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!
Ideas for Revising the Xenomorph Add-On
Upon the release of "CHAPTER 29: Alien," I played with the Xenomorph as the main killer. As many have mentioned in the forums, I feel that the Xenomorph add-on isn't very interesting. I don't know if the developers will take this discussion into account, but please share some constructive ideas in case they decide to improve the add-on.
Below are some ideas for each add-on, ranging from "Ultra Rare" to "Rare".
Acidic Blood (Ultra Rare)
When you emerge from the tunnel, you first prioritize destroying the turrets and then begin chasing survivors, so I find the 20-second time limit a bit inconvenient. How about extending the time to at least 30 seconds?
(As an idea that will never be adopted)I'd also like the stunned boards to be destroyed, just like with the acidic blood in the original.
Improvised Cattle Prod (Ultra Rare)
Considering that it is activated infrequently, I think it would be worth strengthening considerably. How about extending the duration and range of the effect?
Additionally, granting undetectability for at least 30 seconds seems like a fun Xenomorph move. Alternatively, giving the survivors more than 30 seconds of exposure would be just as fun.
Cat Carrier (Very Rare)
I don't use the condition "when crawler mode is deactivated" because it's too weak. (The key to Xenomorphs is how to maintain crawler mode.)
I think a simple condition of "when exiting the tunnel" would be fine.
Harpoon Gun (Very Rare)
I don't know if this is appropriate since it's an add-on I hardly ever use, but it would probably be easier to use if the activation time were a little longer (maybe 15~20 seconds?).
Self-Destruct Bolt (Very Rare)
I think it's an add-on that becomes interesting when combined with perks. No changes are necessary.
Semiotic Keyboard (Very Rare)
I don't think any changes are particularly necessary, but if I had to be picky, it would be better if it had the effect of seeing turret auras, making it a superior version of "Cereal Rations."
Emergency Helmet (Rare)
Given past forum discussions, what about adding a reduced effectiveness version to the base kit so that the turret cannot be destroyed by M1(maybe 25%?)? And leave the remaining 10% for this add-on.(which may not need to be a rare addon).
At the moment, it seems to be a must-have add-on, at least for anyone who plays on CS.
Kane's Helmet (Rare) & Multipurpose Hatchet (Rare)
Is it possible to combine the effects of these two add-ons into one?
Moulted Skin (Rare)
I can't imagine in what kind of situations it could be used as it stands now.
Parker's Headband (Rare)
Would it be better to extend the effect time a little longer?
Besides these, if there are any other add-on effects that would be interesting to realize, please let me know.
Personally, I'd like to see more Undetectable related effects. The turrets will reveal the distance of the Xenomorph, but the turret warning sound that goes off in the middle of the silent sound is very Xenomorph-like, which is a nice touch.
Thank you for taking the time to read through my suggestions.
Comments
-
I would like two new add-on.
An add-on that increases tail strike reach by +2 meters.
An add-on that reduces successful cooldown by -20%.
-Base-kit changes
Reduce turret range by -2 meters
Increased fire resistance by 20%
Emergency helmet adjustment values.
Stardew map adjustment values.
0 -
An add-on that increases tail strike reach by +2 meters.
It's an interesting idea that could lead to a new style of gameplay.
An add-on that reduces successful cooldown by -20%.
If I could be greedy, I would also like this add-on. It seems likely that there will be discussion about the need for some time for survivors to move to the next chase position((2.4 seconds x 4.0 m) - (2.4 seconds x 1.2 m) = 6.72 m) when an attack is successful.
-Base-kit changes
Reduce turret range by -2 meters
Increased fire resistance by 20%
Emergency helmet adjustment values.
Stardew map adjustment values.
Personally, I think it would be great if this change were made.
From what I've observed so far, the main reason Xenomorphs aren't used seems to be the discomfort caused by being attacked by their turrets. Hopefully this can be alleviated by making the above changes.
0