Scott the thing you aren't considering is how the flamethrower turrets go *boo-boo-beep* and then they go *fwoosh* and the alien goes *scrraawww* and it makes me giggle.
@t4k3ntf
11 ай бұрын
Most real comment
@mattwoo556
11 ай бұрын
Then giggle turns to hook scream bc ms.alien doesn’t want her buns toasted
@TheTeleporter101
11 ай бұрын
true
@adamstapley6995
11 ай бұрын
Tee hee energy xD
@raidenstokes1026
11 ай бұрын
Point proven, 10/10 scraww funni
@KazumiKiguma
11 ай бұрын
The funny thing is that going back into a tunnel immediately after getting flamethrowered is exactly the kind of behavior the xenomorph actually does
@SneakyAlba
11 ай бұрын
I suspect that's exactly why the power is designed that way. The flames force it to retreat or push on with a disadvantage. Very well designed imo.
@agentmustache
11 ай бұрын
It's cool that it's lore accurate, but in terms of gameplay it feels unbalanced. Xeno literally gets his extremely strong power pretty much for free due to how fast it charges in the tunnels, and survivors have to waste so much time setting up a turret that only might work, but more likely than not will just be a minor annoyance at best even if the Xeno player fails and loses their power? Sorry, but I don't think that's very fair...
@Chillin998lol
11 ай бұрын
@@agentmustacheshut up omg
@HeyImCas
11 ай бұрын
@@Chillin998lol He had a fair point. You need to shut up tbh
@bigfelig64
11 ай бұрын
@@Chillin998lol its a game dude gameplay goes first u just mad theyre making sense
@samuelmillar770
11 ай бұрын
Xeno missing his tail is like spinning a good killer, it's cool that it happened but you can't rely on that as solid counterplay for his power.
@NinjapowerMS
11 ай бұрын
Honestly not even comparable since spinning a killer might get you enough distance to reach a window or pallet while this cheeseball would most of the time hit you anyway because the margin for error heavily favors her.
@203lue9
11 ай бұрын
@@NinjapowerMSno one should be this upset lax up😂
@NinjapowerMS
11 ай бұрын
@@203lue9 Good argument.
@BoatFullOfSeamen
11 ай бұрын
@@NinjapowerMSYou expect DBD players to have good arguments? Don't you know we can barely read properly?
@Seoul_Soldier
11 ай бұрын
@@NinjapowerMS Yeah because DBD players (like you) are known for being so open to other people's opinions, right?
@MythicTF2
11 ай бұрын
I think what should be done is the secret 4th option: Make the turrets not as punishing to carry. They slow you a lot and because of that it feels tedious on the survivor side. It makes sense logically because you're carrying a heavy piece of machinery but they should change the hinder from like 15% (idk what it actually is) to like 5%. Make it less of a time investment to USE smart turret placement. I also think his add-ons for reducing turret effectiveness should just be outright removed or nerfed. Not even made partially basekit. Make it so the helmet reduces stagger by 35% still, but increases turret range by 1m. The range add-on makes it so turrets have 2m less range, but stagger you 20% quicker. That way the effect evens out and still gives you more time to react overall, but not nearly as much. This way they can also be stacked together in order to gain a bit of what we have rn but its not nearly as oppressive with a green & a yellow add-on. In terms of reacting to the tail, I'm all for saying the turrets are the counter-play. Good turret placement knocks you out of your power and as such I think it should take longer, even when going into a tunnel, to recharge your power. It just makes using the turrets more rewarding. Maybe if you lose crawler mode because of a turret it takes 25% longer overall. EDIT: Comments have told me the hinder is actually 35%, which is stupidly slow and should definitely be toned down to maybe 15%-10% instead. My point is still ultimately the same even if the numbers aren't quite accurate.
@LeFisheboi
11 ай бұрын
Gordon Ramsey out here
@atrozzorta9602
11 ай бұрын
It's not really surprising though that they made turrets super punishing for survivors because look at what happened with The Singularity. He came out and everyone complained that survivors made his power useless and he was an M1 killer because of it. BHVR has since nerfed the EMPs twice, I think it's twice now right?, along with the boxes that spawn them and people STILL say The Singularity is a killer without a power if the survivors play well and use the EMPs effectively. To me it just seems like BHVR is afraid of making another The Singularity mistake of having a killer without a power because the counter play option is too strong. Having said that I do agree with you and that it's too punishing and needs to be fixed and honestly it probably will be after this DLC sells a bit more and BHVR is happy with the money they have made off it. Why release a weak ass killer like The Singularity or a killer that everyone hates like The Skull Merchant and charge people real money instead of in game currency to get that killer when nobody would because they are too weak or too hated. It's a very common thing from companies to make something new over tuned so it sells and then they fix it. League of Legends is a great example of that. New champions are usually too strong and get nerfed patch after patch for a bit. And whenever new skins come up they are usually accompanied by buffs to the champions that are getting skins.
@dearcastiel4667
11 ай бұрын
Currently it's 35% hindered. 17.5% sounds reasonable.
@BunnychanFarabee
11 ай бұрын
They are also EXCESSIVELY finnicky as to where they can be set up. I end up spending more time wiggling around to get the turret in the spot I want it than I do actually deploying the damn thing, and that's a problem.
@linkholder
11 ай бұрын
Scott @MythicTF2 is cooking
@AirLight1646
11 ай бұрын
I think it’s weird how getting shot at by a turret is worse if you actually have your power compared to if it’s at 99%. If it’s 99% the turret will just make your power take a couple of seconds to activate rather than the risk of being kicked out if you were already in crawler mode.
@xrad3269
11 ай бұрын
True
@dumblenutz5561
11 ай бұрын
Yeah it's really awkward and nonsensical. I think the power drain should be higher.
@decenthumanbeing67
11 ай бұрын
@@dumblenutz5561it shouldn't drain but rather act the same as when you're in crawler mode. If you let it flame you for too long, you get set back to zero, but if you don't, you don't lose anything. This would be a slight nerf, but it would make the power make more logical sense and it would be a fair nerf imo
@AirLight1646
11 ай бұрын
@@decenthumanbeing67 I absolutely agree
@soulbounddoll1826
11 ай бұрын
@@decenthumanbeing67I'd be completely okay with that, just leave that tail strong as it is. I'm completely fine with only having the tail every now and then. I'd rather it be a special thing than just another thing that sorta happens.
@alexthecreature
11 ай бұрын
this is quite reassuring bc ive been feeling really stupid on the survivor side not finding a way to counter xeno
@ciggydemon
11 ай бұрын
meeee too it’s been rough
@bmo7259
11 ай бұрын
Unless you do the giga boring play of just predropping before they even get a chance to use their tail. Since trying to bait tail attacks is just a waste of time with how little they slow down.
@samuraituff9653
11 ай бұрын
This is like old death slinger where you couldn't tell if he was going to shoot you because you couldn't react but at least he had reload which was good Xeno cooldown is just quick
@Aki...544
11 ай бұрын
Xeno has less than half the length of the shot and has a windup animation, it's just not very noticeable
@dryanaa4474
11 ай бұрын
@@Aki...544the cooldown on alien doesn’t even fucking matter, he can literally move so fast after missing that he catches up to you before the cooldown ends
@Aki...544
11 ай бұрын
@dryanaa4474 I didn't say anything about the cooldown? I agree that it should be changed. They shouldn't really have touched that from ptb
@gaj7062
11 ай бұрын
@@Aki...544bur he hits under pallets and windows, deathslinger is bad against dropped pallets unless it's a really shitty one whereas xeno moves at 115, has a traversal and tracking power, and instantly injures or downs the survivor he hits
@soulbounddoll1826
11 ай бұрын
@@dryanaa4474Except not? That's very exaggerated, Xeno still slows down somewhat, survivor is still faster than Xeno during the cooldown.
