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With Springtrap Entering the Game, Xeno Needs Buffs

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TLDR: Xeno and Springtrap have almost the exact same power, but ST's is just objectively better in every single way. There's literally no reason to use Xeno over ST, except for aesthetics.

Xeno and Springtrap have pretty much the exact same power.

  • Mid range projectile that can hit over pallets, but won't destroy them.
  • Cross map teleport that can only be entered and exited at certain points
  • Small Terror Radius
  • Undetectable after teleport
  • Survivor counter-intelligence

However, in every single part of this power, Springtrap just does it objectively better

-M2 Attack

Springtrap's M2 has similar windup times, but it goes further. It also has no slowdown on hit or miss, like a Huntress hatchet. If Springtrap misses, he immediately turns into an M1 killer for roughly 10 seconds and doesn't lose distance. If he hits, he's still generally right on the survivor's tail because his projectile has no recovery. Meanwhile, Xeno gets harshly punished for misses and has a long recovery on hits.

Springtrap's M2 is also easier to use. It has the hitbox of a fridge, while Xeno has a tiny needlepoint hitbox. Springtrap can hold his M2 to wait for a good hit, can put it away if he loses his opportunity, and can adjust his aim right up until it leaves his hand. Xeno, on the other hand, MUST commit to his M2 the moment they press the button and get locked into the X axis that they were aiming, making it much easier to dodge. Xeno's does come out very slightly faster, but this doesn't counter his lack of ability to aim once he commits.

Also, hitting with ST's M2 gives him wallhacks on the survivor he injured.

Lastly, Springtrap's M2 has a better arc to hit over obstacles. Because Xeno is so close to the ground and has a tiny hit box, it's much harder to hit over things like hedges/cars/etc.

Despite being an objectively worse M2, Xeno's can be easily taken away by survivors, while ST has his available at all times.

-Teleport

Again, ST's is just better. He enters the doors faster than Xeno enters tunnels, he exits faster, and he travels faster. Not only that, but the turrets let survivors know several seconds in advance that Xeno is coming through the tunnels so they can pre-run. Also, ST's teleport doesn't slow down to a crawl if he exits near a hook.

-Terror Radius

Both Xeno and ST have a basekit 24m TR, but Xeno's is dependent on him being in Crawler Mode. Not only that, but Xeno can't actually take advantage of her small TR. Again, the turrets give survivors an almost ten second warning that Xeno is coming (without tunnels), and a 5-6 second warning that she's coming through the tunnels.

The smaller TR means nothing to Xeno, because she essentially has a 41m TR thanks to the turrets. She can never actually sneak up on anyone.

-Undetectable

Both Xeno and ST get Undetectable for a short time after teleporting. However, Xeno's only lasts a couple seconds, while ST's lasts for about 15 seconds. Also, Undetectable is useless on Xeno because, again, Turrets make the status effect useless.

-Survivor Counter-Intel

Survivors can use the cameras to get eyes on ST, true. However, they can't do anything else. They have to either actively search for ST OR do a gen. Setting up a turret takes a few seconds and gives each survivor passive info on if Xeno is headed their way, with a huge warning radius. The turrets ignore any status effects that would normally make a killer more sneaky, like Undetectable or Oblivious, making these statuses useless with her.

In summary, ST is just a better Xeno in pretty much every aspect of their very similar powers. You could argue that Xeno has better info, since she can see footsteps while in the tunnels, but it doesn't even come close to evening out the power discrepancy between the two characters. ST either needs massive nerfs to put him at Xeno's level, or Xeno needs massive buffs, up to and including just removing the turrets altogether.

Comments

  • Glaive
    Glaive Member Posts: 161
    edited May 2025
  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    While I agree with you, the argument could be made that Demo's teleport is stronger because he gets to choose where he teleports from. At any point, he can plop down a teleport spot and get going where he needs to go. On the flip side, Demo has to place their teleport spots to begin with, wasting valuable time that ST doesn't have to.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,843

    the jury is still reaching a verdict on the cameras, but as of right now survivors cannot ignore Xenos baked in counterplay

  • LockerLurk
    LockerLurk Member Posts: 1,683

    There are a lot, lot, lot more Killers that need an actual buff before Xeno gets one.

