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New Xenomorph Concept

EllenRipleyMain101
EllenRipleyMain101 Member Posts: 10
edited April 16 in General Discussions

I've been wanting to do this for awhile and have came up with a faithful concept to the Xenomorph that partly keeps its current design alive. I, EllenRipleyMain101, one of the very few console p100 Ripley mains, extreme lover of the Alien Franchise and having loved a (decent) amount of the movies (Alien³, Resurrection, and AVP Requiem don't exist to me), as well as an avid enjoyer and nightmare mode champ of Alien Isolation, most recently gotten into Aliens: Dark Descent, was introduced into the AVP game and Marines long long ago, I think I can safely say I have an idea of my concept and its faithfulness to the property (specifically based more on Alien Isolation).

As of now I have one goal and one goal only, to create the Xenomorph something terrifying to hear when it knows where you are. To everyone that has played Alien Isolation you know how terrifying the moment the alien spots you, hears you, hell, even smells you, it lets out an unholy screech sending shivers down your buttcrack and leaving a traumatic scar within the temporal lobe of your brain. Of course this would mean adding a new power that many current Xenomorphs mains are unfamiliar with, I'd feel the same because I'm a Xeno main since the Alien chapter dropped (the chapter that really got me back into dbd) and I've been a consistent player of the Xenomorph even p100 Xeno as well (I essentially p100'd the chapter :p). So yes, I do as well rely on the current power and had to adapt to the new Xenomorph changes but thanks to TheMrHeadache (coolest Xeno guy in the block) I've been able to explore the new add-on builds and really flourishing without the add-on crutch so I've been experimenting w the Xeno as well! So to conclude this paragraph and begin with the concept I just want to reiterate that I'll do my damnest to keep the power faithful but adding a new layer of complexity to this killer becoming the perfect organism.

To start off we'll go over the control stations, the tunnels are kept all the same so unfortunately are turrets and their control station spawn mechanic (boo me yes I know but I really love the design and keeping it balance when used correctly). What we'll be changing for the turrets is there double turrets mechanic (DON'T WORRY they can still be placed close together but further a part to prevent less lose/lose situations from happening) and the hindered will be 5% because DAMN that'll at least incentivize them placing more. Finally, turrets can't detect you in tunnels anymore (so stealth can actually mean something to Xeno). Now moving on to the juicy hive of this power, the complete redesign of "crawler mode". Starting off with the introduction of Charging Assault, a new attack for the Xenomorph that charges up shorter than current crawler mode charges take but here's the kicker: you don't enter on all fours YET. Once fully charged you'll have access to your Charging Assault. To activate it you must target a survivor within 16 meters to trigger the assault then you begin charging at a survivor (at a speed slightly slower than legion still figuring it out) and with a similar control style to Oni but with a much better turnrate so you can maneuver around loops making it a more terrifying foe to face in chase. Charging Assault will end either by hitting them which instant downs, hit a pallet/wall breaking it, missing an attack, or the duration of the Charging Assault ending which all of them will immediately end the assault leading to a hefty fatigue and cooldown until charges begin building up again. Charging Assault will only last 15 seconds but within that 15 seconds you have an option to switch to a mode we're all familiar with, Crawler Mode. During Crawler Mode (lasting 13 seconds) you have the ability to tail attack but the cost of running at your base speed and not having that juicy insta down (much like current crawler mode). Now moving back to the Flame Turrets now that we have an understanding of the power. The Flame Turrets will deplete your Charging Assault activation charges and slightly hindering and reducing the duration of Charging and Crawler Mode forcing you to break the turret or let it come back to haunt you, your choice. Now finally, the tunnels will still all be the same increasing the charges for the Charging Assault.

I would really love some feedback on this especially how it could change the Xenomorph for better or not. This was a really fun concept to create and I just want to give an idea on how the Xenomorph could be more fitting for the aggression presented in Alien Isolation. I hope y'all enjoy :)

Comments

  • ForlornRaven
    ForlornRaven Member Posts: 6

    I too would really love BHVR to rework Xeno to be more of a stealth ambush killer than a chaser, that way it feels more like Alien Isolation where Survivors would want to hide or distract the Xeno and crap themselves when they're seen. At the very least I'd really like them to make exiting Crawler Mode a manual option. I love the standing pose and it helps a lot to be able to get a higher view point at times. Also would make interaction a lot more fun when you can stand up to tower above Survivors intentionally. When people see Xeno standing up it seems their reaction is usually "Oh good he's out of his power" rather than "Oh ######### he sees me".

  • EllenRipleyMain101
    EllenRipleyMain101 Member Posts: 10

    That is exactly how I want the survivors to feel when facing this rework. Yes Dead By Daylight is focused around chases but it also still needs that terrifying factor which truly made the alien the last thing you wanted seeing you. The activation for Charging Assault also mimics the Xenomorph stopping in place and sniffing you out hiding under a hospital bed only to drag you out of there screaming

  • alienismylife
    alienismylife Member Posts: 7

    A very good version of the rework, it would also be good if it will look more like a xenomorph from Alien Isolation, more stealth and surprise than chasing.