@SpookySkeletonGang
11 ай бұрын
I felt like I was going INSANE reading reddit threads about this but your take is exactly what I was thinking about turrets. They take too long to setup for too little payoff. One of these things need to budge. Either his tail needs to not be as good as it is, turrets need to be quicker to place, they need to be better at taking xeno out of power, or they need to take him out of power for longer. Change any one of those things and I'd be totally fine with xeno. As it stands I don't even think they're OP, but it just feels like there's not much of a point in bothering with turrets.
@thepinkprintt
11 ай бұрын
dbd reddit is mostly killer mains so the takes may not be the best
@Maybe_Saber
11 ай бұрын
@@thepinkprintt that and the dbd forums
@Seoul_Soldier
11 ай бұрын
@@Maybe_Saber The DBD forums and Twitter are full of bad survivor main takes.
@keys5595
11 ай бұрын
@@thepinkprinttThis comment is so untrue based off the post I’ve seen on there lmao
@Aki...544
11 ай бұрын
Turrets are definitely useful. Worst case scenario, Xeno loses distance on you cause of the scanner and loses time breaking the turret
@Leaf__22
11 ай бұрын
They really need to add an animation before the tail attack and also punish people more from missing. Dodged 5 attacks yesterday at a pallet but it didn't matter because i couldn't make it anywhere else
@morningshade2347
11 ай бұрын
Agreed, I would say give the tail a wind up animation like Huntress or Wesker with an audio indicator, so the survivor has the ability to outplay it.
@203lue9
11 ай бұрын
Yah all are complaining for alien bein cañón to the films which is laughable lol he’s supposed to be extremely agile, fast, smart etc for crying out loud alien was created by predators to prove to humans that they where worth being labeled as gods and backfired when they couldn’t stop the aliens so that should say how powerful alien is and yah just want him to be a regular mid killer😂 but yah got nurse who been running dbd sense day one lol can’t make this up
@LoneCat2137
11 ай бұрын
Yeah it's really dumb af how little distance you get from xeno missing
@samuelmillar770
11 ай бұрын
I don't think it needs a windup, as it's supposed to be overpowered - hence the flamethrowers as counterplay. They just need to undo the weird recovery buff.
@Pokemon_Doge
11 ай бұрын
@@203lue9 bro nurse would canonically eat the entire alien species for breakfast you trippin
@Supperhfjf
11 ай бұрын
Just grab the tail and snap it in half
@MimiExVolt
11 ай бұрын
You could just eat it like a crab too
@randalloses2748
11 ай бұрын
I personally just dont want another singularity scenario, where having ur power is basically a luxury due to survs getting rid of it its super easy, but i would be fine if they change the turret addons
@gamingcantina9157
11 ай бұрын
Same
@kaib6998
11 ай бұрын
it shouldn't be a luxury but it shouldn't be basically basekit either. Unless you have the tail aim of a drunk mole you have your power 90% of the match
@gemain609
11 ай бұрын
Singularity can instant replace emp'd orbs though. But Yea he's a super early game snowball killer. The moment survivors get their hands on EMP's and you haven't gotten a hook or two, you're in for a world of hurt
@Seoul_Soldier
11 ай бұрын
@@kaib6998 That's how killer powers are supposed to be. Imagine if survivors could break huntress hatchets before huntress could reload.
@lolmcswagger7247
11 ай бұрын
@@Seoul_Soldierhuntress players have to actually use tactics to keep their hatchets from running out in chase, so pretty bad comparison
@skrub91
11 ай бұрын
It’s weird how we have killers like singularity where it’s so easy to deny power and then we have xeno who is in their power 90-95% of the game
@DerrickMayFan
11 ай бұрын
licensed killers are usually better bc they wanna make money
@fel524
11 ай бұрын
I think singularity was almost like a test for Xeno. I admit that having your power essentially taken hostage feels like absolute shit though
@acheron16
11 ай бұрын
@@fel524I feel that the last 3 Killers were iteration on how make survivors interact more with killer powers: Skullmerchant was their first attempt and failed spectacularly by being a lose-lose situation for survivors, so now, no one facing a Skullmerchant really cares to hack her drones, making her power non-interactive - Singularity went to exact opposite, where survivors have too much power, to the point that Singularity, unless snowballing hard, has no power for most of the match. - Now we have Xeno, where at present, survivors need to work hard to try and mitigate an extremely strong power but the mitigation just isn't really there.
@Unlimited-D-Works
11 ай бұрын
That’s like saying demogorgon is OP because you can’t knock him out of his shred power. Like wtf. Power isn’t strong enough for it to be on a long cooldown.
@ryanlutes9833
11 ай бұрын
personally I think one thing that's super strong that not a lot of people are talking about is how insanely fast you can go across the map and start your first chase, usually with multiple survivors. Every other killer is locked out of using their mobility power for the first few seconds of a match; sadako, dredge, freddy. Or they need to set up like hag or demo. I think xeno would be a lot less oppressive if it was the same for them, to give survivors at least a little head start on placing turrets. And it wouldn't feel too rough for the xeno player either.
@hinatasninetailedfox
11 ай бұрын
This. It feels crazy all the tunnels come out like an inch from most generators. By the time you hear the turret beep the Xeno can already be out and on you as you try to move to a loop and they can just keep rechecking a gen much faster than most killers. 😭
@deathwish1668
11 ай бұрын
im glad someone made the no downside huntress comparison, ive had people super salty when i mention it
@CodPatrol
11 ай бұрын
Killer mains who think every ability they have should be guaranteed hits. Next we’ll have deathslinger with auto aim
@deathwish1668
11 ай бұрын
@@CodPatrol aim assist slinger lol, but nah seriously even watching this video some of the hits are insane, there is no punishment for respecting or missing hits no more
@dumblenutz5561
11 ай бұрын
Dbd players hate it when someone complains about something that isn't currently socially acceptable to complain about in the community, even if it's right. I'd know, since i'm not biased and often talk about design issues nobody talks about such as Huntress/Nemesis being an annoying 50/50 at pallet or Blight having too little downtime even by basekit. Of course, if i DARE bring these up, no matter how good my argument everyone's gonna go "lmao look at this survivor main crying about a B tier killer😂" and the like.
@deathwish1668
11 ай бұрын
@@dumblenutz5561 huntress and nem are okay because they punish bad gameplay or poor judgement/skill, alien zones and downs from 8m
@dumblenutz5561
11 ай бұрын
@@deathwish1668 Uhuh, it was my fault that i ran around the corner and got hit by a semi truck hatchet. Or that a zombie randomly wandered into a gen i was about to complete and ruined everything because fuck you. Huntress is mostly ok despite her 50/50s and Hitreg but Nemesis is a nightmare of design and nobody talks about it. For starters his Zombies either shouldn't exist or should be reworked, their design is awful. They can make or break the match and neither side has much control over it, if any.
