Xeno changes seem like a huge nerf

I know we need to wait for the PTB to really tell but just looking at the numbers it seems like a much larger nerf than Xeno deserves.
Attack charge time .2s → .35s is a 52.5% increase to something that could already feel sluggish. I dislike it conceptually, I don't think it will do much more than make Xeno feel worse to play, but compared to the largest nerfs it's inoffensive.
Heat decrease delay 1s → 15s 1500% increase: This change is just bad, a lower timer would be fine at like 3 maybe 5 seconds but 15s is WAY too long.
Heat decrease 25/s → 2/s 92% decrease: This change is absolutely horrendous, especially when you factor in the delay as well. It take 48 seconds (33+15) to fully dissipate 1 second of being in a turret (turrets apply 66 charge/second). This is genuinely absurd and it alone is able to fully negate the benefit of taking longer to be burned out of crawler mode (2.65s btw).
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I have a feeling they are given xeno the same treatment as SM - make them so bad to play that they practically remove them from the game without actually doing it. The big question is why is BHVR wanting xeno to no longer be played? Xeno hasn't been particularly problematic as far as I've seen.
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I feel like its got to be a typo, like they meant to put 2.5 and 1.5. if not though this is just embarassing.
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The changes fail on literally every front. They admit themselves in the patchnotes "We’ve also found that turret impact can be inconsistent, providing huge value at high skill levels and being very ineffective at lower levels.".
These changes do nothing to address this and only make it worse. New players weren't putting turrets down to begin with so he'd be in his anti-loop the entire match. Good players were doing things like doubling up turrets and strategically placing them to break him out of power more consistently.
Now basekit you'll never break him out with a single turret because it takes twice as long to do so and doubling up turrets is EVEN STRONGER because it's taking literally 15x longer for the flame progress to begin to regress and even when it does regress, it's regressing 92% slower meaning if those numbers are correct, it will be faster to burn yourself out of crawler mode if you've been tagged between chases then go back in the tunnel to get it back than it will be to let it regress naturally.
This will make putting 1 flame turret where you are and a second where you're choosing to go the way to break him out of his anti-loop and it will works every single time because it's taking 15 seconds to begin to regress which is significantly longer than the distance between the first and second turret.
This means good survivors will be keeping him out his power the majority of the match while bad players and solo Q will be getting dunked on 3/4 of the match as noone places turrets with any kind of strategy and everyone on a seperate gen will grab their own turret across the map. It also will be encouraging you to literally run at generators your teammates are doing because that is more than likely where they'll place the turrets.
So the end result is he'll feel worse to play, is weaker, is going to be encouraged to walk into turrets to burn himself out between chases, dumpster uncoordinated and terrible players and be completely unplayable vs SWF and half passable players.
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