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Feedback and Suggestions

Xenomorph changes don't look good

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P100 Xenomorph here with the main reason I P100'd them being how committed I've been to understanding how to play them effectively and how they should be changed. So here's my thoughts and explanations on the upcoming changes for them as listed in the latest dev update

  • [CHANGE] Increased tail attack charge time to .35 seconds (was .2)
  • [CHANGE] Increased tail attack charge sound volume for survivors
  • [CHANGE] Reduced missed attack cooldown time to 2.5 seconds (was 3)
  • [CHANGE] Increased the Killer Instinct range when exiting a tunnel to 16m (was 12m)

These are all good or insignificant enough to be fine. The reduced missed attack cooldown is especially good as it will affect time to break turrets with your tail, which has desperately needed to be faster as m1ing turrets has been way better despite not being as skillful and requiring an addon to be done consistently. Not perfect but definitely a step in a good direction up to this point.

  • [CHANGE] Decreased the time it takes to get out of a tunnel to 1.5 second (was 2.25)

This is a questionable change and also was not provided with any dev notes. I think it could be okay, but as it is suggested here this would result in survivors without a turret next to them having no time to react and giving the xenomorph a free hit. I think the best way to fix this would be to, along with making tunnel exit time shorter, attaching motion trackers to control stations instead of turrets. SWFs can pretty consistently comm when xeno is going back in the tunnels to warn their teammates to start leaving their gen, and this change would effectively bring that to soloq survivors as well, resulting in a net buff for xeno against coordinated teams and no change against uncoordinated teams.

  • [CHANGE] Increased amount of fire needed to burn The Xenomorph out of crawler mode to 175 (was 100)
  • [CHANGE] Increased delay before the Xenomorph’s heat starts to dissipate to 15s (was 1)
  • [CHANGE] Decreased the Xenomorph’s heat dissipation rate to 2/s (was 25)

This set of changes is undoubtedly bad. One of the most unique and most interesting aspects about xeno currently is how you're faced with a challenge to your reaction time every so often to stay in your power, hit and you get to keep your oppressive power, miss and you become an m1 killer, it's really like a killer equivalent of a skill check. What these changes do is make it so instead of having the xeno's skill level determine whether they're burned out of their power or not, it's decided by whether or not there's at least 3 turrets in the match…which there will be, but I guess it's meant to be ok since it will take longer? I don't like that. These changes shouldn't be tweaked, they shouldn't come through at all, and yes that includes the buff as well.

What really needs to be done to address oppressive turret usage at high levels (which it seems like the developers want to do) is to change how double turrets work. They take time to set up sure, but the benefit of forcing xeno to be an m1 killer regardless of their skill level (sound familiar?) easily outweighs the downside, and coordinated teams can set them up very consistently. I think below would be the best way to address double turret setups:

  • [SUGGESTED CHANGE] The Xenomorph now becomes immune to flame damage for 5 seconds after destroying a Flame Turret

There are more changes that I think should be done to xeno, but for an update to them that's more good than bad, ditch all but the first four listed changes. For an update to them that's really good, tweak the dynamic around the tunnel system and motion trackers and address double turrets as suggested.

I hope to play the upcoming PTB to give more valid feedback, particularly on the add-ons which we'll have to see, but I have no doubt that most of what I've said will hold true to my thoughts even after playing on the PTB.

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Comments

  • Member Posts: 2,866

    I think the new design is much more preferable. Against a skilled xenomorph a single turret is a minor inconvenience at best despite being a quite time consuming task for survivors to set up. As is double turrets are the ONLY effective counterplay to xenomorph. This is a design that highly favours SWFs over solos and overall I think the new design is more even for both.

    The new drain rate may be a little bit on the low side but we'll have to see. A xeno at 125 burn will take almost 75 seconds to fully regress. Maybe the recovery speed should be higher in tunnels ie. no delay and 3 or maybe 4/second.

    We'll also need to see see their new addons. Wouldn't be surprised if they were some heat dissipation addons which could be quite strong.

  • Member Posts: 621

    Of course, we don't know how the addons will look yet so it's not a complete picture, but I am also concerned about the potential for uninteractive, samey chases. I think Xeno did need some retuning, because turrets felt very boring already for survivor (place 2 and auto-win, dont place 2 and auto-lose bc of emergency helmet and star map), but not like this.

    I want both placing turrets and dealing with them to feel skillful, and I think they missed the mark with these changes, hugely.

  • Member Posts: 237

    Tne current listed changes means that Xeno will be locked out of his power for pretty much the duration of every chase.

  • Member Posts: 297
    edited March 7

    DO NOT GIVE XENO THE SKULL MERCHANT TREATMENT

    MAKES NO SENSE

    I STAND WITH YOU, XENO

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