Crowman
Crowman
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- Crowman
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No.
If you seriously can't handle the chance that you will face against a killer you don't like, don't queue up as survivor. No reason to ruin matchmaking bc you feel entitled to picking your opponents
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536591#Comment_3536591
It takes a whole staff to work on 1 killer? I see those m1 killer buffs will never happen then.
The devs have stated it takes about a year to design and develop a chapter. Twins and Skull Merchant have been confirmed to have upcoming changes that will be revealed soon, so it's not out of the picture that those two killers took priority away from Freddy work.
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Years ago a perk came out called Mettle of Man. Top Tier killers at the time could basically ignore it (Nurse, Billy, Huntress) since it only triggered on M1 hits meanwhile the weakest of killers such as Trapper, Wraith, Freddy just had to deal with survivors having an extra health state against them.
Why do I bring this up? Because saying a perk is fine, because if you play only the best killers in the game is just showing that the perk is a problem. The devs aren't trying to make every killer Nurse level strong. A perk existing where the only way to deal with it is to play one of the few things that can deal with it, means that perk needs adjustments.
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FNaF is pretty huge for what it is. There's a movie coming out later this year for the franchise.
No reason to avoid the license completely when it's likely just a small vocal minority hating on the idea of FNaF coming to DBD.
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536417#Comment_3536417
My argument isn't that he needs buffs because Xeno exist, my argument is that he doesn't deserve to keep his nerfs because xeno exist. He couldn't do anything that Xeno can't currently do that's my entire point. If it's ok in BHVR's eyes for current Xeno to exist then pre-nerf Slinger should be considered perfectly ok
Deathslinger and Xenomorph are different killers. Xenomorph existing does not justify reverting Deathslinger nerfs.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536320#Comment_3536320
we should still buff him a little right?
please my irish killer needs some help from the dirt from his injured leg
Deathslinger could use some adjustments. But it's not because Xenomorph exists.
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536342#Comment_3536342
IN CHASE (Something i've specified but keeps getting ignored): How are the two killers different? The difference is that Xeno is undeniably better. Xeno can hit you at a vault/pallet/window. Slinger can do the same but the difference is if Xeno connects on an injured survivor it's always a down. If Slinger connects on an injured survivor there are other factors that can prevent the down. Otherwise Xeno is a normal speed killer that can just walk up to you and slap you, slinger has to deal with 2-3 more loops due to slow speed to catch up (especially in mft meta)
OUTSIDE CHASE: Xeno is significantly better and there's no argument there.
Turrets need to stop being used as an excuse, if you play both sides and have played as and against xeno you know very well that turrets are ineffective on their own you need multiple for them to actually work and the time spent setting them up is more of a benefit for xeno than a hinderance given a 3 second dip in the tunnel given the power back.
Xenomorph's range is 4.8m. Deathslinger's range is 18m.
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536320#Comment_3536320
The reason they're compared is because in chase Xeno IS slinger but better.
People need to stop using turrets as an excuse as if they're any good. It takes 2 turrets next to each other to even work 9/10 times because of how long it takes to actually burn the xeno.
You also brought up his fixed tunnels as if they aren't fixed right next to gens, yknow the thing he's supposed to be patrolling anyway and also the location survivors have to go to aquire counterplay and also the fact it sees footsteps while in tunnels. No way anybody can deny that Xeno isn't heavily overloaded with too much crap.
Slinger being nerfed was unjustified back then but I got it, casual survivors aren't good and that's where he stomped hard. That's fine w/e but Xeno IN CHASE is almost identical to slinger BUT better.
Reverting slingers nerfs doesn't allow him to do anything that Xeno already can't. There's no excuse or reasoning for it at this point is my main point/argument.
What would giving slinger his old (or at least a 24 meter) terror radius do that's so unfair? Xeno can already creep up with tail
Why would giving quickscope back break the game? Xeno tail attack does the same thing and still doesn't have to reload nor are they punished for missing
I can let the addon nerfs slide as they were practically the only ones anybody ever used
Xenomorph is not a better slinger. They are not comparable killers.
Slinger has 18m range and always has his power active. Plus he has to reel in survivors for damage.
