http://dbd.game/killswitch
About increased charge time for Xenomorph tail attack
I'd like to hear honest feedback from players who have mainly played as the Xenomorph.
With the 8.6.0 update, the charge time for the tail attack was extended, which I feel halves the only strength this character has.
I have been using this character as my main killer until now, but the increased charge time has halved my chances of attacking and significantly reduced my attack hit rate.
Up until now, there was potential in attacks that were aimed at the very last possible distance, for example by using feints or inertia cancellation with loops, but with the current charge time, I need to attack only with certain timing.
It feels like the improvements other than the charge time have made it easier to use overall, but ultimately, the lowering of the potential upper limit of its tail attack, its greatest strength, has reduced the appeal of continuing to use it.
Please let me know your honest thoughts.
Comments
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To be honest I thought it was a fair change, his tail was humanly impossible to react to, the animation was only 0.2s, and the average human reaction time is around 0.25s. In other words, you needed to have pre-cognition and dodge before he used his tail, which was quite frustrating.
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I think its bugged at the moment, a youtuber tested it and it's longer than it's meant to be. Other than that longer wind up for shorter hit and miss cooldowns is fine. Also you don't have to take turret add-ons every single time now.
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You're not supposed to be able to react to it. This is the "Deathslinger uncounterable" argument all over again. It's about putting yourself in a position where they can't use their power on you, which is not hard. If you just predrop pallets, or vault a window that's not a straight line for the killer to aim down, Xenomorph's tail most likely won't be able to hit you.
And if you think about it from the killer's perspective, if the survivor can simply react to your tail attack, what's the point in having it? Just M1 every time and avoid the dodge potential. It sucks, because M1 is unviable, but at least you'll actually get hits when you've gotten close enough to the survivors to earn them.
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It was a completely unnecessary nerf. Xeno if anything was already on the weaker side because of the chest spawn issue and double flame turrets.
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The killer remains strong, and sometimes that extra bit of waiting time can even help you correct a hit that you would otherwise miss.The point of having reaction time is that it makes the attack more 50/50, where it will depend on the survivor's ability to dodge or the killer's ability to aim and hit, it's simple. If you think it's fair to have no reaction time, how about we go back to the Flashbang not making any sound when it's thrown on the ground?
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Unfortunately that chest spawn issue is still plagueing a few killers (xeno, sadako, plague ect). It unnecessarily nerfs them. We tried reporting it and were told it's not a bug and intended unfortunately. It's just silly. We're forced to run cut coins and unable to use anniversary offerings without nerfing ourselves. It shouldn't be difficult to just switch their spawn priority to killer items before chests.
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You can use empathy to react to the tail.
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Longer tail charge makes it almost on par with Nemesis (0.3 vs 0.35) and the reduced cooldown is felt A LOT. I had a slight adjustment time in PTB but right now im fine.
Faster tunnel exit speed was such a good idea, i hope they implement it in the future with an animation fix.
Overall, i think the direction they took is good. Tail is now reactable and much more of a 50/50 than before, the Tail strike has no crazy advantages like the Tentacle Strike or the Punishment of the Damned, it's pretty straightforward and fair now imo.
Turrets are also a little bit weaker than before, Tail Strike cooldown's reduction means you lose less grounds when piercing them and you can M1 a turret without any add on. Double turrets are still as effective as before but i think it's okay to have a nuclear option if you really want to out the Xeno out of Crawler mode. You have to invest time to set it up and the Xeno can still tunnel trought the Crawler mode's cooldown.
They backed down a bit from the concept of "overpowered" power stopped by an "overpowered" counter power. Now the counter power is still insane but less so (free MT + Bodyblock is huge, with the possibility of winning a chase instantly) and the power is essentially budget Nemesis on the chase department.
In résumé, turrets are less mandatory to survive even to they are still insanely good and Crawler mode is now a normal power, underserving of being an powered up mode.
Fine by me, if i was in charge i would double down on the tunnel system since it's the main fantasy and the cool part of the power, but except for that, i hope people will finally see how awesome this killer is.
On a side note : Harpoon gun is busted and needs to be reworked to something better. Some other add ons like Acidic blood could be buffed (30s duration).
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The change was fine. Xeno got also a lot of good stuff and IMO the Tail Attack was always not really reactable. And this is bad. If a Survivor dodged it, they did not dodge it, the Killer just missed. (Unless the Survivor had some form of telepathic connection to the Killer knowing that they will go for the Tail Attack…)
It is still not easy to dodge the Tail Attack, some people act like you never hit with it anymore. But it just gives a window to react, if the Survivor does not react fast enough, they get hit as usual. But now they dont have to rely on luck to not get hit.