@taragnor
11 ай бұрын
Another horrible thing about the turrets is that you get them from the same place the Xeno pops out of. And unlike grabbing a Sadako tape, it doesn't shut down the vents. So you're now holding something that slows you down and are in constant danger that the Xeno could come out at any time. Also unlike Sadako, the Xeno gets an immediate killer instinct when it comes out of the vent so it knows you're around. And you can't put the turret right near the vent, because the alien shuts down the turrets magically near any vent it comes out of, so you're encouraged to go haul the thing over to some nearby loop, which wastes more time that could be spent on a gen. Yeah, they're trying not to repeat the situation with Singularity EMPs, but they went way too far in the killer's favor. Singularity EMPs are in safe parts of the map, something you can easily carry around at no penalty, fast and easy to use and shutdown the killer's only power. Turrets are dangerous to pick up and hold, are time consuming to use, only shut down part of the Xeno's kit and aren't even reliable at doing that. For the kind of risk/time investment of using the turrets, they need to be a lot better.
@dirtywookie9868
11 ай бұрын
My first game ever with alien I tried to pick up a turret and as soon as I touched the box he came out.. Not a fun fair killer to go against AT ALL
@epticmaniac5764
11 ай бұрын
Singularity is too weak for a newer killer the emps are too easy to get and turrets are not that strong there good as is
@shadowboy0126
11 ай бұрын
The turrets also act as proximity alarms too if you didnt notice. It beeps faster the closer the Xenomorph gets, even if he's underground. So i guess you could consider the advanced warning a part of the counterplay, letting you get to a loop or hide before it gets to you.
@ghostflame9211
11 ай бұрын
The problem is then survivors can’t hide. Alien gets killer instinct when he emerges from the tunnels so the survivors can’t stealth away. I think that part should be removed and maybe he gets killer instinct by destroying a turret before it takes him out of his power.
@HMOBALI
11 ай бұрын
I agree with this video (it hasn’t even been 2 mins it’s out)
@chambombman
11 ай бұрын
Chad
@EncryptedLiberty
11 ай бұрын
I think the main reason that the turrets should be buffed in some way is that it's the most unique aspect of this killer. Xenomorph is fun to go against because you get to play with the turrets and burn the killer. They really need to hang on to that aspect.
@PacoReer
11 ай бұрын
Maybe reducing the survivor slow% when carrying a turret can make using turrets more worth
@XenoVT
11 ай бұрын
This is the one I lean more towards, allows for better plays and time to think for awesome strategic placement, would make it feel like the movies.
@poi55
11 ай бұрын
my problem is that he can so freely m1 you even if he is in crawler mode and you cant tell whether he is gonna use m1 or m2. Its literally like 4.6 huntress with your hatchet ready and you can also m1 wiithout having to bring down your hatchet
@callatruce2386
11 ай бұрын
Exactly
@BecketTheHymnist
11 ай бұрын
Yup, it's SO oppressive at certain tiles. Pair that with the fact that you get NO DISTANCE if the killer misses or hits make this killer absolutely insane to go against. I'm at the point where I'd almost rather play against a Nurse. At least I can usually find a nearby rock or tall tile to at least TRY to counter play there. I really hope they do something to make playing against it not feel so bad.
@kidscast5842
11 ай бұрын
But if you are close enough for an m1 any killer would just swing and hit you?
@poi55
11 ай бұрын
@@kidscast5842 but theres no delay for xeno to do that bc when a huntress wants to do that shes gonna have to bring down her hatchet and slows down a bit or a nemesis is kinda the same too
@BecketTheHymnist
11 ай бұрын
@@kidscast5842 Imagine if Huntress was a 115 movement killer and suffered no speed penalty for winding up a hatchet or having a hatchet up. Also at ANY moment they could M1 without bringing the hatchet down. That's how strong the Xenomorph is in it's current state. There's almost no down side to taking a shot with your M2 since the miss and hit cooldown is so small, and if you have the distance to M1 you can do that too. The survivor has to worry about both M1 and the tail power simultaneously. For Huntress or Nemmy that is not the case since they have a wind up and move slower while holding the power. Something HAS to change here for this killer's power to be fair.
@RoyalCrest-LetsPlaysAndMore
11 ай бұрын
I think the biggest issue is relegating the counter to a direct power (the tail) with an indirect method (an item). It just doesn't work well. With the exception of Singularity, every power with an item component counteracts a passive effect, not a direct effect (Nemesis and Wesker's vaccines/sprays vs. infection, Pinhead's box vs. chain hunt) which is a much better balance since it falls entirely on the survivor to make good use of their time and anything that happens as a result is moreso their fault than it does some unfair balance of the power. Additionally, having item interactions with powers runs the risk of being too strong or too weak, and one side feeling like it's not a fair balance. We saw how EMPs were handled with Singularity, and they do not feel good. They started off too strong, so were nerfed repeatedly, and they feel bad to use. Sure, disabling the biopods are fine, but Singularity can still use them to track survivors so unless you're very far away, he can still walk to disrupt the generator and generally aren't disabled long enough that it provides you much protection (because, ultimately, making him power walk towards you instead of teleporting, that alone is not going to win you the game). Moreover, Singularity can just remove and replace disabled biopods, rendering the EMP useless during chase unless you're W-keying across the map. But if you buff them again, then you're back to square one with them being too strong and Singularity having like, no power. I think it's definitely an issue of the tail just being too strong. There needs to be greater drawback to using the tail because missing a tail whip is tantamount to missing a lunge, except the tail is obviously much stronger. I did the math, and the survivor gains ~2m of distance more when Xeno misses a tail whip (which in DBD terms is half a second of running) compared to a missed lunge attack. In contrast, the PTB when the cooldown movement speed of a missed tail whip was 1.2m/s, the survivor gains like ~5m, which is a little more than a second of running, which I think is more fair considering how strong the tail is. You need to make the tail more punishing to miss to encourage skillful use, because as it stands, there's little drawback to spamming the tail, as opposed to other killers who suffer more if they try to force a special attack, because, ultimately, direct powers should have direct counterplay.
@PackproYT
11 ай бұрын
Finally someone else that's not blind to this killers flaws. I swear everyone is blind to the problems they have. Just gotta go look at the subreddit to see the smoothbrained takes I have no idea why they changed him the PTB xeno was better then the one we have now.
@AnotherDempsey
11 ай бұрын
Finally someone addresses how stupid the "just use turrets" counterplay is. Any time I get knocked out of power, just go into a tunnel for less than 5 seconds and all of that turret placing was useless. And that's IF it even knocks me out of power.
@24-7_DBD
11 ай бұрын
Yes but you completely lose the chase ur in. Is that not enough of a punishment?
@AnotherDempsey
11 ай бұрын
@@24-7_DBD You can be in a chase again in a few seconds, it's nothing.
@leiah6514
11 ай бұрын
@@24-7_DBDWhen you have tons of mobility and free tracking, that still doesn’t matter. Xeno can catch up or head straight for a gen quickly. A survivor wants to kick them out of power at the beginning of chase, which is the easiest time for the killer to drop chase. They can’t just be spammed with the big cooldown they have. It’s just not really a punishment or downside, especially when you can just bring 1 of the low tier heat resistant addons to completely negate it.
@imjustaguy1590
11 ай бұрын
@@AnotherDempsey You realize the tunnels are at specific spots on the map that you have to travel to first?
@AnotherDempsey
11 ай бұрын
@@imjustaguy1590 It's almost like 95% of them are within 10m from a gen or a key point on the map...
@tobydaniels461
11 ай бұрын
i find placing turrets in tactical locations to be really fun, maybe thatll wear off over time but right now i think its quite cool and unique
@Korhi
11 ай бұрын
It's fun until your turret placement doesn't matter because it has little to no impact.
@Seoul_Soldier
11 ай бұрын
@@Korhi If the turrets end up buffed to the point that this killer turns into another Singularity I'm going to blame you.
