General Discussions

General Discussions

Darn xenomorph is in the top 5 least played on nightlight

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Comments

  • Member Posts: 2,383

    breaking ######### to be able to proceed constantly is tedious. I feel like bubba in tcm sometimes. I'm not playing to do chores and the turrets can't really be ignored. Being constantly bombarded with flames only agitate me.

    Power level wise alien fine but i just don't like using him.

  • Member Posts: 481

    I think Xeno is fine the most part, I play her quite a lot and while good coordinated survivor really suck to go against you don't go against them too often. What usually happens is that survivors either put turrets right next to the tunnels, don't move the turrets after a gen is completed or just plain don't bother with them at all. That being said, she could use three QoL changeS:

    1. Tail attacks against turrets AREN'T counted as missed attacks.
    2. Basic attacks against turrets ARE counted as missed swings.
    3. An option to bring back the PTB chase music.
  • Member Posts: 164

    PTB Terror radius was Godly, the chase music had issues, it caused headache to some people, but that could have been changed. The new music is cool and is Aliens themed, but my god the PTB TR was so insanely cool, t's not even comparable. I don't like the new TR, the chase part is okay i guess.

  • Member Posts: 10,365

    I don't like the trend either, of killers having built-in counterplay that destroys their powers, like Xenomorph turrets, Singularity EMPs, being able to kill Victor, a million cures for Nemesis and Wesker, breaking out of Deathslinger's and Pinhead's chains so fast, etc.

  • Member Posts: 8,607

    Especially in the case of Xeno and Singularity, it leads to slow and repetitive gameplay. It's a pacing issue when those mechanics are optimized. Everything slows down because both sides are constantly juggling the turrets or EMPs.

  • Member Posts: 10,365

    No. Sometimes, a lot of the time, it auto-aims to the window sill or the high end of the pallet instead of hitting the survivor.

  • Member Posts: 10,365

    Good deep dive. Nobody wants a ranged attack with trash hitboxes, and nobody wants to play a killer who's constantly getting stunned out of their power.

  • Member Posts: 2,966

    it’s funny this thread was made days ago and just now the ptb has announced Xeno is getting buffed and changed

  • Member Posts: 5,249

    The changes to heat build up and the amount it takes to remove crawler mode might not even matter if the two turret strat still works

    Def seems like these changes lean more toward a nerf than a buff, though there are some buffs in there like faster tunnel exit time, longer killer instinct radius etc.

  • Member Posts: 2,142
    edited March 6

    That's fair, 2 turrets will still guarantee a crawler loss. I wonder if after being burned out if that also takes 13x longer to regain crawler mode? I'd hope not - if so, maybe they want to force killers to use tunnels to get back crawler.

  • Member Posts: 5,249

    That's another part of Xenomorph that's really lame, like nobody likes having to stop what they are doing to enter a tunnel and walk back and forth for a few seconds just to get their power back.

    It's also lame for the survivors because you spend time setting up turrets to burn xeno out of their power only for them to just undo it in a matter of seconds anyway.

    It's worse for the Xeno player due to the sheer boredom of it, a lot of the time I don't even bother it's more fun to keep chasing and playing than it is to waste time doing that lol

  • Member Posts: 164
    edited March 6

    The changes are interesting to say the least.

    Now the tail attack has the same prep time as the Nemesis but you can't cancel it whatsoever making it weaker overall. The sound cue is nice.

    The turrets mini rework means individual turrets wll have a greater impact toward breaking crawler and double turrets will be as strong as ever. You are essentially guaranted to lose crawler mode if a survivor just runs from turret to turret.

    So now, Xenomorph must drop chase more frequently and cannot go on long chase when multiple turrets are deployed. With a weaker tail attack, it seems we are leaning more toward ambush attacks over long chase. The cooldown change is nice but it's still worse than Nemesis. Can't cancel, can't drag into a wall, has a smaller reach, can't break pallets, has an equivalent fire time. It is worse than Nemesis, and having the infection (with hindered) and vaccines is still less punishing than the turrets. Xenomorph chase is worse than Nemesis overall.

    However,

    The buff to tunnel exiting is massive as it means the ambush will be waaay stronger than before. 1.5 instead of 2.25 is insanity. You are heavily encouraged to attack vulnerable targets with tunnels and leave chase frequently. I kinda like the way they want players to use tunnels information, speed and stealth more often leaning into the ambush predator style more.

    You will lose crawler mode eventually but tunnels are better, you are even more of a 1v4 killer now, almost an hit and run centered around pressuring everyone with tunnels and sealing the deal very quickly in chase before turrets eventually burn you.

