Theories on new Alien chapter?

Whats your theories on what the new chapter might have? Whats the Xenomorph's power? Perks that will be added? Map design (if any)? Let it all out here, lets see who's right when we get more info.

Comments

  • Pretty sure there's going to be a new map. They wouldn't have shown all those glamour shots of the ship if there wasn't. I can't really think of any chapters where they showed off a location so much and it not be a map they add.

    As for power it could honestly be anything. Likely this Xenomorph is based on, if not THE, one from the first movie, so stealth could be a key element.

    There is definitely going to be a survivor with this chapter so it could be Ripley or her daughter, though more than likely it'll be Ripley herself.

    As for perks you got me. It's very hard to predict perks. Maybe if I thought more about things that are niche issues or fun fixes, but whose to say.

  • Map will be updated Hawkins lab.

    Everything else I don't know

  • Xeno will probably be stealthy and fast. Idk what the survivor will have (if ripley maybe a flamethrower?)

  • I bet there is an alien in it.

  • Some combination of stealth and game delay with face huggers would be my guess based on the last 4 or 5 chapters

  • @AetherBytes said:

    Whats your theories on what the new chapter might have? Whats the Xenomorph's power? Perks that will be added? Map design (if any)? Let it all out here, lets see who's right when we get more info.

    my theory is that the killer is freddy fazbear

  • Alien Power: Some kind of fast map traversal (IE Lockers like Dredge or creating "vents" like Demodogg). Also some kind of a stealth mechanic as well. Or maybe a combination of both where you can control a wicked fast Xenomorph, which puts you in stealth but you also can't see or hear survivors or something to make sure it's fair.

    Personally while I don't think it'll happen, I kind of hope that you'll be able to control lil Facehuggers and have them hop around like Victor!

    I'd also be willing to bet money one of the perks is going to be like..."Acid Blood" or something like that. Get bopped in the head with a pallet and the pallet will "dissolve" in....15 seconds or something. Something that isn't instant to give it a downside but the upside over other pallet breaking perks is that it works with all pallets instead of 1 in 4 like the Spirit's perk.

  • My guess is a combination of stealth with a lunge ability and some sort of mini mori through a status affect.

    So like a combination of Demo and Sadako.

  • Maybe it'll be able to climb on walls?

  • I'm excited for the Xenomorph.

    The important question is, can it run a three gen?

  • Really hoping they include the face huggers somehow in his power.

  • New spaceship map

    Xeno: Stealth/Chase killer?

    Attacks with claws and tail. Maybe the xeno can deploy eggs that survivors need to destroy. Mori will be either facehugger or mini mouth.

    No idea on perks.

  • Does The Alien impregnate survivors with a baby alien tho?

  • I reckon they'll use a similar mechanic to Singularity, except instead of a pod it'll be a face hugger coming from a planted egg. You can probably get rid of it in a similar manner to Victor.

  • @Xendritch said:

    My guess is a combination of stealth with a lunge ability and some sort of mini mori through a status affect.

    So like a combination of Demo and Sadako.

    Fully anticipate a Demo-like lunge

  • I hope the face huggers are a part of the power! Fingers crossed. :X

  • This was my Alien design back in the day. I think it could be cool but I think it can be made differently while still being faithful to the films, so I'm pretty excited. I do think my desing is kind of nice, though.

    https://forums.bhvr.com/dead-by-daylight/discussion/375690/fanmade-the-xenomorph-chapter#latest

  • The p6 for alien would probably sport the green acid blood. It would be a wasted potential if its just regular blood

  • I’m guessing some face hugger power that will take a lot of effort to land on a survivor, but then the survivors will have alien-EMPs to cleanse an area of face huggers.

    Also be prepared that if it’s a stealth killer, it might have a huge lullaby radius, or loud stomping feet noises, directional audio noises, or something else to make sure the survivors will run away before the killer gets there.