@CodPatrol
11 ай бұрын
Yes I agree but I have no idea how effective they are, from basic observations it doesn’t look like it has much effect. Is it worth setting them up when you can use those seconds on gens…
@PackproYT
11 ай бұрын
I find placing the turrets a fucking nightmare. Yay I went down before they wouldn't let me put it anywhere in RPD tight corners.
@user-nn1fx1nc7e
11 ай бұрын
@@Seoul_Soldier It absolutely will BHVR doesn't do nerfs properly they just completely gut the thing they intended to change or barely affects it at all. Xeno is going to be so dog ass because of the complaints. All they need to do is give a longer windup or windup animation maybe make the stun after a failed hit longer but knowing BHVR they'll fuck it up💀
@dannyskybox293
11 ай бұрын
I dont think xeno should be able to m1 when the tail is out. Huntress and nemi have to be put their special away breifly before they can m1 again
@brianferris8396
11 ай бұрын
I think Xeno could enter crawler but her tail would be down (like the post-game screen) and they would have to wind up and activate it to attack like Nemesis - where they bring the tail up and hiss [or something like that] it would give audio and visual cues to survivors whether or not the were looking at the killer in chase. I also very much agree with trying to balance out turrets and adding accordingly
@dylanwatts8818
11 ай бұрын
Great video, I agree with all the points and hopefully he can be balanced without getting nerfed to the point where he is unplayable
@XenoVT
11 ай бұрын
We all know he will be nerfed to the point of unplayability, so I'm going to enjoy him as is until that happens.
@madithevampirequeen9316
11 ай бұрын
i genuinely only run cereal rations (the brown add on that reveals all turrets while in the tunnels) and then some other non turret related add on and even that has been making turrets redundant
@randymarsh4748
11 ай бұрын
just cause you know where there are doesnt mean u can avoid them always especially on mkaps like midwich
@ToniToniChopaaa
11 ай бұрын
@@randymarsh4748if you know where they are you can just hit them if you need to
@The_Nocturnal_Raven
11 ай бұрын
I wouldn't mind buffing turrets... if turrets weren't invulnerble when stunned. It frustrates me to no end when I leave a tunnel, there's a turret that is invulnerable, and there's no downside to placing it there. And the turrets reactivate, and I hit it and it doesn't register (even with an M1)... It would make them less optimal to be near tunnel entrances, but make them stronger away from them, if that makes sense.
@sapphicseas0451
11 ай бұрын
With nemesis tentacle, the closest comparison to xeno's tail. you have to build up two tiers to have it be useful, and even then it doesn't injure first hit. with xeno, you get it immediately and repeatedly and it injured immediately, and don't even get a warning like you do with nemesis that hes going to strike
@bmo7259
11 ай бұрын
nah nemisis can do the same thing with his tenticle if he insta swings it, it comes out deceptivly fast. Its just that his animation is much clearer and he suffers a bigger slowdown if he holds it, xeno's start up is basicially impossible to tell unless you are staring at them.
@independentmissile200
11 ай бұрын
this is such a moronic comparison. nemesis tentacle has a much better range weapon
@sapphicseas0451
11 ай бұрын
@@bmo7259 yes but the audio cue is louder and further before the swing. I have probably 2k hours on nemesis alone. The range also isnt that mich different and nemmy cant injure immediately still, also hitbox cant hit over things as much as xeno can (cant hit over tall walls)
@steelrice3974
11 ай бұрын
Very fair take. As much as I love to always be in tail mode, survivors should be rewarded for setting up the turrets in good spots. There's alot of options for this to go so we should be open to ideas on how to balance the oppression of the tail attack and the relief turrets bring.
@soulbounddoll1826
11 ай бұрын
I like actually not being in tail mode so I'd also like a buff to turrets. Keep the tail strong though.
@cuddle899
11 ай бұрын
Me doing my victory dance as I’ve been saying EXACTLY all of this since their release. Especially about those 2 addons removing their only weakness and them being potentially top 5 due to little or no counterplay. Like this entire video is the essays I wrote my friends and on Twitter ❤❤❤
@Despresso-ht6ce
11 ай бұрын
I feel like the buffs he got on release were a little too much. He wasnt feeling that bad on PTB personally, so i think that taking away a little of what they gave on release (not everything probably) would make it feel better for survivor
@Grippod
11 ай бұрын
It feels like singularity was the precursor for alien here. The counterplay for nemesis, a prolonged wesker, singularity, and now alien is setup with the special item. Personally, I wouldn’t mind a longer turret print in exchange for 1-2 more turrets, and a base kit of the brown turret aura addons in exchange for more hinder from flames.
@XenoVT
11 ай бұрын
Honestly, I wouldn't mind increasing movement speed with turrets abit more, I like the idea of smart survivors setting up choke points like in the movie, cause currently every survivor just leaves it at the tunnle for it to be broken immedietly, or they just don't set up anything at all. Keep everything the same, but increase movement speed for better set up, just not TOO much, I like being able to punish them for trying stupid cheeky shit, like trying to put one down in my face instead of getting to a loop.
@kalemroseland7973
11 ай бұрын
Sadako rework too. It's obvious BHVR is trying to give survivors secondary objectives, I think Xeno is a tad overturned I think we can all agree he could use a slight nerf in some form but nobody I've seen says it needs to be crazy which is good!
@bmo7259
11 ай бұрын
@@kalemroseland7973 Yeah, most of the time when a killer is slightly overtuned people are calling for them to get the freddy treatment. Hopefully bhvr don't go wild and ruin the only well designed killer they've made in the last 9 months lol
@klinkadink1345
11 ай бұрын
I don't think he really needs any nerfs so long as blight and nurse still haven't been brought to justice, nerfing alien would be like jailing a drug dealer while letting a serial killer walk free
@CodPatrol
11 ай бұрын
Blight isn’t that bad it’s just his add ons.
@klinkadink1345
11 ай бұрын
@@ThatFooLoops am I wrong?
@blackestmamba
11 ай бұрын
I'd love an option to dismantle a turret as survivor because ATM it's very possible to make it so a certain turret is in a corner and it was once useful but now it's a dead zone away from anything. Tail is all sorts of bugged and needs hitbox fixing. Missing an M2 attack should be punishing. At the moment It feels like being followed by a pyramid head or an artist that has their M2 perpetually primed
@diegoparodi3854
11 ай бұрын
I would like for them to just rework the turret related add-ons and see how it goes, because i like the idea of being able to "counter the counter" as killer if you have a good reaction time, the problem is that it's just too easy if you have any turret add-on. In fact, I think even the add-on that lets you see the turrets when you are in a tunnel is a bit too much, since if you know where a turret is beforehand there's no way you're getting burned out of your power by that turret.
@thelastgamer1
11 ай бұрын
Expecting solo que survivors to set up the perfect coordinated turrets is ridiculous. Also since turrets don’t stack anymore it’s even worse. I really don’t understand why they buffed him he was absolutely fun and fine for both sides in the ptb
@Kondziorek55
11 ай бұрын
Current Xeno is pretty much if Pyramid Head had constantly his M2 without a cooldown after an attack
@mizark3
11 ай бұрын
The math for the add-on less M2 is an average (worst case scenario) 1.38s, when it takes 1.5s to be burnt out of power. The worst case being if you are running parallel to the turret, and you didn't know where it first started blasting you with the average .25s human visual reaction time (instead of the faster audio reaction time). You essentially have to be 50% slower than the average human to fail at reaction M2'ing in the worst case scenario. Latency doesn't appear to factor in because the burn bar doesn't fill after the Xeno breaks the turrets, so it doesn't appear to double check with the server. Also the funny thing is the yellow shorter turret add-on is more effective than the green flame resistant add-on (by a tiny bit).
