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Allowing Xenomorph to consistently M1 turrets is a horrible decision and here's why

lettuchia
lettuchia Member Posts: 607
edited April 3 in Feedback and Suggestions

P100 Xenomorph here, and as far as I know the person most knowledgeable about the character (believe me I've tried plenty of times to see otherwise). I was really hoping that the increase in flame resistance charge increase for xeno would turn out to be up to 120 charges total so they couldn't m1 turrets consistently and I was kinda expecting it too since that would be closest to half of emergency helmet, but no, it was upped to 125 for some reason and I'm gonna explain why that's an issue that needs to be fixed.

First let's remember why emergency helmet/star map were necessary, which was because they allowed to consistent m1 turrets before they knocked you out of power. Whereas hitting turrets with a tail attack had a lengthy cooldown of 3 seconds, m1ing them only has a cooldown of 1.5 seconds.

So why shouldn't xeno be able to m1 turrets at basekit despite it being a necessity? Well remember it's only a necessity because the cooldown for tail attacking turrets was so long, but now it's not anymore, sure it's not as low as the cooldown for m1ing them but it's a fair duration that allows survivors to make a good but not insane amount of distance, unlike the cooldown for m1ing turrets which barely allows survivors to make any distance at all. On top of this m1ing turrets is not as skillful as tail attacking them, having to use your tail attack to avoid losing it makes for an interesting dynamic that encourages power usage and requires precision, which m1ing turrets does not.

That all being said, I wouldn't at all say xeno is OP now, and why is that? In my opinion there's a clear reason, being double turret setups. Double turret setups force xeno to either lose their power entirely no matter what they do or avoid chasing in the area they're set up in entirely (which is not realistic given survivors can always bring you there in a chase). Double turrets are very, very lame. While single turrets make for this cool dynamic of losing your power if you mess up and keeping it if you don't, double turrets throw all that out in favor of having you lose power even if you don't deserve it, making xeno really weak against coordinated survivors, and none of the changes made to xeno in this patch change that and instead make them stronger mainly against uncoordinated survivors, which I hope we can all agree is a gap that doesn't need to be widened.

So what should they do instead?

  • Do not allow xeno to m1 turrets while in crawler mode, both with and without addons
    • This can be done in multiple ways, either by reducing the flame damage resistance to 120 or lower, disabling m1s in crawler mode entirely, making m1s not break turrets, etc etc. depending on how it's done emergency helmet and star map would need to be changed to ensure that they don't allow for m1ing turrets for a shorter cooldown (such as if flame damage resistance is only lowered to 120)
  • Do not allow double turret setups to knock xeno out of power no matter what the xeno player does
    • This can also be done in multiple ways, either by forcing a minimum distance between turrets, making xeno immune to turrets for a brief period after breaking one, again, exact method doesn't really matter, it's the effect it has that matters

This would keep single turrets about just as strong as they were before this patch while effectively removing double turret setups, making xeno perhaps a bit stronger vs uncoordinated teams and much stronger vs coordinated survivors, which is what really matters as it narrows the gap between solo survivors and swfs.

Post edited by lettuchia on
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