  • My guesses are:

    1. The Xenomorph will be an aggressive stealth killer, which may introduce a much faster form of stealth playstyle.

    2. I hope to god Sigourney Weaver reprises her role as Ellen, with perhaps a legendary skin in Amanda Ripley.

    3. The map would be the Nostromo.

    4. The Xenomorph may have a perk that involves injuring survivors if stunned (as a reference to their acidic blood)

    5. The mori may be a head-munch.

    6. Ripley (if it is her) will have a perk that may introduce a new item, such as a flamethrower from a chest, that can be used to seal off areas for a brief period of time to prevent killers from chasing. Maybe one-use, and probably trialed already during the anniversary in the form of the blocking of vaults.

    7. If Sigourney Weaver is involved, she may have some voice lines. Not nearly as many as Cage, but maybe a handful in reference to the Xenomorph ("Get away from her, you #########!").

  • @Marc_go_solo said:

    My guesses are:

    1. The Xenomorph will be an aggressive stealth killer, which may introduce a much faster form of stealth playstyle.

    2. I hope to god Sigourney Weaver reprises her role as Ellen, with perhaps a legendary skin in Amanda Ripley.

    3. The map would be the Nostromo.

    4. The Xenomorph may have a perk that involves injuring survivors if stunned (as a reference to their acidic blood)

    5. The mori may be a head-munch.

    6. Ripley (if it is her) will have a perk that may introduce a new item, such as a flamethrower from a chest, that can be used to seal off areas for a brief period of time to prevent killers from chasing. Maybe one-use, and probably trialed already during the anniversary in the form of the blocking of vaults.

    Re #2, can just imagine Ripley running up to save Meg with the flashlight and hearing "get away from her you #########!" 😂

  • Presumably the new map will be another indoor map that 97% of the community dislikes

  • Xenomorph Power:

    You plant a hidden Facehugger in a generator, the next time a survivor touches a generator the Facehugger will become active and infect them, while infected the Survivor suffers from the Incapacitated and Oblivious status effects and must travel to a cleansing station to remove it.

    Once a Facehugger is destroyed it takes 15 seconds for the Xenomorph to be ready to plant a new one, can hold up to three Facehuggers at a time.

  • Power could be literally anything, facehuggers, stealth aspects, maybe even something from alien's moveset in MK X.

    I would assume at least one perk would be something with increased hearing tied to undectable or something. Survivor breaking into a run within 16m of you while out of sight shows their aura for x seconds and grants you undectable for x seconds. Based on Alien isolation where if you run, the alien immediately appears in the area and chases you down.

  • Just gonna drop this as my idea for the Xenomorph's power. I'm not expecting it to actually be like this, but I think it would be a great way to do it:

    @Seraphor said:

    By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety)

    Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers tiering up. This allows for a relatively non-threatening early game, which makes room for a more lethal killer concept to take over in the mid-game.

    This makes for a rather unique gameplay loop, and a unique killer concept in general. You have the suspense of a stealth killer in the first phase, further suspense and/or a reprieve for survivors in the second phase, you then have the ‘counter’ third phase in which the killer must evade the survivors, swapping the roles, and then finally you have your main killer, the perfect organism.

    I remind you all this is just for fun, and individual values are not a make or break thing for this entirely hypothetical concept. By all means point out flaws, but there’s no need for “x seconds is so OP!” and the like.

    Spawn: Ovomorph

    Your spawn in animation is the ovomorph, or the egg, hatching with a Facehugger emerging from it. The game starts with five evenly spaced ovomorphs on the map, and you emerge from the one furthest away from the survivors as a Facehugger.

    Phase 1: Facehugger

    This phase plays much like Victor, you scurry around at 6m/s with a low FoV and no terror radius, accompanied by a lullaby of scurrying/scratching sounds. You cannot see scratch marks, but you can see auras and killer instinct when applicable. Your goal is to latch onto a survivor, you cannot latch on to a survivor in the deepwound state, and being stunned by a pallet causes you to respawn from the furthest ovomorph. Once attached, you have a skill check prompt like a survivor’s wiggle skill checks, meanwhile the survivor suffers from Blindness and Incapacitated and can attempt to remove you much like Victor, this action takes 14 seconds. You need to fill the bar to complete your implantation. If you fail to fill the bar fast enough, the survivor can pull you off and stomp on you. This action injures the survivor and puts them into deepwound, and you respawn from the furthest ovomorph. If successfully implanted, you progress to the Larval phase.