@blorg7174
11 ай бұрын
I'm going to be real, it would be more interesting to make the tail whip a more avoidable attack (and more punishable on miss) than to look at turrets themselves. If I'm playing survivor against a xenomorph, I'd rather there be counterplay mid chase than in the boring macro game.
@independentmissile200
11 ай бұрын
yayy let’s nerf a B tier killer! if you’re going to make the tail more avoidable and more punishable on a miss you better also make it stronger overall. more range for example
@shadowofsecracy
11 ай бұрын
As you said, without add-ons you have to react immediately or get taken out your power and it'll get you to like, 90% out. Any buff to turrets will make them guaranteed power off stations and require the killer to run the add-ons similar to the PTB. Add-ons might need to be reworked, but basekit would need a smidge more time for casual/average level play.
@PackproYT
11 ай бұрын
People who dont think xeno needs a rework/ nerf are just killer players who are not good at the game or they have nostalgia goggles on for Alien chapter. There is obvious flaws with this killer. This video states them pretty good. I would rather verse a twins then xeno because at least victor has counterplay.
@VileVamp
11 ай бұрын
I think he's fine, people need to learn how to use the turrets properly. If you drop the turrets just by the gens and dont drag them to where you will run, you are throwing.
@ScottJund
11 ай бұрын
not sure how many times i have to reiterate that it doesnt matter where your turret is or how good it is, i can kill it before it does anything to me
@VileVamp
11 ай бұрын
@ScottJund You have to waste time hitting it, or you will never catch me. I think it's way too soon to be crying nerf, you're severely overstating the strengths of the killer while downplaying the weaknesses.
@knarledfuwuig5847
11 ай бұрын
Do you think the new chase music is better Scott jimmy? I personally think the last one has more personality to it and fit the character more. The one now sounds like a basic horror theme you could slap on over half the killers.
@SebTheSamMarten
11 ай бұрын
Scott said in a previous video that he hated the original chase theme because it was just a one second loop that never changed and was grating on the ears.
@1nfiniteVo1d
11 ай бұрын
They could’ve just extended the ptb chase music and everyone would’ve been cool with it.
@XenoVT
11 ай бұрын
I wish they would of used the one they use in the trailer, it's basically a mix of both old and new but sounds like actual music and can definetly see it being anxiety inducing when chased.
@tylerbeisbier2499
11 ай бұрын
I think a pretty good counter option could be to make the torrent have a tiny bit more range so approaching it means you'll probably lose your power. You are also slowed while on fire as well but only after being hit by it for about half a second Then after being burned by the turrets your power burns out like wraith or nurse and doesn't come back for about 10 seconds or so.
@mohsaic3489
11 ай бұрын
So you’re saying you want him to be power powerless pretty much. I see why BHVR is so terrible at making changes, because people make dumb suggestions like this
@marcovazquez-ou2pv
11 ай бұрын
@@mohsaic3489 the amount of time it takes to set up a turrent is so long and tedious. Even getting just one takes 5 seconds to retrieve, 5 or 7 seconds to actually deploy and God forbid you want to move them to a loop like most of you killer mains suggest because that can easily add 10 or 15 seconds with how slow you are. Low-ball you are wasting 20 seconds to set up just 1 turrent only for it to get shot in 2 seconds and gain no distance whatsoever. How biased can you be. Do you not see the issue with this? And you can't even play the turrent in most places because of the space requirement. If you think this is fine, you need to get your brain checked.
@mohsaic3489
11 ай бұрын
@@marcovazquez-ou2pv whenever you’re on a gen with a turret set up and it’s by a tunnel. Do you wait until the last second to run? Or do you buttfuxk the gen like every other survivor bc they can’t hear the loud beeping from the turret INDICATING that the xeno is underneath you. Instead of wasting that time humping the gen, you should use that time to run so you don’t give them an earlier hit coming out of the tunnel. Now just imagine if every survivor had the common sense to do that? You could say “well that only 10 seconds of time saved” but if every survivor does that, all those 10 seconds add up. Constantly bitching about killers is the reason nurse blight and Wesker are played the most. Turrets are counter play. A counter shouldn’t completely shut down a killers power. Talk about not using your brain
@eclipscycle
11 ай бұрын
I think the idea of "earning the power" was completely overlooked. Like you said xenomorph does NOTHING to earn their power. If you run the brown egg addon its just an easy 25ish second recharge which is nothing since you only have to wait that out every now and again. I think the counterplay is fine but if it took maybe 10 seconds of tunnel traversal and 1 minute outside of tunnels it would probably be fine. You spend a good amount of time in tunnels anyway, its just weird how you can get knocked out of your power, destroy the turret, and then get back into your power mid chase because of how short the cooldown can be.
@Seoul_Soldier
11 ай бұрын
"Earning" the power isn't true for all killers. What does Nurse do to earn her power? Or Deathslinger? Or Huntress? The only killers in the game that earn their power are Oni, Myers and Ghostface.
@eclipscycle
11 ай бұрын
@@Seoul_Soldier okay except for nurse they all have some lengthy drawbacks, huntress and deathslinger have reloads that majorly set them back. Like huntress basically has to drop chase to reload and deathslinger loses a shit ton of distance
@joeboyd5997
11 ай бұрын
I think a better option possibly would be to make it so the turrets require a short animation to destroy rather than an attack, make the stagger base kit, change the add ons to reduce breaking time on turrets and make it so the turrets don't take away your ability any more while in animation. This makes it so Xenomorph has to choose to either destroy the turret, walkthrough and lose the power or go around it. There's more counterplay but it's not too big of a change to the overall kit. The animation could literally be as short as snuffing a totem or something like that
@XenoVT
11 ай бұрын
I could get behind that, as a counter make the add on of turrets auto destroying once out of your power basekit so survivors punish themselves for cheeky plays by stacking a bunch of turrets in one room. Now they have to wait for an entire cooldown to get more. Would make having an animation worth it, and cool to see him just grab one and break it.
@TheDeenoh
11 ай бұрын
I realize if they give his tail a windup, he becomes too similar to huntress, slinger, demo, etc. But at the same time, I hate that it's just a guessing game of if he'll use the tail or not
@zachtemoro2116
11 ай бұрын
I’d honestly be down for them to experiment a little bit, making runner mode a lot more earned through stealthy plays after emerging from tunnels, basic attacking, or breaking pallets. He wouldn’t get any progress through tunnels anymore tho, and while in his M1 stance he is actually slowed to Nurse movement speed when out of chase. There needs to be some sort of shift with runner mode to feel more powerful and less frequent, and his M1 mode needs to feel a little more relevant but also weaker
@yuiop2703
11 ай бұрын
I would just increase survivor movement speed while carrying turrets. That's one of the main reasons they're less worth it, not to mention the fact that slows are not fun
@Seoul_Soldier
11 ай бұрын
Slows aren't fun but half of the suggestions on this video are to make the killer slower and more clunky to use.
@TheDustyPeaches
11 ай бұрын
I have no clue if this would be good but maybe slow the turret stun but make it drain the power rather than build up a stagger. If the power fills up with the red bar from a turret the xenomorph gets stunned like a pallet stun but if the bar fills half way when it wears off you will exit crawler mode with half charge. I think this would make turrets more impactful while still being a threat your reaction to the turret decides how long until your power comes back while also threatening a stun if you are greedy and don't manage to get your hit in time.
