Crowman
Crowman
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I will say the patch notes do state his tail cooldown movement speed is 2.0m/s which is not the case most of the time. If xeno misses, he should be slowed down and survivors should get distance, but it's just simply not doing that.
Though really we just have a killer who has a bug making them stronger and people keep asking to nerf him instead of fix the bug.
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I played a couple games of him tonight and I can 100% attest that the 2.0m/s cooldown Xeno is suppose to move at is not infact the speed he moves at during his cooldown.
But I can also attest that his hitbox is wonky and you basically can't hit any survivor within like 1m of you.
Would be nice to see these issues get resolved before judging how strong he actually is.
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I had a game where the bot bleed out and didn't get Adept Xenomorph. The next game I had sacrificed all survivors and got it.
It's certainly possible that survivors who bleed out don't get counted as kills.
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@althompson0110 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530206#Comment_3530206
Yeah I saw that, and from how I understood it is they updated the text but the perk isn't updated. So it's still being shadow nerfed then? Trying to get more clarification but they just kinda ignored the question I asked in this thread. Not to mention if the way I'm understanding it is correct, they still ignored the op bringing up that the perk is being shadow nerfed. Gonna nerf something, okay, but add it to the patch notes instead of blindsiding everyone. Honestly kinda glad I haven't played dbd since TCM came out. Even nerfed vault speeds whis was honestly stupid. They're doing a lot of unnecessary nerfs tbh.
It's just old text description that got pushed live. It does not mean the devs are planning on nerfing WoO.
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@CatnipLove said:
If other killers have wind up sounds to make their ranged attacks more fair, I'm not sure why Alien wouldn't have them. Especially as it doesn't get punished nearly as much for missing them.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531801#Comment_3531801
It's not the cooldown that is an issue. It's that the Alien doesn't get slowed down as much as other killers after missing with the tail. So they can still keep up with survivors even when they make mistakes. It's strange that Alien gets a slap on the wrist for missing a ranged attack, but other killers get their teeth knocked out. It feels out of place with how the game is built.
Xenomorph should be slowed down to 2.0m/s during the 3 second cooldown. If xenomorph is not getting slowed down to 2.0m/s, that's a bug.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531769#Comment_3531769
Not with normal running speed, but with the speed of running with a turret in your hands.
I didn't know about the slowdown:4 thank you for telling me, if I knew, I wouldn't have done the blocking, I'll probably delete this
41 meters is a lot, but the turrets should be in strategically important places, and not at the generator? in addition, I specifically made it so that there was a possibility of a "false alarm" because the sound is played when he is at the entrance, and does not fit in...it seems to me that it would scare the survivors pretty much:3
I like this moment anyway(+-)
Placing a turret near a gen is still strategically important. As long as the turret isn't placed right in front of the control room, it'll serve to buy some distance if xenomorph tries to chase after you while also serving as a notification that the killer is closing in on you.
Ultimately you just need to decide how much you care about using the turret as a detector vs using the turret at powerful tiles.
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Xenomorph is already slowed down significantly if he exits a control room near a hook.
Turrets already beep when xenomorph is within 41m of them and they beep more frequently the closer the killer is.
Survivors should not just be able to run normal speed carrying a turret. The idea is that you place these turrets down ahead of time and not just run the turrets to where the killer is.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531754#Comment_3531754
you misunderstand, I don't mean they should get rid of the turrets, I just think a lot of survivors "want a gun to fight back" too badly. The EMPs absolute shutdown potential set a bad precedent for how strong any weapon-type of countermeasure gets perceived at first glance, while the flameyboiz are meant more for area denial/anti-stealth/forcing decisions/etc. I actually like them as a mechanic, I just don't think the playerbase has the right expectations.
If anything, EMPs were the mistake. The fact that Alien came after the EMPs was bound to have survivors in the mindset that turrets should completely negate the killers power.
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Basement trapper requires coordination, because if a survivor starts to disarm a trap, other survivors can run through it.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531745#Comment_3531745
I think making the flammenwerfer mechanic might have been a mistake, even though i get why they did it. too many people just have the wrong expectations of them, both in terms of how to properly use them and what their intended purpose is. hopefully its just a slow adapting period for a lot of people.
I disagree. The turrets make playing against Xenomorph unique. When there's over 30 killers in the game, having those unique interactions help keep a breath of fresh air.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531729#Comment_3531729
I actually think it's quite balanced as it is. Hell, against very strong groups it's very weak. But that's 90% of the roster.
I think, the cooldown for missed attacks could be higher. That's it.
The cooldown is already 3 seconds, which is longer than M1 hit cooldowns. Xeno does not need longer cooldowns.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531621#Comment_3531621
But the map as a whole being unable to handle the placement of turrets is an issue since you can't just change the map to accommodate such a thing.
I never said anything about adjusting the maps.
