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My Dream Xenomorph Rework from a Xenomorph Main
Hidden Pursuit Rework
- [CHANGE] The Xenomorph can no longer perform a Lunge Attack in Crawler Mode. In exchange, breaking a turret with Tail Strike will have the same cooldown as hitting it with a Lunge Attack.
- [CHANGE] Tail Strike now plays a much louder sound queue when being charged up.
- [CHANGE] The Xenomorph has a 24m Terror Radius in Normal Mode, and is Undetectable in Crawler Mode.
- [CHANGE] Crawler Mode now moves at 4.4m/s.
- [CHANGE] Window Vault Speed is increased by 15% in Crawler Mode. This does not stack with any perks.
- [CHANGE] The Xenomorph has a 10% higher Flame Turret resistance in Normal Mode.
- [NEW] The Xenomorph can freely switch between Normal and Crawler Mode.
- [NEW] When The Xenomorph is successfully burned, it will enter Overheat Mode for 25 seconds. During Overheat Mode, The Xenomorph will have a 32m Terror Radius, and be unable to use Crawler Mode or enter Control Stations.
- [NEW] Flame Turrets will burn The Xenomorph the same way it does in Normal Mode as it does in Crawler Mode, unless in Overheat Mode or carrying a survivor, where the meter will build significantly slower.
- [NEW] The Xenomorph is able to very slowly crawl under pallets while in Crawler Mode, but not break them.
- [NEW] Reworked and changed many Add-ons.
Note: These proposed changes to The Xenomorph aim to make it more tactical and stealthy, while also adding more risk and improving already existing counterplay.
Comments
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I Like the ideas, but j don't think the charge sound, lung change and speed reduction is needed
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"Make killer, who counter by predrop, 4,4 and without lunge" sounds more like "please destroy my main"
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Agreed
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The Xenomorph is able to very slowly crawl under pallets while in Crawler Mode, but not break them.
If Chucky can't have manual scamper, then ain't no way xeno can have it either.
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Making her 4.4 doesn't do anything except turn her into Old Slinger, which was infuriating and doesn't fix the issue people have with her.
UD in Crawler mode is ridiculous, imho. Either Turret's motion tracker doesn't work and you have a strong chase stealth killer, or it does and the UD is useless.
Tail attack's noise isn't the issue. It's that it has a 0.3 second wind up, meaning you're not reacting to that. Especially with latency involved.
A 25 second cooldown without the ability to enter a control station is absurd. Because now, you just need two turrets next to each other and Xeno will not have a power. You can do it now, but she can retreat into the control station at the cost of dropping chase. (That's the entire thematic point. Fire to drive the Xenomorph into retreating)
Xeno should not crawl over/under pallets. I don't like the trend with killers doing that. It's either useless or OP, and we should stop pushing it.
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definitely does not need this. I have 2 dream changes.
Flame turrets detection radius reduced from 40 meter → 8 meters.
Xeno tail strike radius increased from 5 → 6 meters
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Who's Xeno?
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xenomorph is the Alien chapter that introduced Nostromos Wreckage map and Ellen Ripley.
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I was being sarcastic xD
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You're heading the right direction with this, im just not seeing enough compensation for these ridiculous nerfs to an already mediocre killer.
If we're removing m1/lunge from his crawler mode, his cooldown needs to be the same as an m1 for everything besides misses, which should be more penalized, just not as much as it is currently.
4.4 would be dreadful as Xeno is a killer that has to get within a short range and has no movement options outside of its tunnels.
I figured this suggestion was made so standing up has a use, a much better idea would be to make its base movement speed for walking greater than 4.6 or giving standing up some sort of sub-power.
No overheat or scamper, thats just a bad idea.0