@XenoVT
11 ай бұрын
This actually sounds cool like maybe the stun would be the turret auto exploding cause of over heating once the bar is full. Would keep survivors from spamming the turrets.
@PeglegSmitty
11 ай бұрын
Counterpoint - encouraging survivors to set up turrets more often turns everyone into Skull Merchant. 😂
@Chewy_Piranha
11 ай бұрын
Tail needs a noticeable wind up and I don’t think xeno should m1 when in tail mode unless they put the tail away
@samburgess5122
11 ай бұрын
Why don’t we have the tunnels slowly strip away the power? That way people don’t just sit underground all game, camp hooks, or go back down for two seconds to get power back
@yucklets7007
11 ай бұрын
The tail strike should function more like a nem whip, hold m2 to coil the tail up and then m1 to launch it out. It would better telegraph when a tail strike is about to happen. From the survivors POV the tail is dragging behind the xenomorph until it starts to coil it, then it would look like how it always does in runner mode.
@bensoontm5244
11 ай бұрын
You can place turrets behind dropped pallets, the flamethrower shoots through the dropped pallets or even windows
@eattherich5409
11 ай бұрын
imo thebiggest part of theturret is it tells you xeno is underneath it, letting you hide or dip
@zenerstorm95
11 ай бұрын
Maybe make it so the power decays over time when not in a tunnel? A Xenomorphs entire hunting strategy is hit and run when its a single drone, so it'd make sense. That or maybe make it so that every time you miss a tail whip, the power bar goes down?
@hawarsuri3866
11 ай бұрын
I think the power decaying over time would be a solid idea
@occasionallydom
11 ай бұрын
ive found that if you have a team that sets up turrets consistently and you are able to loop around the turrets it makes xeno more sufferable, but as the players get better the turret becomes a non-factor, like Scott said. Crawler mode lets Xeno zone survivors out of a loop just by existing. They've made yet another killer where the only effective thing to do is predrop and hold w. if I had to pick a solution to the oppressiveness of crawler mode off the top of my head I would make crawler mode a timed power, and to take away the m1's while in that state. If I'm running to a window and my only option is take the window and get hit, or dodge to the side and maybe the killer misses, then every time the xeno can just continue moving at me and m1 me instead which makes it feel like a lose-lose scenario. we already know that a killer that leaves no room for interactivity from the survivors leads to boring gameplay. for a power so oppressive and so good in chase, its not something xeno should have access to for 90% of the match.
@Nolandiscool
11 ай бұрын
The only counterplay that seems effective is playing TCM. I've had no complaints since. Hope this helps!
@technicallypsycho5370
11 ай бұрын
One thing that could be done to address how weak turrets are compares to how readily available runner mode is would be to add a cooldown period after getting burned where you can't get into runner mode or use tunnels, something like that.
@adamkant439
11 ай бұрын
Not being able to use tunnel or enter runner mode after getting hit by a turret would probably turn this killer in to like b rank tier max
@Seoul_Soldier
11 ай бұрын
Just freeze the crawler mode cooldown after you get burned but leave tunnels alone. If getting burned would remove crawler mode and tunnel traversal then this killer would go from A to F.
@XenoVT
11 ай бұрын
@@Seoul_Soldierthat's what they want lol, people ar even saying turrets should make Xeno drop survivors and that would make it "fair"
@technicallypsycho5370
11 ай бұрын
@@Seoul_Soldier Sorry I realize now that I worded that weird, I didn't mean burning would temporarily disable both, I meant just one or the other. Xeno would definitely suck if that disabled both.
@Jalswim
11 ай бұрын
The problem I have with his counterplay isn't how strong the turrets are necessarily but more of a Pinhead issue with random teammates. It can feel super punishing to fight a killer where your teammates need to use an item to help you in chase. With Nemesis and Singularity I can at least syringe or EMP for myself in chase to cut off their power, but I can't do the turrets all myself, the time efficiency just isn't there. Even if they make double turrets stronger like you suggested it would still lead to randoms needing to coordinate the turrets which can suck. I wish that they had a bit less punishment for a single survivor doing turrets, like making you able to take multiple turrets quicker out of one box or not slowing you down as much. I don't want them to be midchase items or anything, just not as time consuming for one survivor to dedicate themselves to, because as it stands a lot of my solo queue teammates seem to ignore turrets or just place them blindly on generators that are in the open without any thought.
@bobaet7683
11 ай бұрын
You could make it so instead of hitting you go up to and you have a prompt similar to snuffing a boon that way your forced out of your power
@nalu1656
11 ай бұрын
Fix: Dont allow the xenomorph's to destroy turrets with the tail
@FangelicVive
11 ай бұрын
I feel like the biggest issue is that turrets need to be more consistent. Currently the turrets feel like if Dredge could choose the individual locker he teleports to instead of having a criteria for grouped lockers. As of right now, it can feel a bit clunky as the killer but at least it's balanced. Flame turrets currently feel really chunky with hardly any reward. I think the turrets should be the focus of any change. One thing I'm baffled by is the fact that your crawler mode still charges when you're being burned by a turret. I've had plenty of times where I carry someone to a hook, get burned after hooking them, and then a second or two after I'm in crawler mode. The flame turrets really should revert crawler mode progress if you aren't actively in crawler mode to force more tunnel usage. I also think that flame turrets should be breakable while stunned. That would at least create more scenarios of creative turret placements rather than always setting them up right outside a tunnel.
@one_letter__shor6820
11 ай бұрын
I think making turrets spawn less frequent, while making them more impactful against alien would be better for both sides. Have when alien gets burned, alien is locked out of his tail power for 25secs; regardless, if you go into a tunnel. Or make it to where alien can’t access tunnels after being burned for a short time. After 25secs your power bar begins to fill. When alien destroys a turret, it should take 45 secs for another turret to replace it.
@neiiko5712
11 ай бұрын
I feel like if turrets didn’t slow you down and if you can run with them would be more fair cuz if you pick up a turret as the killer comes out of a tunnel then you don’t have enough time to get to a space to deploy the turret and you’re out of position and can’t make any loops. There’s also no notification on survivor end (aside from turret) for the tunnels but the killer can see your footsteps so they can intercept you going to a turret and get an easy down.
@SquidLips413
11 ай бұрын
Having played a lot of Xeno, the counter is flame turrets. If the turret burns out Xeno, the killer now has a difficult choice: Chase the survivor as a basic M1 killer or go into the tunnels to get power back. 35 seconds is a long time to chase without a power. It takes about 4 seconds in tunnel, which is plenty of time for the survivor to get away. The problem is if killers are able to break the turret without losing power or much distance. If anything, that is a balance issue with turrets rather than the rest of Xeno's power. The other counter is sharp corners. Pretty much anything that makes Nemesis tentacle hard to hit will make the tail attack hard to hit. The two powers are remarkably similar but with some very important differences. Xeno's tail feels faster because it is always ready and has an invisible wind up. It also doesn't lock out M1, which negates some usual Nemesis counterplay. Overall, buff turrets and/or nerf the power charge rate out of tunnels. Survivors should be rewarded by using the killer's built in counter rather than simple jukes.
@JakeobE
11 ай бұрын
Honestly, my biggest complaint about Xeno is that him going from no power to crawler mode during chase has no sound queue or anything. So I say I want to go vault a window against a Xeno with no power, then right as I go to vault, he gets his power back and instantly tail attacks and there was nothing I could've done to know that was going to happen. Pretty lame. Though most Xeno's won't get kicked out of power anyway.
