Xenomorph needs a rework bc of how oppressive the turrets are
The turrets have a 41m radius that detects the xenomorph, even when undetectable, couple this with being able to have 4 out at once, that completely turns the map into a locator simulator for Survivors, making stealth builds EXTREMELY useless to even use, this NEEDS TO CHANGE, down vote me, complain for all I care, this has to change, unhealthy designs like this is why certain builds on both sides, are bad for the game, rather its op for one side or makes the other miserable, so here's MY suggestion,
Xenomorph gets a facehugger ability that allows to manually plant facehuggers or set ovomorphs to latch onto Survivors when within a certain radius, if not taking them off in time, they get marked for impregnation, over a timer, if they don't get rid of it, a new xenomorph baby pops out and injures the Survivor with broken for a certain amount of time or kills them, and the newborn runs off and stays hidden for 30s to a minute to grow, when fully grown, it'll ONLY be a resource gatherer, revealing Survivors and destroying resources like turrets or pallets or damaging generators, but also detected by the turrets and getting burned causes it to retreat by into the tunnels for a set time before appearing to continue its patrol, or a facehugger mechanic that allows the xenomorph to do a mini mori that includes the facehugger and immediate chestburster popping out of the mini morid Survivor and stays there for visual affect (as this is a mori and having this version of a facehugger mechanic acts as a timer and mori system that a few killers already have)
But another thing, nerfing the turrets can be done in numerous ways, like, no longer detecting the xenomorph when a Survivor is oblivious or when xenomorph is undetectable, making more base kit addons as base kit abilities, or even reducing the range at which the motion trackers within the turrets detect the Xenomorph
Another final thing, this goes for oppressive builds, like the recent Judgements hex build, not too familiar with it but it already seems oppressive, but this goes for Survivors too, like nerfing certain perks or abilities they have
Ive said what I wanted, I just want this game to be more balanced design wise but also build wise and fun and fair, please feel free to comment what you think
Comments
Not only this, but the turrets make ACTUAL stealth perk builds useless, which is already a poor design choice
I think making the turret's detection not work while the Xenomorph is Undetectable would be a great change that would give Xeno players the ability to actually use stealth builds, and I think maybe making a couple addons at least partial basekit would be good for the killer. I'm unsure about anything else though, I think (balance aside because we would have no way of knowing, especially without specifics) the facehugger idea sounds pretty cool, although it would make the killer's counterplay even more difficult to learn for new players and moreso I don't think the devs would make such a massive change. I also feel like while a bit on the weak side, he usually sits around a mid to low B- tier with people, so I don't think Xeno is all that weak. There are definitely a couple buffs they could give Xeno, but I don't think the killer needs a massive change.
This, also I just feel like turrets deserve a nerf as a whole as currently if youre a competent survivor its incredibly easy to get xeno out of power. Turret nerfs such as turrets cannot burn the xenomorph on a different elevation, no detection while Xeno is undetectable, would be a nice place to start
I think the two changes I would make that would probably put Xeno in a good spot are 1. the turrets don't detect Xeno when Undetectable, at the very least when out of the tunnels, and 2. make the turret range decrease addon at least partial if not fully basekit
I think the Xenomorphs current power is just disappointing, I would want a rework for a more unique power.
I appreciate the feedback, and I understand the concern regarding the facehugger/xenomorph drone ability, as it can be oppressive and a bit odd to understand, but with how the xenomorph currently stands, something definitely needs to change and having a hivemind ability that utilizes drones or facehuggers would be a good secondary power, but the stealth and how op the turrets are, definitely needs a change
Agreed, that's why I think a hivemind/facehugger/drone ability would actually make sense for why the turrets would be oppressive if they were to keep them this way, but if not, I don't see why the turrets should remain the way they are now
Edit:
@SpyUA
Yes, I completely agree, but I think the range decrease should be a basekit change as well tbh
Edit:
@Archangel2O
Also a personal rant, it's crazy how some people downvoted, specifically the part where the turrets built in tracker makes stealth perk builds useless, which is crazy
honestly i agree with most of this, especially the part where Turrets just automatically counter undetectable perks on Xeno. Not to mention rendering an Add On (Cat Carrier) useless as well.
As a 100 xeno main myself, I agree. Xeno has a lot of potential to have a more unique playstyle/power, everyone had tons of ideas on how it would play but when it came out with just tail poke, that gets removed by double stacking automated safe zones, the gameplay alone is whats kept this killer from being as popular as other big icons.
I'd love a rework, even if it was something like instead of turrets they can get motion trackers, and xeno has like 0.1% terror radius while crouched or something, but it can clearly hear the motion trackers (and they get broken when downed, and like mentioned above^, motion trackers cant detect him when undetectable for stealth builds ) so its a double edged sword, and it gets a way to pounce on survivors. (As one of many examples for a rework).
Just a heads up since this happens to me, you might want to add some @s to your comments. I think it did the same thing to you as it does to me, where after you leave one comment quoting someone, you have to refresh the page otherwise the quote button doesn't work.
Again? Man I hate it when this happens, I'm not exactly sure on how to @ anyone here lol
If you just put an @ symbol and then type their username it'll pop up in a list and you can click on it
@Archangel2O like this?
@Archangel2O what part of the facehugger/hivemind/xeno drone second power would you like me to explain?
Yeah exactly, you can just add those @s to your old comments
Sounds good, also more people downvoted this again, man it's really difficult trying to find a good balance between making the game balanced and fun but also for something everyone likes and happy with
His buffs in 2v8 are genuinely so disappointing, there's no reason to play him when nemesis exists with a stronger M2, map pressure from 4 zombies and it's easy to get xeno out of power but there's no buff that makes the turrets less efficient, like he needs some basekit add-ons for this mode, also there's more gens so there's more stations so there's more turrets and 8 survivors to put them.