph itself, first will be to give the xeno a speed increase of 5% to 10% while in crawler mode, this change will be to help the xenomorph close distance faster in chase or in an ambush. The reason for this is because of the difficulty of getting close enough to use either of its attacks since it has the shortest m2 attack in the game and NEEDS to close distance more then any other killer to do anything.
the next adjustment will be to decrease its terror radius while crawling, being that the xenomorph is inherently stealthy, a minimum of 4m to a preferable 6m smaller radius would work tremendously well for their kit allowing for the ability to make more effective ambushes.
the third xenomorph adjustment will be to have them exit tunnels silently and to give the xenomorph the undetectable status for a moment after exiting a tunnel, this will be to help players get their bearings when exiting tunnels and properly prepare an ambush on survivors without having a massive warning for the survivors, this is to balance out the faster turrets with better positioning abilities by giving a short time to hide or prepare an ambush BEFORE being burned to smouldering pile of ash…… just like Ash was.(got ‘em)
the final adjustment will be fine tuning the tail attack, my personal recommendation to keep the tail balanced between release and nerf would be to make the miss recovery movement speed 0.3m/s faster increasing from 1.2m/s to 1.5m/s, right in between the release 2.0m/s and nerf 1.2m/s speed. While making the recovery time 0.25 seconds faster. I don’t know if hit recovery is the same speeds as miss recovery but if it is make hit recovery VERY slightly faster than a miss by like 0.1m/s and maybe 0.2seconds shorter recovery time.
with the adjustments to the xenomorph’s crawler mode it will incentivize using the VASTLY improved turrets and make a better balanced and far more enjoyable killer for both sides. Again these adjustments have been very specifically made to all work in tandem if one is implemented it must all be implemented to balance itself out, if not i do not see these working without each other.
if there are any other suggestions I would gladly discuss them.
Comments
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I just hope I did good enough, this took me over an hour to write because of multiple bad saves.
but as I said please do give any recommendations you may have so we can discuss them.
this request is for creating a more enjoyable experience for both sides after all.
Post edited by The_05_counsel on0