@10du16
11 ай бұрын
i dont think addons are the problem. this killer is miserable to go against. the best thing turrets do is give you distance. Very anti hold W and anti loop killer.
@elija_hernandez457
11 ай бұрын
Doesn’t xenomorph have a significantly longer cooldown time?
@EvelinaNinudottir
11 ай бұрын
I like the lore-accurate idea that the Xeno retreats to the tunnels after being hit by the flames, but I think it would be better if they made it so that it needs to spend more time in the tunnels in order to get the power. Then, the Xeno player might actually decide to traverse the map and look for a victim elsewhere instead of just waiting or moving back and forth.
@scytheleaf
11 ай бұрын
while it's incredibly easy to obtain your power, i feel like turrets should do more to the xenomorph when *not* in crawler mode. i don't know the lore or the movies, but even when the turrets are blasting flames at the xenomorph they do absolutely nothing to it. your power meter decreases ever so slightly, but it's barely noticeable. honestly why do they shoot at all if they don't do any damage
@DmitryPetkov
11 ай бұрын
I like how Scott basically defending Killer which he didnt play against at all. I'm Killer main with 14k hours and I see major issues with this Killer from both sides. I've been playing as and against Alien for last days and my results are this: As Alien with 0 gen protection perks 4k at 4-5 gens almost in any game, survivors cant do anything in chases, you just crawl behind them and whatever they do in a loop = guaranteed hit. Vault=hit, pallet drop=hit, any low or semi-high obstacle = hit above it. I didnt even brake pallets apart from shack and couple of other ones, like on Game. If you use tail to injure, time to catch up is insanely short, cause by the time survivor reaches any other structure I was already at the tail hit distance. As survivor it is same - any game against Alien ends at 3-5 gens, cause teammates and myself are dropping in chases very quickly. Turrets are non-factor whatsoever - 4 turrets spreaded out dont slow him down and dont kick him out of crawler mode. My thoughts on his needed changes are: Crawler mode - 110 speed. Any other killer that is able to down you over vaults is 110, why Alien is different? Tail attack charge time should be added as well as very clear audio cue that its beeing charged. Atm you have no idea when he is going to use it, cue is not enough and there is no time to react. Turrets should be immune to destruction - they fire till overheat or till they kick him out of crawler mode. So survs will be able to create some places of safety from his crawler mode on the map. Crawler mode recharge speed should be toned down while he is in tunnel. Atm he has 32 secs charge time while outside of tunnels, and 4 seconds in tunnels. Should be toned down to 16 secs inside tunnel.
@ScottJund
11 ай бұрын
? im asking for a nerf
@DmitryPetkov
11 ай бұрын
@@ScottJund In a weird way, seems to me :) "Make stagger addons baseline, make survivors stack 2 turrets to get any effect, but increase number of turrets to 6". Its basically a buff, cause stacking turrets is quite difficult. MS is cut to walk while carrying, boxes have CD to obtain new one, etc. Anyway, Alien should be nerfed, amount of time consumed by trying to counterplay and amount of time to obtain power back is tenfold. And if survivor is not in turret proximity, which is 95% of time during chase survivior is screwed. He need a lot of tweaks.
@aPumpkn
11 ай бұрын
They need to nerf the shit out of that power recovery inside the tunnels. I feel like I'm playing with an iri addon every time I do that
@SirBM-TTV
11 ай бұрын
If you don't do tapes against Sadako or box against Pinhead etc, you'd think they were broken. As long as the team keeps up with turret pressure the Xeno has no power. You said you haven't played against them much. I suggest you do. It's important to play as and against a good amount of time before forming opinions. The other thing is that you forget the game is asymmetrical. The time investment of setting a turret shouldn't be equal to the killer countering it. There's 4 Survivors so the killer time is far more precious. Survivors actually doing the turrets helps slow down, and if they don't, well that's why Xeno feels oppressive.
@joshkeller2671
11 ай бұрын
I dont even waste time setting up turrents unless it happens to be right next to the generator im going to work on. You move too slow and it doesnt take them out of power 9/10 time's. I feel they didnt want to make another singularity and went too far in the other direction.
@SkeletalElite
11 ай бұрын
IMO There's a few things that can make xeno better 1) Just slow the xeno down more during their tail attack CD, this serves 2 purposes. It gives survivors more distance after using the tail attack and it also makes a survivor running you through a turret more punishing.. 2) Remove the ability to place 2 turrets within firing range of each other. Right now one of the most effective things you can do to a xeno is place 2 turrets next to each other because no matter what the xeno will get burned out when dealing with them, even if they combine the addons that increase fire resist and reduce turret attack range. 3) The cooldown after destroying a turret (with m1 OR tail attack) should be longer 4) MAYBE add another .10 seconds to the windup of the tail attack but adjust the speed curve so for that first .10 seconds they're still moving full speed just so the survivor get's a small window to react to the incoming attack. The idea is that single turrets are more than a minor nuisance if the xeno knows what they're doing, but also removes the 0 counterplay move and having 2 turrets right next to each other. This is a better overall state for xeno because it leaves them feeling like less of a solo stomper (don't need to coordinate stacking turrets) and also makes it so the survivor can actually get some distance when they use their attack.
@Pierdylionn
11 ай бұрын
I think making the runner mode harder to get would be a bad idea. The whole experience feels like Alien Isolation with the dynamic of going back to the tunnel when burnt but it happens rarely. I think the turrents should have more power or at least be faster to deploy.
@Badboy20400
11 ай бұрын
Yeah more turrets more stagger would be good, but I also think quicker turret placement would be good or at least being able to run at full speed when not in a chase or maybe in 16 or 10 meters of him so people can't do it mid chase or support a teammate actively
@XenoVT
11 ай бұрын
This sounds cool, would give chances for awesome turret placement and punish cheeky plays and mistakes.
@ginol1443
11 ай бұрын
I don't use Torret add-ons and I swear those sneaky little fuckers caught me off guard more than times than not. and making reaction adjustments with a Joystick is rough
@PackproYT
11 ай бұрын
If turrets are meant to be the counter play they need a massive massive buff. I've ran xeno through 3 on all fours and he STILL had his power. That is not fair at all. Out of the two I want a tail whip change so there is a CLEAR TELL if he is going to m1 vs tail whip. Like nemi putting his whip up, pyramid head slaming knife in ground, huntress putting get hatchet up, wesker putting his arm up, demo opening his mouth. The PTB Xeno was way more enjoyable then release xeno.
@thedutywarlord264
11 ай бұрын
Yh you want to nerf him so he become singularity 2.0
@PackproYT
11 ай бұрын
@@thedutywarlord264 why does no one understand that counterplay is what makes the game fun, nobody with a brain complains about huntress because she has clear counterplay for surviours, xeno does not people just want counter play. hence my comment turrets either need a major buff to be the counterplay (or maybe just the turret related ad ons, remove all turret ad ons ) OR you need to give a clear tell for the tail whip and not let him m1 on all fours and force him to stand up if he wants to m1, same time it takes nemi to put his whip up for example (i would prefer this option)
@thedutywarlord264
11 ай бұрын
@@PackproYT the tail is fine , alien just need less movement when she miss the attack and for the turret you make that survivors can run faster with it . Dont need to overkill a good killer . Because that's what going to happen like singularity... people are not going to play it because the counterplay is too easy
@3AHoles
11 ай бұрын
The tail is like Nemmys tentacle. It can be dodged in the open but narrow corridors, its very hard. Ive seen people still do the spin dodge if the killer insists on the tail whip instead of M1.