    Phase 2: Larval

    This is the most passive phase of the xenomorph cycle. You simply follow the implanted survivor around like a spectator, with a graphic on screen of a gestating larva. You also gain your ‘gestation’ meter which will remain for the next three phases. While this is happening, a separate 45 second timer is counting down, visible on the survivor’s portrait, which only you the killer can see. You will occasionally get skill checks like a survivor healing/repairing, hitting a skill check increases the gestation meter by 3% and decreases the survivor’s timer by 1s, hitting a great skill check will increase the gestation meter by 5% and cause the survivor to scream and interrupt their action. Survivors interacting with objectives will speed up this process, and add-ons can adjust the duration. Crucially, a survivor may not know if you successfully impregnated them, unless you hit a great skill check or you have add ons that inflict a status while impregnated. Meanwhile you get to see everything that survivor is doing, such as placing boons, which generator they’re working on, etc. Once the timer has completed, you erupt from the survivor as a Chestburster. This event interrupts the survivor’s action and puts them into the dying state, it also applies one entire hook state automatically. If this occurs to a survivor on death hook, a unique mori animation is carried out.

    Phase 3: Chestburster

    As a Chestburster, you are vulnerable. 5 seconds after emerging from the survivor, survivors are able to stomp on you, but this will place them into deepwound. If they do so, you respawn from the furthest ovomorph as a Facehugger and begin your cycle anew. Your goal is to evade the survivors, you move at 6m/s and have no terror radius, but you do have a lullaby. Once you are at least 32 meters away from a survivor, you gain the prompt to ‘complete gestation’. Hold down the secondary action button while stationary to increase the gestation meter, the default duration of which is 60 seconds, but will have retained any progress from successful skill checks during the Larval phase. You gain killer instinct at a range of 24m while in this phase, and when triggered, your gestation progress slows to 50% speed. Once the gestation meter is 50% complete, you will enter Immature phase.

    Phase 4: Immature Xenomorph

    You’ve now grown to the size of a large dog or a small human, you can no longer be stomped by survivors, your FoV is raised to that of Hag/Sadako, you lose permanent killer instinct, and you gain the ability to M1 survivors. You cannot pick survivors up when in the dying state, but you can mori if applicable (via offerings). You are capable of defending yourself, and capable of applying pressure, but you cannot further your objective until you complete gestation. Visually, you are a smaller version of your adult form, with any cosmetic options resized accordingly. Continue to hold down the secondary action button to complete your growth phase and become an Adult.

    Weapon: Prehensile Tail

    Basic Attack (M1): You thrust the tip of your tail forward and spear a survivor with the tip.

    Phase 5: Adult Xenomorph

    You have completed your growth cycle and become the perfect organism. You can no longer revert back to previous stages, but why would you want to? Your now at full height, your movement speed is 4.6m/s, your Terror Radius is 40m, your lunge is increased by 50%, and you gain your secondary attack ‘Evisceration’.

    Special Attack (M2): Evisceration. Hold the secondary action button to go into ‘Evisceration’ ready mode, then press the primary action button to activate. It takes 0.5s to ready ‘Evisceration’ and 1.5s to fully charge. While charging/charged, you gain killer instinct on all survivors within 16m and move at 3.86m/s, while emitting a hissing sound. A partially charged ‘Evisceration’ will unleash a rush attack at 15m/s and injure any survivors in your path, a fully charged ‘Evisceration’ will unleash a rush attack at 18m/s and put any survivors hit into the dying state unless under the effect of Endurance. The rush attack is slightly steerable, unlike the Demogorgon’s Shred, but movement is heavily restricted similar to Oni/Billy. Evisceration has a 6 second cooldown, and a failed Evisceration or collision with an obstacle has a 4 second fatigue. An Evisceration rush does not break pallets, but it does cause you to vault over them with minimal loss of speed, and unlike Wesker, does not pause your power or deplete charges. If a survivor is still on the other side of the pallet, they will get hit.