Xenomorph has 4.8m range, does not have his power always active for the trade off of being able to move quicker around the map. Once his tail attack hits, it does damage.
As for tunnels. They generally do spawn next to gens, but some maps have fixed chest spawns which can force control rooms to be much further away from the gen it's suppose to be protected. Maps like midwich can have control rooms on the other side of walls as well. Xenomorph can't just get broken out of his power then immediately travel to a control room, he has to path to a control room first. Freddy, Dredge, and Sadako all have fixed points they teleport to, but they can engage the teleport where ever they are on the map.
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@[Deleted User] said:
Hopefully EMPs are addressed further. Singularity's difficulty is vastly overstated IMO. I have never had difficulty tagging survivors with Slipstream. I'm usually able to do it within seconds of starting a chase or patrolling. You don't have a power if the survivors have EMPs and use them at the correct time.
And even if they don't have an EMP, you can perfectly triangulate the survivor at a loop, get an Overclock off, and they pre-drop a safe pallet. Your power is Fire Up at that point. Pre-drop drop a pallet and don't zone yourself when you do it. You've countered Overclock.
This killer is not anywhere near the difficulty of Billy, Nurse, Blight, Wesker, Oni, Huntress, and more. He's just really weak.
I don't necessarily think EMPs need to be addressed. There's a lot of QoL things that could be done to help him out.
Tagging survivors is frustrating, because random things can prevent you from tagging despite seeing 90% of the survivor, so that can be adjusted.
Swapping to a camera and having to rotate to get view of a survivor and by then they are already out of view, bipods should at least be at automatically look at the closest survivor when you switch to it.
Overclock should at base last longer, because often you can just reach the pallet or vault and then run out and not get any benefit from the boost.
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People need to stop comparing Slinger and Xeno.
Slinger does not have turrets that can be placed around the map that alert you of the killer in a 41m radius bypassing undetectable. Nor does Slinger have to deal with turrets that can prevent you from using your special attack. Also slinger's range is 18m compared to Xenomorph's 4.8m
Also while Xenomorph is mobile, he can't just travel whenever he wants to and to whereever he wants to. He has to go to a control room and travel to other control rooms. Sometimes you get bad spawns.
I do think it's unfair that slinger had both his TR nerfed and his quickscope nerfed, but the existence of xenomorph does not mean that slinger needs to be reverted.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536205#Comment_3536205
Yeah, Singularity dominates. Wait, have you played him? I played him a bunch and the only matches you lose as him are the matches you were going to lose regardless. Plus you are acting like Singularity can't spend 2s to reapply the goo. The Survivor needs to waste 2s in an item grab animation for you to spend closing the distance and getting a free hit if they de-goo themself.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536208#Comment_3536208
Xeno presses the button and .2s later the hitbox spawns while still moving at 4.6. Nemmy has to hold M2 for .35s, slowing down, then he can tap M1 to start spawning the hitboxes. (I haven't been including the Attack Open time, but I believe this is how long after the whip is prepared and you hit M1 that you need to wait before the Attack Hit time has the hitboxes linger. I don't know for certain though. If that is the case then technically Nemmy has a .6s minimum windup. But since I don't know, I'm sticking with the .35s because it is more favorable to your point.)
I'm not trying to dodge your point, I don't understand the point you are making. If he is close enough to bodyblock, then he was close enough to M1 without needing to wind up the whip to begin with. Otherwise he has too much distance to cover. In non-filler pallet loops you can take the opposite of the window or pallet in the cancellation cool-down. Eg. Shack you can take the pallet instead of the window, or Jungle Gyms at the window can take the pallet instead. This basically only applies to hyper-zoned filler pallets, but even Nemmy has a similar problem at those as Huntress, as he has to round the loop and commit to the tentacle or the hold-W at the pallet each rotation. Even if Nemmy threatens a whip every rotation, he slows to 3.8/4.0 for .35s, and 4.2 for 1.5s, losing .81/.88m each threaten, and since it is a rounded loop with a Survivor smaller hitbox this distance is compounded. Also this .88 is closed in about 1 and a half seconds, you in a rounded loop you still lose ~1.5s of distance on chasing the Survivor by threatening the whip.
