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Xenomorph Rework

CrimsonMothKing
CrimsonMothKing Member Posts: 455

This rework is mainly in response to the upcoming xenomorph changes, I feel that they have missed the mark and don't actually address any of Xeno's issues correctly.

So I have come up with a rework for them that could actually both make them easier to play against, as well as making them more fun and less punishing to play.

Visual

  • When in crawler mode, the Xenomorph's tail is no longer held above their head from the Survivors POV.
    • This lowers the Xenomorph's profile, making them stealthier in Crawler mode. And when the Xenomorph charges the Tail Attack, Survivors will have a better visual indicator as to when the attack is coming.
  • Personal Choice: Make the Queen Xenomorph larger. I want to be HUGE, tall, scary monster.

Hidden Pursuit

Tail Attack

  • Charge time increased from 0.2s to 0.3s
  • Missed Attack Recovery decreased to 2.5s from 3s
  • Adjusted Tail Attack sound to be louder

Tunnels

  • Exiting tunnels takes 1.75s (was 2.5s)
  • When opening a Control Station, survivors can choose between either a Flame Turret or a Motion Tracker
    • Retrieving one or other from the Station puts that Station on cooldown

Detecting footsteps

  • Survivors running around can be detected from 20m (was 16)
  • Survivors walking can be detected from 16m

Flame Turrets

  • Whilst carrying a Flame Turret, survivors are no longer Exhausted and Hindered
  • Whilst carrying a Flame Turret, survivors are no longer immune to be detected in the Tunnels
    • Survivors are still Incapacitated
  • Flame Turrets no longer have Motion Trackers
  • After destroying a Flame Turret, the Xenomorph is briefly immune to further Heat Gain

These changes to the Flame Turrets make it so that a single flame turret is still more impactful and double turret set ups are less encouraged as destroying 1 turret grants the Xenomorph a chance to break a second or more turrets, reducing the likelihood of the Killer running into situations where there is little to nothing they can do against coordinated teams.

Motion Trackers

  • While carrying a Motion Tracker, Survivors can activate the tracker to see the aura of active Flame Turrets and Survivors carrying Motion trackers within 42m
  • When activating a Motion Tracker, it will begin to beep when the Xenomorph is within 42m of the Survivor.
    • If the Xenomorph is in the Tunnels and within 20m of a Survivor activating a Motion Tracker, they gain Footstep Detection on that survivor, regardless of movement.
  • Motion Trackers are destroyed on being damaged or left on the floor for 15 seconds

Now for the major part of my rework; separating Motion Trackers and Flame Turrets. As it stands, Flame Turrets do too much when it comes to countering the killer, and are a major pain point for experienced and newer players. They remove the Xenomorph's ability to be stealthy, rendering the stealth of tunnels and all sources of Undetectable obsolete , while also removing their power. By making the Motion Trackers and Turrets separate items, it gives Survivors more agency over how they go about combatting the Xenomorph.

Survivors who choose to use the Flame Turrets can set up areas where it is more dangerous for the Xenomorph to chase in, while those that use Motion Trackers gain access to useful map wide information, allowing them to better navigate the map, as well as the added bonus of being able to track the killer. The trade off being that doing so and the Xenomorph is nearby, it can hear you using the tracker within its tunnels.

Crawler Mode

  • Time before Heat begins to dissipate increased from 1 second to 10 seconds
  • Decreased rate at which Heat dissipates from 25/s to 5/s
    • Full Dissipation takes ~30seconds without Tunnels
  • Entering the Tunnels increases Heat Dissipation rate to 50/s

Having the Heat build up last longer, it gives survivors more of a window to be able to knock the Xenomorph out of its power. Unlike the current changes on the PTB where the Killer will at some point in the match be guaranteed to be knocked out of their power. Allowing the Xenomorph the ability to cool off in the Tunnels was also something that SHOULD have been on the PTB.

ADDONS

Common:

Drinking Bird - Increase the Killer Instinct detection range by 4m, and it lasts 3 seconds longer

Uncommon:

Ash's Innards - Increases Control Station respawn time by 15 seconds

Brett's Cap - Upon destroying either a Flame Turret or a Motion Tracker, the Survivor who placed or was holding it suffers the Blindness Status Effect for 25 seconds

Crew Headset - Increases the Foot Detection range for running/walking by 4m and the detection range of Motion Trackers by 6m

Light Wand - Flame Turrets now take 0.35 seconds to start firing on the Xenomorph when in range

Rare

Kane's Helmet - Reduce the aura reveal distance of Motion Trackers by 6m

Moulted Skin - Survivors holding Motion Trackers within 12m of a Control Station, are hindered and exhausted by 3% for 3 seconds when the Xenomorph exits the Tunnels

Multipurpose Hatchet - Tail Attacks apply Mangled for 70 seconds and Haemorrhage until fully healed

Very Rare

Cat Carrier - Upon being burnt out of Crawler Mode, the Xenomorph gains the Undetectable Status effect. This effect lasts until the Xenomorph is back in Crawler Mode, where it lasts a further 30 seconds. Whilst Undetectable, blood is highlighted red.

Harpoon Gun - PTB changes

Ultra Rare

Acidic Blood - Is active for 45 seconds after exiting a Tunnel in Crawler Mode

Post edited by Rizzo on
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Comments

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    I like these ideas, hope they implement it

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    Also, I think xeno getting a lowered terror radius when in crawler mode would make it better and more accurate to being a stealthy & brutally killer, offering more surprise attacks and encounters entirely

  • lettuchia
    lettuchia Member Posts: 607
    edited May 2025

    Having to enter the tunnels doesn't make the heat dissipation changes any less horrible, all xeno needs is for emergency helmet basekit to be reverted and double turret setups to be removed (which you did say to your credit). The rest of this is mostly giving xeno more info while giving survs less, which is really not reasonable, xeno doesn't need more info and solo survs don't need to struggle any more

  • BritneyMitch
    BritneyMitch Member Posts: 265

    I mean the main thing most people want is just for the turrets to be an effective strategy. Crawler mode should be strong, but you shouldnt be able to walk up to two turrets tanking them and stay in your power. I have no idea why that is a thing. Removing a turret should be a big sacrifice on the killer, and the implications for losing a turret on surv side should be greater. It could create interesting zones and moments of power for each party to play around.

  • bazarama
    bazarama Member Posts: 424

    Turrets are horrendous on console reducing killer to m1 for the majority of the game.

    They should rotate 180 not 360 so you can get past at the rear of the turret.

    I've said before wasted licence. Alien should be a terrifying killer. Fast, wall/ceiling crawling acid blooded stealth killer. It's like behaviour never watched a single movie.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    While I do agree the xenomorph should be handled better (acid blood should definitely be a basekit ability not an addon, like, cmon) but climbing on walls and ceilings would be bad as most maps don't have many walls or ceilings for chases or regular traversal, even if they do, only certain Mapes (like the stranger things map where its in doors) would benefit from this but others would make this ability pretty much useless

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    What do you mean by a big sacrifice for the Killer and greater for surv? Shouldn't it be the other way around?