Please be careful with The Xenomorph

A lot of the feedback on The Xenomorph that I've seen has come from a poor understanding of the killer, and it makes me very worried that, if the developers ever do something to change this killer, that they'll do so in an unhealthy way based on said feedback.

One of the main complaints I see from survivors that makes me worry is that "turrets don't do anything." I think this comes from an expectation for turrets to consistently knock the xenomorph out of power, which they won't for the most part so long as the killer knows what they're doing. However, if you do the math, the xenomorph loses 10.2 meters of distance in total when breaking a turret with a tail attack. This can be taken advantage of survivors very effectively by holding W during the xenomorph's cooldown. You may find this boring, and that's totally fine, but to say that turrets don't do anything is just disingenuous.

On the killer end of things it's emergency helmet. I worry that due to this addon observably being xenomorph's most popular and the request from some to make it partially or fully basekit that the developers plan on doing so. Emergency helmet is mainly attractive for always allowing the xenomorph to M1 turrets instead of using their tail on them, which can't always be done without addons. Breaking a turret with a basic attack loses only 5.175 meters of distance, so it's not hard to see why this addon is so popular, but I don't think the xenomorph should be able to consistently M1 turrets at basekit to solve this issue. Breaking turrets with the tail attack is an aspect of the xenomorph which is both unique and skillful, whereas being able to M1 them is much less so. If the miss cooldown on the tail attack was instead reduced to 2.25 seconds then the xenomorph would only lose 7.65 meters of distance from breaking turrets with the tail, almost exactly in between the current distance lost with a tail attack and basic attack.

So TL;DR, I request this of the developers: 1. Please do not make turrets consistently knock the xenomorph out of power, this isn't necessary! 2. Please do not make emergency helmet basekit at all or allow the xenomorph to consistently M1 turrets at basekit! Consider reducing the tail attack's miss cooldown instead as an alternative.

This is not a full list of suggestions I have for this killer, rather just a concern I have with how the developers might intend on changing the xenomorph and addressing why they should avoid this route.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    or increase his missed movement speed cooldown to a higher number then 26%… like 50-60%.

  • lettuchia
    lettuchia Member Posts: 610

    sure i mean thatd basically do the same thing, any reason in particular u would prefer movement speed over duration changing?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    the change made the killer feel smoother to play. I remember otz on day of release said that something like "Should other killer feel like this as well?", almost like he was surprised. At same time, i don't think they'll buff him because survivors would whine about his instant charge tail.

  • Ohyakno
    Ohyakno Member Posts: 1,498

    It definitely feels like turrets don't do anything from the survivor side, but I understand as xeno they're very inconvenient. Maybe just let people move a little faster while carrying the turrets? It'd definitely feel very unfair to not have your power much of the time.

  • lettuchia
    lettuchia Member Posts: 610

    very unique suggestion!! 35% hinder going down to 30 or 25 def wouldnt be the end of the world

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,878
    edited June 2024

    Turrets are fine basekit and don’t need buffs. But with Emergency Helmet and Lambert’s Star Map the turrets become too ineffective. I think those addons just need to be nerfed.

  • lettuchia
    lettuchia Member Posts: 610

    the suggestion i made nerfs turrets, do you mean they dont need buffs as in they dont need to be changed in a way that buffs xenomorph? sorry the wording w killer items is confusing

  • Mortecaii
    Mortecaii Member Posts: 64

    I find this so funny seeing this, after playing nonstop since the event started and getting constant 4k's with Xeno lmao. I think I lost maybe 1 game out out of like 200+ as Xeno

  • lettuchia
    lettuchia Member Posts: 610

    in case it's not clear I'm not really trying to suggest that they buff xeno, moreso that if they want to buff him then that's what they should do if that makes sense lol

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,878
    edited June 2024

    Sorry, I could’ve worded that better. What I meant was I think turrets basekit don’t need any changes at all, but Star Map + Emergency Helmet make them too ineffective since they make them much easier to counter and allow them to be m1'd more often (instead of having to use the tail). I agree with you that (basekit) they should not remove crawler mode more often than they do now.

    I think Xeno just needs those 2 addons changed + some buffs to a few of his worst addons and that’s all.

    edit: oops I quoted the wrong comment and it won't let me change it, I meant to quote your reply to me

  • lettuchia
    lettuchia Member Posts: 610

    I definitely agree that star map and emergency helmet should be changed, though I left those suggestions out of this post simply to direct the focus away from suggestions which I'm concerned about coming to the game (I'm more concerned about xenomorph receiving bad changes than I am about them receiving no changes at all)

    But I can understand it both ways, the harshness of the cooldown is definitely exaggerated but I still get why people don't like it, 10.2 meters is nearing double the distance gained from an exhaustion perk. I think the suggestion is a decent compromise, but perhaps a good place to start would be with 2.7 seconds to match the basic attack cooldown time and to see how well that plays out

  • mangomilkshake
    mangomilkshake Member Posts: 43
    edited June 2024

    Girl at this point I'm tempted to perma-main Nurse. Come hell or high developer water, Nurse will still be there.