Singularity is not dominating and is also a killer nobody plays. Also it takes far longer than 2s for Singularity to reset after an EMP.
It's very clear you just want an "easy win" button.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536185#Comment_3536185
And when holding power Nemmy is slowed to 3.8 or 4.0. You are skirting the issue. Xeno gets to 'hold power' at 4.6. If Xeno's power is not created equal in the sense it can be knocked out of power, then the power shouldn't be designed around a worst case scenario (add-onless and unaware of turret location) for Xeno to reliably break the turret, and only failing at that if they are 50% slower at reactions than the average human. Or put another way, if Xeno can be broken out of power, he should be designed to consistently be broken out of power (edit: when the counterplay is utilized). It isn't like crawling in the tunnels for 5s to camp the gen or head to another gen is that big of an ask at 18m/s.
We saw what happened when survivors have free access to completely remove a killer's power with singularity. Turrets do not need to be able to consistently break the killer out of their power. Providing distance alone against a killer who lacks any meaningful way to close the gap during a chase is huge enough as it is.
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Just escape. Just don't stand in the exit gate bming or bm in end game chat. Just let the game end and move on.
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@Biscuits said:
What you are reacting to in the video was her pullling up her power, not using it. She could have easily just held the power and watched you DH.
Xenomorph cannot hold the tail. Once the tail attack is used, it will fire.
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@EternalRique said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535645#Comment_3535645
LMAO see it's like barely ANY set back 🤣
I hope something is tweaked in the future.
It's bugged and the devs have already acknowledged the bug. When fixed, Xenomorph should be slowed down to 2.0m/s during the 3 second cooldown.
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@Header said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535492#Comment_3535492
but that's during the hit cooldown right? don't think I've ever noticed it happen during the miss cooldown
Xenomorph should be slowed down to 2.0m/s for 3 seconds after the tail attack regardless if they hit or miss.
You can actually see for a brief moment xenomorph is slowed down before immediately becoming normal speed as the tail retracts. You are suffering the 3 second cooldown as you can't attack until the tail retracting is over, just not slowed down making the 3 second you can't do anything more of a formality.
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@Header said:
Xeno's miss cooldown is 3 seconds and he moves at 2m/s during it.
Demo's miss cooldown is 2.25 seconds and he moves 1.15m/s during it
why are people acting like Xeno doesn't have a cooldown at all?
Because there's a bug where often Xenomorph doesn't get slowed down during the tail cooldown. He still has the 3 second cooldown, just moves at normal 4.6m/s speed.
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No.
Xeno isn't even as strong as people make him out to be. Too many people refuse to learn how to use turrets and automatically dismiss them as being useless and then wonder why xeno is running around unchecked.
As for the tunnels, they are in static locations that you have to manually walk up to and spend a total of 3 seconds entering and exiting plus whatever travel time. Dredge, Sadako, Freddy all have a cooldown, because they can teleport from anywhere on the map. Demo can too if he has a spare portal.
Xeno is fun to play, because he's not bogged down with unnecessary cooldowns or restrictions. On the other side, I've had plently of 3/4 man escapes against xenomorph playing solo queue. The people crying the most over xenomorph simply aren't interested in trying to be better at the game.
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Cheaters can just bypass crossplay anyways. There wouldn't be a point than to make it so that people can't play with their friends causing those people to find a different game to play.
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If seeing GG bothers you, just mute chat.
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Nah. Survivors are already going to get a form of base-kit delieverance if the killer sticks around the hook long enough which I think is enough.
Plus we already saw how awful basekit unbreakable was when they did the ptb test.
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The whole point of Calm Spirit is to not scream and thus not give away your position. It's not a bug, it's how the perk should work.
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If it was 4 survivors vs 4 killers, it would make sense for survivors to have their own unique abilities. The problem is the game isn't that.
Survivors need to be equal in strength since the game needs to be balanced around 4 survivors facing a single killer.
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FtD in theory is better on hit and run killers that utilize undetectable or oblivious. Since Ultimate Weapon requires a TR.
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@xneo said:
why cant you take this seriously.
You're a new user posting one the forums about how you know so much about game design.
If you are truly good at game design as you claim to be, there's no point in posting on the forums. Go apply for a job as BHVR has a job listing page.