    Tho tunnels RNG is still a problem, more tunnels alongside those changes would be THE good move. As simple as that, having more control stations would make the Xenomorph way better and smoother to play as tunnels would be more accessible and allow the Xenomorph to act uppn the information it gathered below, it's just a net positive in balance, theme and overall enjoyment for the player. Also, entering the tunnels should make you recover from the flames allowing you to not be insta burnable after exiting tunnels, because the heat dissipation is way too high without being able to do anything against it. This would mean you can choose to reset the heat by using the tunnels.

    Interesting changes overall, im excited to see how it will play out. Can't wait to see the new add ons.

    Even if it ends up badly, im happy the devs are looking at Xeno.

  • Member Posts: 270

    Right now this is wrong. If you're a good Xenomorph player, the turrets should rarely be knocking you out of your power. The turrets are basically the equivalent of a survivor running in and taking a protection hit for you. They only become threatening if they're placed in clusters, otherwise you should be able to tail strike them before they burn you out of your power.

    If the PTB changes go live, though… this will be a lot more accurate.

  • Member Posts: 1,032

    It's kinda sad to see the Hag even lower than Twins, but it's easy to see why. She was never a popular killer, but she is currently in a pretty rough state. The combination of latency, MMR being stricter than how it originally was and a few maps where it's easy to see her traps or see her as she places them means that you can often get into situations where all survivors are skilled and know how to counter her, and because they know how to safely trigger traps AND latency can make it worse, a lot of the time you just appear insanely far away from the survivor who triggered the trap, even if you teleport instantly. I've been using the Bloodied Mud add-on everytime I want to make sure I don't have that problem in a match, which feels a little insane, because until a while ago the current effect of this add-on didn't exist and Hag still felt stronger and more fun than she is now.

    Meanwhile, Twins are still a buggy mess, but they are way better than before since they got those buffs.

  • Member Posts: 316
    edited March 6

    Another unwanted killer changes that makes xeno unfun to play

  • Member Posts: 601
    edited March 6

    The only thing from brainstorming that I can find as a common middleground for Xeno is to allow turrets to slow you down versus breaking you out of your power. Allow survivors to pick up more turrets and place them around the map, allowing Xenomorph once if they're in contact - to slow them down and once destroyed go back to normal speed. It's either that or how it works now because Xenomorph can be quite oppressive if not taken out of their power or slowed down.

    Singularity EMPs allow survivors to have counterplay when going to a gen that the Singularity is guarding specifically. Without EMPs, Singularity would have no counterplay and you can easily set up your biopods in different areas to allow the EMP to not destroy them. They would be quite oppressive on open maps as well. I don't see any issues with Singularity - they notice their biopod isn't in an area and can go over to reset them - it's a non-issue here. The biopod also allows the Singularity to teleport to the survivor and without the ability to get rid of biopods and the biopod on your back, Singularity would be quite too strong for survivors as a whole.

    Without the ability to kill Victor, that would mean people can now hold down the ability button or pounce more often without any counterplay to Victor as Victor is Charlotte's main power and the most oppressive part of her kit.

    Hyperbolic and exaggerative for the last two, Daniel. There's four syringes on the map for Nemesis, while he gets killer instinct when you use them. Most survivors that I see will go ahead and use them even if I opt to save it for when I am on death hook.

    You get 12 sprays against Wesker, again you need to spray to avoid being infected and slowed down. These two issues are again, counterplay to Wesker and Nemesis who are 1 & 4 most used for killers via nightlight.gg.

    Edit: I didn't respond to the Deathslinger and Cenobite - my bad.

    Deathslinger's main issue for me is the ADS slowness (not saying he needs to quickscope - but at least make it a little better but that's just me, take that with a grain of salt). Anyways, the counterplay for Deathslinger is obviously to drop a pallet with them on the other side or using your terrain (or another survivor) to break the chain for you. Former is the easiest, while the two latter ones are harder to pull off (SWF can do the last one easier, but again SWF is not the majority playerbase) - once you're caught, you're dead unless there's an obstacle obstructing you and Deathslinger.

    Cenobite's chains, yes - you can break around terrain and general pulling them off but once you're caught - you get hindered and slowed down causing the Cenobite's to catch up and hit you/down you. They can also catch you out of place when solving the box and cause a chain hunt as the chain can disrupt the survivor while in chase, stop a survivor from allowing a protection hit, or prevent them from opening the box.

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