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Idk while I agree it was unreactable before, its very easy to dodge now, like imo I dont even use turrets anymore, they are only good for the radar.
Now its the same as dodging nemesis, argueably easier as xenos drag tech is less generous.
Like honestly this change made xeno way better to face but there is no reason to play them over nemesis anymore.
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Yeah I used to play Xeno from time to time (was pretty good at getting tail hits) but now it feels like using a Spartan laser rather than a pistol. It feels so slow and I've never struggled so much to get a tail hit. It's pretty crazy how much difference such a seemingly small increase does.
Maybe I just need a bit of time to adapt but it just feels clunky and pretty ######### for a power that Survivors can actively take away from you.
Before, Nemesis and Xeno's M2 powers could be compared; Nemesis has better range, control and can break pallets after tier 1 but it needs to build up while Xeno has sheer speed and doesn't need 3 hits but it can be taken away and it can't break pallets. Both can attack over pallets/windows and both can be baited by a good enough Survivor, now Nemesis just feels overall superior even without map mobility, I find myself using M1 more than the tail now and merely using the possibility of the tail to make Survivors zig-zag and lose a bit of distance, usually only using the tail during animation-locks.
BHVR should have just scrapped the entire update (maybe kept the tunnel exit speed but even that was more QOL than anything else) because what's the point in having a power that can be taken away feel so clunky and slow to use?
UPDATE: Apparently I have reacted too early as the tail is currently bugged and is at 0.35s and NOT 0.3s (the time which was supposed to be in the PTB but never was since it was also bugged during the PTB). So hopefully BHVR corrects their mistake and feedback can be truly collected on the actual numbers we are supposed to have.
See this video for a complete breakdown of the current Xeno situation. https://www.youtube.com/watch?v=oOI7jDWTdqU&t=11s
Post edited by Skillfulstone on6 -
EVERY play in DBD, killer, survivor and streamer thought this was an April fools joke… similar to #NerfPig.
However it wasn't even April1 -
Thank you for posting your various opinions.
his tail was humanly impossible to react to, the animation was only 0.2s, and the average human reaction time is around 0.25s.
I'm sure it won't be accepted by more than half of the players, but in my personal opinion, I don't think it's necessary to be able to react to this killer's tail attack. This is because this killer has a strong counterplay frustration factor, so if he doesn't have a strong advantage, I might as well just use Nurse or Blight from the start.
I think its bugged at the moment
Apparently I have reacted too early as the tail is currently bugged and is at 0.35s and NOT 0.3s
I know that the charge time is slightly longer due to a bug, but even if it returns to normal, I don't think the feeling will go back to what it was before.
it's longer than it's meant to be. Other than that longer wind up for shorter hit and miss cooldowns is fine.
The point of having reaction time is that it makes the attack more 50/50,
In my case, I used to be able to hit my tail attacks with over 80% success rate, but I think it's much better to do it like before than have my attacks be 50/50. Because with a hit rate of over 80%, I can inflict a guaranteed injury or knockdown in most cases, which results in shorter chases.
if the survivor can simply react to your tail attack, what's the point in having it?
@]
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(The comment section was bugged so I'll continue posting. This is common in DbD.)
if the survivor can simply react to your tail attack, what's the point in having it?
Idk while I agree it was unreactable before, its very easy to dodge now,
I thought the "simply(ease)" part was especially important. The only thing that was appealing about it was that it was difficult to react to it easily.
It was a completely unnecessary nerf. Xeno if anything was already on the weaker side because of the chest spawn issue and double flame turrets.
Unfortunately that chest spawn issue is still plagueing a few killers (xeno, sadako, plague ect).
This time, the main topic was the charge time for the tail attack, but thank you for posting other opinions as well.
The chest spawn and double turret issues are awful for sure.But in the past I was able to tolerate them because they gave me a strong chase ability in return.
Turrets are also a little bit weaker than before, Tail Strike cooldown's reduction means you lose less grounds when piercing them and you can M1 a turret without any add on.
When you attack a turret with the M1, the distance to the target is within the margin of error, and in most situations it feels like you can continue on with the next chase loop.
I think how quickly you can finish that chase loop will have an impact on the entire game.I find myself using M1 more than the tail now and merely using the possibility of the tail to make Survivors zig-zag and lose a bit of distance, usually only using the tail during animation-locks.
That's right. Using tail attacks more reluctantly than before makes it less fun to play.
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I hope someone's opened a bug report about the tail windup being bugged, I know it's only a 0.05 difference, but still.
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I hope someone's opened a bug report about the tail windup being bugged, I know it's only a 0.05 difference, but still.
I believe other players, including MrHeadache, have already reported this, but I have submitted a report as well.
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