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By utilizing the turrets.
It's a 41m detector of the killer in the tunnels and it becomes very easy to know when to leave the area around the control room when it starts going off.
Then as long as they aren't placed in areas the killer can easily spot, they often do a good job buying you distance or even ending the chase.
Then you treat Xeno as psuedo range killer and try your best to path so he has no good line to hit you with the tail. Remember it's 4.8m range which is shorter than if Xeno just lunges on you.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534639#Comment_3534639
agree, nothing wrong with what you are saying but i think it would be more healthy if he actually needed to hold his tail thats how we could acutally properly react it
I disagree, because the tail doesn't fire instantly. Besides, survivors have turrets for a reason. Utilize the counter item the killer gives you to deal with his power.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534631#Comment_3534631
well this might be a bit long but its not about huntress already my point is that imagine a huntress her hatchet always ready to shoot but she also can m1 you without needing to bringing down the hatchet or when you play nemesis you charge your attack and when you wanna m1 someone you need to slow down a bit my idea here is basically he should not be allowed to use m1 when in crawler mode bc in a chase i am always like now he is in crawler mode he is gonna use tail attack i should try to dodge it but he just ends up m1'in and you cannot tell if he is gonna use m2 unlike pryamid head or nemesis
Xenomorph can't hold his tail. Once he presses M2, he commits to firing it. Not to mention the range of the tail is 4.8m which is shorter than lunging unless there's a wall between you.
Plus Huntress doesn't spawn in flame turrets that destroy her hatchets forcing her to have to reload her power. Even if the turret placed doesn't knock Xenomorph out of his power, it should be buying you distance to get to the next tile as he's forced to path around it or destroy it. And Xenomorph has no way to make up distance and forcing him to back off from a chase is a win.
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Huntress is always able to use her M1s.
She can't use M1 while charging a hatchet. Xenomorph can't M1 while using his tail attack.
Being in Crawler mode isn't a real choice for Xenomorph. It's just the form he goes into after some time which gives him access to his tail attack.
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@SurvClaudetteMain said:
Killer mains you are welcome to post YOUR video of your 10 matches escaping Xeno.
Until then pls stop the bullying.
I've had several escapes against Xenomoprh and even had one d/c. I don't really record my games.
You guys just need to accept that Xenomorph is completely beatable.
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@jesterkind said:
I feel like you're trying to make a broad claim out of a single piece of evidence, here. Xeno is the only killer that got "random buffs" after that PTB, I don't know what you're referring to with the other two examples.
On that point, though, I think most of the buffs were fine. The only one I really have an issue with is the post-miss speed reduction, I don't think that should've been buffed.
The tail attack cooldown speed is more than likely fine. It's just hard to tell when half the time the speed penalty isn't being applied to the tail attack and xenomorph keeps moving at 4.6m/s. People just need to calm down and let BHVR fix the bug.
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@Boons123 said:
It seems that you did not try to enter a tunnel after being burned
I had a miserable match where two flamethrowers were placed and I still managed to knock him out of his power
He simply entered the tunnel and after 3 seconds he regained his strength as if nothing had happened
You forced the killer to drop chase. That's still a win. It really seems like survivors won't be happy unless the turrets make xenomorph unable to do anything and becomes bully fodder.
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The mobile game was made much later and has a different team working on it.
They did port over the heartbeat from mobile to the main game.
As for optimization, it's easier to optimize mobile games because phone specs tend to not be significantly different.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533462#Comment_3533462
Nurse released during a very very different game. There was broken things on both sides and truly that's what made the game fun. But here we are, where they are pushing MMR and balance. Xeno doesn't fit in modern DBD.
I am at least glad you killer mains agree she is as strong as nurse now.
Xenomorph isn't anywhere near the level of nurse. Hell release nurse was 115 and she had to be nerfed immediately because that was too much.
Xenomorph has a 4.8m attack and no way to catch up if the survivor makes distance. Xenomorph gives you turrets to use against him and requires survivors to do more than just run a tile and throw a pallet to out play him.
Just because you haven't figured out how to best use turrets does not mean they are useless or that xenomorph is oppressive.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533427#Comment_3533427
I don't think we have ever been in a position before where a killer has been this strong. I think the kill rate is way higher than people think it is. People keep saying she is A tier but I have seen many survivors say Blight feels like a break compared to her right now.
