General Discussions

General Discussions

An Update on the Xenomorph PTB changes

Member Posts: 293
edited March 18 in General Discussions

What are your thoughts on these updated changes?

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Comments

  • Member Posts: 457

    Good, now revert Chucky please.

  • Member Posts: 6,876

    great changes overall

  • Member Posts: 60

    Is his tail attack back to being near impossible to dodge?

  • Member Posts: 1,860

    Bad news they reverted the tunnel exit time.

  • Member Posts: 702

    The heat dissipation was a good soloQ buff.

    Sadly we cant have any of that, majority of your matches being that and all

  • Member Posts: 7,299

    Need to test when it comes out but this might be okay

  • Member Posts: 62

    You wouldn't have any Xeno matches if that would go live.

  • Member Posts: 902

    Still a totally unnecessary nerf, but at least it’s not a daylight murder anymore.

  • Member Posts: 890

    If they also reverted the tail changes I'd say decent, however it will likely still feel kinda sluggish and I don't really see the point in nerfing a power (the louder audio cue is a good thing though) that not only can be actively taken away by the Survivors but is also already outclassed in some aspects by other, similar powers (Nemesis with a longer range/shorter cooldown & pallet-shredding ability on tier 2&3 or Pyramid Head with his massively superior range and ability to go through any obstacle, for example, their powers can't be taken away and aren't that difficult to dodge with enough experience outside of animation-locks and are less punishing to miss).

    If the turrets didn't exist or weren't so easily accessible then I'd kinda-sorta understand the tail changes (even though it would still be outclassed by many powers). There's a reason why Xeno has a low pickrate and it's not exactly difficult to see. Making a power that can already be taken away weaker is just gonna discourage the handful of Xeno mains.

  • Member Posts: 313

    Very disappointed to see emergency helmet is still becoming partially basekit, the rest are good though

  • Member Posts: 313

    Is the nerf in the room with us?

  • Member Posts: 2,131

    So they just pressed Undo for every change.

  • Member Posts: 3,150

    Honestly good. Said this a couple times and will say this again. Their comments/reasoning towards the xeno changes in the first place could be paraphrased down to "skill issue".

  • Member Posts: 890

    Not quite, Emergency Helmet kinda became partially basekit (the add-on will most likely be destroyed or reworked to compensate). The tunnel exit speed boost was also reverted and the tail will still have higher delay than in current live server.

    Better than the nuking Xenomorph almost suffered but the tail attack will likely still feel off (even without any bugs) and will make precise "thread the needle" attacks harder and less reliable to land (especially when taking ping into account) but still pretty bad and should have just been sent back to the drawing board.

  • Member Posts: 166
    edited March 18

    Noooooo, the faster tunnel exit speed :(

    Everything else is okay but damn it, the tunnels change was insanely good and actually intencivized people to play like an ambush predator with the counterplay being the Motion Tracker.

    Wished they would keep this one.

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