http://dbd.game/killswitch
xenomorph sucks
crawler mode:
self distruct bolt should be basekit bc as of rn crawler mode is just a liability aside from the range attack
tail attack:
horrendous range increase it by at least 2 meters,
tunnels:
they are alright, but there needs to be a way to tell which direction the exit is facing, has the same problem as singu had before the qol changes
turrets: they are way too overpowered, they shouldnt detetect her when she has unndetectable or at least it shouldnt give that beeping sound when she is in range while undetectable, and she should get a few second of immunity to the turrets when she breaks one, bc as of rn she cant do anything against double turret set ups.
Comments
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Relying on survs lack of info from turrets or otherwise is a skill issue
Double turrets should be nerfed but to compensate emergency helmet partial basekit should be reverted and faster power recovery in tunnels should be removed, because without double turrets there's objectively no reason to lose your power other than making a mistake
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Xenomorph is outshined by Nemesis who can't teleport across map but has two AI supportive bots that can truly change outcome of the match and on top of that insane chase power (mainly the pallet breakand range that Xeno doesn't). Xenomorph is still very strong killer, but he's just not as fun as Nemesis to me at least. Tail attack itself was slightly nerfed lately for price of more resistence towards turrets. Turrets in my game burnt me out very rarely, however the slight nerf to tail made my muscle memory cry, but he's more forgiving on missing.
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"Relying on survs lack of info from turrets or otherwise is a skill issue" what? where did that come from?
Lack of info? Oh please, 80% of survivors already knows that u need to put 2 turrets besides each other and xeno is basicly cooked.
As for emergency helmet being reverted, im fine with that, but removing the faster cooldown on ur power while in a tunnel is just a bad idea.
and w the changes i mentioned survivors can still double turret but they would need to spread it out not literally right besides each other, and xeno would need to use her tail to keep being in crawler mode, since she cant reach the second turret with just an m1, and that would be more skill full than just an m1. So if she does lose her power that would indeed be a skill isuue.
AND if she does break every turrets on the way the survivor still gains distance, so they can still reach a jungle gym etc.
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skill issue.
xenomorph is a very solid killer with very strong chase ability that just requires a sense of timing and decent aim to use.
the only buff it needs is double turret fix when everyone figure them out well enough but that wont be soon with how uncommon this killer is cuz people are so afraid of turrets in the first place.
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I think Xenomorph is probably one of the more balanced killers out right now
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always has been, I feel. balanced, and one of the few that makes solo q fun
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It came from you complaining about turrets detecting you while undetectable, a complete non issue if you're good in chase and up against good players that can always track you anyways, you're basically asking for pub stomping to be easier.
With your suggested change double turrets would be nerfed enough to make guaranteeing knocking xeno out of power impossible. Removing faster power recovery in tunnels isn't a bad idea just because you said so, you provided no explanation. If you still need faster power recovery in tunnels while double turrets can't guarantee knocking you out of power that's an objective skill issue
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- No i did not ask for "pub stomping to be easier" i just want undetectable to be usable on xeno, so that u can actually surprise survivors on gens without the turrets beeping like an alarm clock anytime the killer is in a 20 meter range?
- The fact that xeno cant be a stealth killer even with 4 undetectable perks is just a bad design choice from the devs.
- Removing the shorter cooldown while in the tunnel would be a bad idea bc, being an m1 killer for 30-ish sec is just misserable, ESSPECIALLY since again u cant use undetectable to surprise a survivor meaning they can just pre run/pre drop everything and there would be nothing u can do as xeno.
- Also remember knight pre final rework, with the long af cooldown? now imagine that with the xeno
- impossible? more like harder not impossibe, all u need to do is just put them further from each other not that complicated, now the survivors would need to actually use their brain where they put them and not just brainlessly put 2 turrets besides each other.
- ALSO u clearly didnt notice since u didnt even mentioned it but just incase " it shouldnt give that beeping sound when she is in range while undetectable" could u explain to me how its a skill issue on my part, is it a skill issue that i walked near a gen that they are working on and i got detected WHILE UNDETECTABLE?????
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- Asking for undetectable to be usable on xeno quite literally is asking pub stomping to be easier
- No it isn't, the fact that there's 4 undetectable perks in existence is what's a bad design choice from the devs
- Then don't get knocked out of power, it's that simple
- Knight's cooldown wasn't avoidable, xeno's cooldown without double turrets in play is avoidable, not the same
- It would very much be impossible because you could simply break the 2nd turrets while you're immune
- Because good players not looking to pubstomp don't crutch on undetectable in the first place
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