    Overall, you might notice that there are elements of Demogorgon, Wesker, with a bit of Myers in there, and a little bit of Twins. This all comes together to form a unique gameplay loop that makes for a relatively non-lethal killer in the first 2 minutes of the game, give or take your success at impregnating survivors, much like Myers tiering up. You then become a very threatening killer, with a power similar to Demo and Wesker in some ways, with an edge on each of them due to the lethality of a fully charged Evisceration.

    There is a potential to never reach the final phase, if you allow yourself to be crushed in the Chestbuster phase and respawn as a Facehugger, you could repeatedly shave off hook states and eliminate survivors that way. However, this would take around 60s each time and would effectively be like camping, but with less pressure applied. Add ons could make the process a little more efficient, and the iridescent add on can kill survivors in one implantation, but if you use this, chances are survivors will avoid crushing you as a Chestburster to prevent you using it a second time.

    Add ons

    Iri 1: Iridescent Teeth - When erupting from a survivor as a Chestburster, you immediately kill that survivor by your own hand. Gestation in all phases is 100% longer.

    Iri 2: Hive Mind - When charging ‘Evisceration’ you also gain killer instinct on survivors within 16m of any ovomorph. Survivors revealed by killer instinct suffer from 2% Hindered for the duration.

    VR 1: Razor Talons - A partially charged ‘Evisceration’ inflicts Deepwound on healthy survivors.

    VR 2: Serrated Talons - A partially or fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    VR 3: Pheromone receptors - Reveal the auras of any survivors within 8m of an ovomorph.

    VR 4: Acid Blood - Injured or dying survivors who stun you by any means are inflicted with Deepwound.

    R 1: Perfect DNA - Increases gestation gained from great skill checks by 2% and gestation speed by 8%.

    R 2: Growth Hormone Omega - Reduces the survivors gestation timer by 10 seconds.

    R 3: Debilitating Toxin - While gestating in a survivor, that survivors action speeds are reduced by 25%.

    R 4: Denticulated Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    R 5: Pheromone glands - Survivors that come within 8m of an ovomorph suffer from Oblivious, this effect persists for 3 seconds after leaving the area.

    UC 1: Superior DNA - Increases gestation gained from skill checks by 1% and gestation speed by 6%.

    UC 2: Growth Hormone Zeta - Reduces the survivors gestation timer by 5 seconds.

    UC 3: Insidious Toxin - While gestating in a survivor, that survivors action speeds are reduced by 15%.

    UC 4: Jagged Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 30 seconds. Timer is paused while hooked.

    UC 5: Camouflaged Chitin - After losing a chase, you become Undetectable for 20 seconds.

    C 1: Enhanced DNA- Increases gestation gained from great skill checks by 1% and gestation speed by 3%.

    C 2: Insipid Toxin - While gestating in a survivor, that survivors action speeds are reduced by 10%.

    C 3: Rigid Chitin - You cannot be crushed after emerging as a Chestburster for an additional 10 seconds.

    C 4: Blunt Talon - A fully charged ‘Evisceration’ will not put a survivor into the dying state from healthy and will instead inflict Deepwound, failed Evisceration cooldown is reduced by 2 seconds. Gain 100% bonus to bloodpoints in the Deviousness category.

    Perks

    Just a few ideas to add to the concept, although these aren't things I'm totally set on, just a few things I thought would fit the concept.

    Perfect Defence

    • An injured or dying survivor who stuns you by any means is inflicted with Deepwound and inflicted with Mangled for 20/25/30 seconds.

    Heightened Senses

    • When a survivor loses a hook state for the first time, this perk gains 1 token. When sacrificing a survivor, this perk loses 1 token.
    • When this perk has 4 tokens, you see the auras of any survivors within 4/6/8 meters.

    Genetic Memory

    • When a survivor is unhooked, their aura is concealed for 180/150/120 seconds.
    • After this time has elapsed, they become Oblivious for 30 seconds and their aura is revealed for 22 seconds.

    Ellen has to be the survivor, it is after all the original Alien license. But I think Amanda as a legendary skin would be awesome too.

  • Y'all gonna eat crow when a green alien show up in one of the next teasers 👽️

  • I think it's cool and it would be amazing if it could crawl on the ceiling, but now we need predator