@Atlas718
11 ай бұрын
Xeno should get his M2 and tunnels removed, M1 killer is the strongest killer, we have to balance 1vs1 in an asymmetrical game, since that makes the most sense. We also should give some buffs to MFT, make it like 100% haste. I think that would do it and then everyone is going to hug and world hunger and wars will stop.
@mattwoo556
11 ай бұрын
The ability itself is not op, it’s the lack of tell that comes with the attack that makes it nutty. Its basically silent, which is actually very significant when chasing. As with any ranged killer, there’s a slight audio que that allows you to react, think huntress audio wind up or even seeing death slinger scoping as a tell. That is integral to the “balance” and interaction between players. I say that as a 50/50 player who considers balance for both sides. If we look at the history of other killer powers with range, we see a slight trend of adjustments. Examples would be Bhvr taking away death slinger quickscope bc it was almost impossible to react to it. Same with pyramid heads m2 to m1. I’m not saying anything about xeno needing nerfing, she is great. but she does need a better indication for players of when she’s going to m2. Giving that to her would not bring her down at all. Imagine if huntress made no noise when chucking a hatchet. Ranged powers are significantly stronger without any que before the attack, which is what we have in Xenos case. All those killers I listed are still amongst the best killers despite those pushbacks to their powers. A part of what makes up my conclusion is bc Ive been crushing survivors with xeno while simultaneously struggling to escape against xeno. Its not because I’m clueless of what to do against her but like I said, you almost can’t react to her tail in majority of interactions.
@jaydonarchuleta5691
11 ай бұрын
Agreed 100%. Well said. There needs to be a visual or at-least audible cue that the xenomorph will use its tail attack so the survivor is aware. Otherwise they can’t predict when you’ll do it or just M1.
@V123_5
11 ай бұрын
Ive had survivors block me so i cant hit another survivor, this killer has some serious play and counter play, ppl just dont want to learn the killer and how to counter it
@androgynouslibra7607
11 ай бұрын
BHVR: alright guys it seems our killers are too unfair to play against, so we are gonna add some couterplayer to Alien *meanwhile*: Nurse, Blight, and huntress players.
@theitalianmexican1035
11 ай бұрын
Well I’m honestly glad that he gets his power too easily, rather than him struggling to use his power. It’s typically easier to make something weaker than it is to make something stronger. At least Xeno doesn’t have the problem Singularity has, where he basically can’t use his power against good survivors.
@aquaimperative5618
11 ай бұрын
I definitely think that buffing up turrets is the way better idea than making his tail worse
@soulbounddoll1826
11 ай бұрын
Yeah, mostly because not being in tail mode is kinda cool. You become much bigger and scarier.
@killer4516
11 ай бұрын
Honestly, it's nice for once that a killer doesn't have a power that just becomes completely disabled by one button press of a survivor. I think the tail isn't as bad as people make it out to be. Just nerf or remove the stagger addons so the turrets become more fair counterplay. Base kit Xeno is fine.
@XenoVT
11 ай бұрын
I'd be fine if they just made the stagger add ons more stealth add ons, why the Xeno doesn't have more undetectable add ons is a crime.
@adabong
11 ай бұрын
i agree with the add ons part they should def do something about the turret add ons a little bit but other than that i really don’t have a problem with xeno. would rather go against him than a knight and sm
@GreysTavern
11 ай бұрын
I think the addons that reduce the effectiveness of the turrets basically need to go. Baskit, Xeno's fine. Basekit the turrets slow you down enough that when they are used properly (set so that they can hit you from the 10m away and you have to push into them for 5.5m and then tail strike flawlessly at max range to kill it) they work fantastically because by the time you do that the survivor has held W and is flat out gone. They're far enough away now that even if you managed to hold onto runner mode they are going to get to the next tile at least, if not be able to chain it into another (depends on the tile layout obviously). Even when you DO have your power, the counter play that people seem absolutely dead set against using despite it being 100% effective with basically no recourse from the Xeno is to just full on pre-drop before she's in range to M2 you at the pallet. You can legitimately "hold W and pre-drop".
@narvalo3630
11 ай бұрын
this whole thing just feels like the singularity’s emp but in reverse
@PadraicSmith
11 ай бұрын
On the tail whip; it's not even 50/50, it's more like a 80/20 favouring the killer, it's just a better basic attack that takes some aim and there's not much a survivor can do to prevent it. Much as it doesn't provide the same threat level or map presence as Oni's demon dash I'd say it's harder to play around. It's very oppressive and in the moment it doesn't feel like there's counterplay. On the turrets; wastes of time. If the killer pays enough attention, they won't even be pulled out of their power, it will buy only as much time for the survivor as the recovery time of the attack, and costs them far more just to set up, and even pulling the killer out of their power doesn't necessarily win you the chase. Furthermore, feels pretty uninteractive for both sides tbh; there's nowhere you can place a turret that is guaranteed to make it work, it's just hoping the killer won't notice or react quickly enough and that's all there is to it for the killer it doesn't feel like something the killer has to put a lot of thought into it's just annoying to be pulled out of power when you're not paying loads of attention and a mild hindrance otherwise. Now I'm not saying the killer's design is terrible at all far from it, compared to some it's great, but it feels lacking in outplay for survivor, it feels like no matter what I do I lose so I might as well run with no brain cells. I've tried not dropping pallets to goad respect, they just hit me if I run through it, I've tried pre-dropping them to use them for hiding behind, because of the extended reach of the tail he can play around a lot of pallets (other than shack and jungle-gyms) so I get hit without the chance to get to jungle gyms, and if I try to go for stuns I get hit in the animation. Feels so heavily weighted towards the killer that I feel like I should just hold W and never stop. If anyone's found a tactic that works, please let me know because lord above I don't wanna hate another killer.
@shaniquejefferson
11 ай бұрын
They need to reduce the turret spawn cool down and make it to where you can return to the same control tower to set up a safe zone with 2 turrets
@jembos
11 ай бұрын
Every xeno I faced has Tunneled me and I'm not cappin
@Freyaundergrowth
11 ай бұрын
I think flamethrower should just be a handheld item it forces survivors to choose between power counter play or items which help with pressure it would also slow a survivor like a flash light beam For xeno power I think the red bar stays and doesn’t go down or it goes down very slowly and make it slower to get the power
@aidreinhorn1534
11 ай бұрын
I’ll be honest I really don’t mind going up against xeno. When I’m playing as him I’ve had several people dodge my tail attacks before. I think it’s still to early to tell if he needs a nerf or not.
@myrez_
11 ай бұрын
I think this is just me, but it's really weird how Xeno doesn't get slowed when under fire. Who cares if he's outside of power, I made almost 0 distance so I'm getting M1'd either way
@chuckingreaper8654
11 ай бұрын
If he got slowed when being lit on fire, he’d be kicked out of his power every time he encountered a turret without the range reduction add-on. If they reduce the speed, they’d need to reduce the amount of heat required to exit crawler mode.
@AppleJackSix
11 ай бұрын
At least let survivors move faster when they carry turrets. I hope they don’t change Xeno much, they’re very fun to play and not as strong as Blight, Nurse, or Wesker.
@marcovazquez-ou2pv
11 ай бұрын
Wesker and blight(without broken addons) require skill and can be countered most of the time. Even with their techs you can play around them. Xenomorph takes no skill and is arguably close to being as strong as them and she has no counterplay other than turrets that at best are a minor annoyance. Apples to oranges. She is just a weaker nurse with less skill. It's like the artist and knight all over again.
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