  • Heliosse
    Heliosse Member Posts: 191

    I am totally on board with the lingering undetectable when exiting a station. 30s of undetectable would justify the motion tracker, play into the killer fantasy and allow sneaky assault on survivors when turrets aren't in the vicinity. It would not be a ground breaking buff, but a nice one, and since people are adamant about the "Xeno can't use undetectable", it would not hurt, yes ?

    Now, the biggest buff Xeno could receive is making killer objects spawn consistent so we don't have two control stations watching over each others in a corner or another useless place because a chest has decided it would be the main star of this trial.

    Some more stations would be cool tho, so you can really play around the tunnels more. Right now, you can't really act upon the information you gather, or even use them at all. Sometimes they are so far out of the way, you just walk because the detour is longer than just crawling there (which is depressing since the tunnel system is the main power). Just a few more stations and consistent spawn would already make this killer so much better.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 332

    Xeno is in a bad spot bc of how much better springtrap is, also the fact that 10 down votes on trying to make a low pick rate killer with a hard counter to literally everything about their power from traveling ability to special attack, is insane, the flame turrets itself is WHY the xenomorph is a weak killer that had a low pick rate, get rid of the flame turrets, things will get much better for it

  • KingOfDoom55
    KingOfDoom55 Member Posts: 332
    edited June 2025

    TThe Turrets still beep even when in tunnels and undetectable unfortunately...

    Also, adding some sort of facehugger ability or making acid blood base kit would make this killer more unique than just another sadako/demo/springtrap

  • Munky
    Munky Member Posts: 292
    edited June 2025

    Xeno has one of the best chase abilities in the game, and yet… as a 2016 veteran with a stupendous amount of hours, I still can't get myself to play Xeno. He is way to easy to bully by half decent lobbies. The turrets for me is the only problem about Xeno. If they nerf the turrets I would play Xeno. Any other changes in his favor would be a bonus, not necesary.

    The turrets need a much longer timer for respawn, cause in some lobbies I feel like I'm doing nothing but destroying turrets, non stop. It is absolutely miserable to play Xeno.

    Also… remember BHVR wanted to nerf Xeno even harder by making turrets even more miserable… They rly don't play their own game.

    I'm pretty sure Springtrap is going to get a nerf soon. There is no way they will leave em like that… On the other hand, this dlc brought them a ton of new players. Meaning they will probably prefer looking at their wallet before quality of gameplay… Currently I am at the point where I just don't want to play survivor anymore. I just got myself to IRRI1 and I'm done, cause the game is likely to take away ranks the more I play survivor :D I alrdy had it happen at IRRI2 with 4 pips… 'Back to IRRI3 u go!"

  • KingOfDoom55
    KingOfDoom55 Member Posts: 332

    Ik, xejo is the only one with a hard counterplay that makes the killer itself Survivor sided, the only thing that makes this somewhat irrelevant, is the experience from playing xeno itself to being a very good xeno player but even that doesn't do much when a Decent lobby, which, is more than HALF the time when playing killer, tends to bully xeno alot, so, I keep saying reduce or get rid of motion trackers as they don't care if undetectable is in play or now bc they activate regardless of it & the flame range & activation is way to powerful, since not many ppl play xeno, behavior is most likely oblivous to these problems

  • KingOfDoom55
    KingOfDoom55 Member Posts: 332
    edited June 2025

    Also the fact that so many ppl down voted this despite it being true, is outrageous, and probably are survivors who wants the games to be unbalanced, that's what it feels like when good & actually balanced ideas come in & get down voted for it for no reason, this post is a prime example of it

    Had to make this aware bc it's been something that I've been noticing recently, which, isn't healthy for a community when regarding balances for a game that the community is based on, like this one

  • jaxrscott
    jaxrscott Member Posts: 2

    i could not agree more BUT i feel like instead of the general concensence of "nerf springtrap he's too broken" xeno should get a massive buff to make them better than ST in some aspects and keep them the same in the other aspects