Imagine saying this when 5 blink and omega blink nurse existed.
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I had 3+ escapes against xeno the last time I played so he's not as unstoppable as you guys like to pretend he is
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533066#Comment_3533066
Which does not always work. Especially if it uses the addon.
I do not need much. Just an audio cue or something.
Xenomorph has no tools to catch up if survivors get distance which is what turrets enable survivors to do.
Good placements of a turret can end a chase even if it didn't break him out of crawler mode.
He doesn't need to give survivors a warning because that's not how you are suppose to counter him.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529738#Comment_3529738
Most killers with ranged powers get slowed a ton when they ready it up. X3no does not get slower. It does not even need to wind up like Huntress.
Xenomorph's range is 4.8m and survivors have the ability to knock him out of his crawler mode.
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It might be a good idea to practice against bots in customs to get a feel for the power.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532537#Comment_3532537
Adept is meant to be a challenge, if it was easy it wouldn't be an achievement.
It means you have to probably lose a few to figure out the best plan to be able to get all 4 people dead on hooks or simply bring a Mori which gives you the achievement but again, you have to get all 4 on hooks to do which goes against the "slug" mentality.
Survivors escaping due to a lucky hatch has nothing to do with a challenge. If the killer is at the point where they slug for the 4K, they've already beaten the challenge.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532765#Comment_3532765
can I find out what exactly this bug does?
Xenomorph is suppose to suffer a 3 cooldown where he moves at 2.0m/s after a tail attack. Often this slowdown does not happen and Xenomorph keeps moving at normal speed after a tail attack.
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None. Just fix the bugs currently making his power stronger than it should be and leave him be for now.
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You could try MoM + OoO for practically permanent aura reading on the killer.
You could also try Residual Manifest since the killer being blinded means they can't see your aura and you still get to see theirs since otherwise aura blocking perks prevent OoO from going off.
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@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532708#Comment_3532708
They are weak. How many of those games are Xenos who aren’t running turret resistance?
It takes far too long to bring them to desirable positions because the walk speed is terrible, only for them to be near useless with the resistance addons. Most Xeno are capable of just tapping the turret with M1 and resuming chase. It isn’t hard. The ONLY time it’s useful is when you double stack turrets near each other. But guess what, doesn’t take a genius to realize they can get their power back within seconds by jumping into a tunnel and being the best zoner/chaser in the game.
you waste time setting them up for little reward. Plain and simple.
Continue to not set up turrets and complain that the killer rolls over your team.
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If you want to hide your footsteps, hold a turret.
Perks should not just make you immune to a killer's power.
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@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532692#Comment_3532692
You can assess how weak the turrets are compared to Xeno’s tail whip because they’re not bugged. They’re mutually exclusive and are part of the problem.
I've played a few games against Xenomorph today with at least 3-man escapes. Turrets are not weak. Too many survivors are just ignoring turrets or placing in them right in front of the control room which are just asking for them to do nothing.
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@rvzrvzrvz said:
You can make it more fair without making it weak but it's hard to understand for binary brains I guess, like losing some distance if you miss tail is reasonable, even nurse/blight/wesker lose distance if they miss their abilities what's wrong with that ?
he can spam tail infinitely, miss without losing distance and still gain bloodlust, you're dense if you think it's fine, "but muh 4v1 surv are afraid of me" ok lol, hope devs have a bit more complex thinking or we're in trouble
Keeping Bloodlust while using Tail Attack is a bug. Xenomorph not properly slowing down to 2.0m/s is a bug.
People need to realize that Xenomorph has something aspects of his power that are not working as intended causing him to be stronger than intended. Once those bugs get fixed, we can start to asset whether or not his kit is an actual problem. Otherwise demanding for nerfs when the killer has bugs making him stronger is just going to put him in a far worse state.
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I feel like Xenomorph is an exception here due to a license agreement. Though it also doesn't really matter too much for Xenomorph because survivors will see the control centers before the killer anyways.
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Oh no the killer with a 4.8m attack has a 16m TR.
Not to mention that turrets detect xenomorph from 41m.