It's very clear you aren't interested in actually talking about it so I'm not engaging with you anymore on this.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531593#Comment_3531593
Again tho with the turret placement on some maps. It's got a really big AOE and can't be placed just anywhere and depending on the map layout and more importantly the Gen spawns you may not get as much out of it
I haven't played survivor on every map against Xenomorph and if there are maps that are difficult to place turrets, that should be adjusted.
But from the handful of maps I have played, it's not too difficult to find a spot near a gen to place the turret. Even if you don't have direct line of sight, the turret is easy enough to hear.
The turret being difficult to place on some maps doesn't change the fact that the turrets are meant to be a way to know if the killer is close.
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I think this is fine, because it rewards spending time to place turrets in higher up places. Besides you don't need to destroy the turret, you can just out of range.
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@coco_shotz said:
While some maps can be difficult to place a turret, the only "problematic" thing with alien would have to be his tp ability as there is very little warning of his arrival unlike other killers, but aside from that I find his tail similar to deathslinger and even the huntress to a degree (with less of a broken hit box but I'm sure that's a hot take) so looping him is not the hardest part it's just trying to get anything accomplished without a surprise teleport. Although I don't think it needs to be nerfed to the ground
That's what the turrets are for. The turrets literally let you know if the killer is within 41m of the placed turret and they beep faster depending on how close. This ignores undetectable and works while the killer is in the tunnels.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528308#Comment_3528308
Sorry but intentionally targeting and ruining a persons playing experience Is toxic and it being efficient doesn’t change the fact it’s annoying, unfun, and toxic lol. Other games strive away from unfun and annoying experiences and make playing in a toxic way typically a disadvantage meanwhile dbd strongly encourages being as toxic on both sides as you can be lol. Literally neither side is fun at all because this playerbase is one of the worst I’ve been in and I played overwatch in 2016-2021 💀
Majority of killers are not intentionally targeting you just to ruin your fun. They are playing a game where they win by killing the other 4 players and an effective way to do that is to focus out a target at a time.
You guys really need to chill out with the victim complex. If dying in a video game is such a negative experience for you, I don't know why you continue to queue up as survivor where you have the option to be killed off.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531331#Comment_3531331
he can still move while recovering you know thats the important part of why he needs changes on that.
if he fails a m2 , doesnt matter he can recover while walking during that time and also hes able to gain bloodlust while doing that which is definetly absurd , so he can force a lose lose case either you die by the M1 or eventually by the M2 attack because of bloodlust which is a terrible design if you take in mind that landing hits with the tail is just waiting for the survivor to lock themself up in to an animation.
Again, he is suppose to have a 2.0m/s during the 3 second cooldown after a tail attack for 3 seconds.
That's significantly slower than Nemesis who has 4.2m/s during his 2.5 second cooldown.
Xeno being able to move during the cooldown is not a problem.
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Xeno really doesn't need STBFL, because Xeno would rather get hits with the tail rather than M1s.
Plus running two perks to make M1 hits stronger is hardly a big problem especially when you lose access to bloodlust which is very useful at strong connected tiles for pure M1 killers.
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@Eleghost said:
I don't think it's unjustified to say Xeno is a little oppressive. I've played tons of games as and against more against because that's all anyone is playing. There doesn't need to be a massive nerf to him just a little adjustment somewhere whether it's tail CD on misses or something else small.
There is already a 3 second CD on the tail attack.
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@NODD3RS said:
He needs to have a hit cooldown back. Something more punishing than what he has now. Maybe revert to ptb or nerf it so the cooldown is 3-3.5 seconds long. What we have is a little ridiculous.
His Tail Attack cooldown is already 3 seconds.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389960/nerfing-xeno-singularity-2-0
nobody enjoys going against killer without penatlies uppong missing / failing attacks like yaaaay i did a good play and i dodged a tail attack *few seconds laters* ohh the killer can just use bloodlust while using the tail and miss over and over without a considerable penalty , okay.
they just need to revert that change back on honestly missing the tails attacks should be more impactful with how easier is to use due to the drag mechanic.
People keep saying this, but he is suppose to have a 3 second cooldown with 2.0m/s movement after using the tail attack. That is far more punishing than other powers in the game.
If Xeno is not losing distance with tail attacks and is keeping bloodlust despite using his power, those are bugs that should be reported.
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@Jangles said:
These new killers they keep bringing out are removing survivor skill expression and its super boring to play against. The game feels clinical and mechanical with the outcome decided in the first minute of the match. From Knight forward its just been downhill to be honest. Just make killers with movement abilities that have windows to dodge and be done with it. Making everything too complicated is not making anything better.
You literally have skill expression with how you place turrets.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530656#Comment_3530656
dude, this isnt official..... its nightlight.
While it's not official, it's still stats being pulled in from user submitted games. If Xenomorph had around a 90% kill rate, it would show in the 1000+ user submitted games.
People just need to chill out and actually try to learn to play against Xenomorph, because honestly the people struggling just have the vibe of immediately giving up because it's xenomorph.
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@ElionTron10 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530660#Comment_3530660
And the charge time is 0,2 sec faster than humans can react, and he can move while he uses his tail attack. 3 sec are nothing if the charge time is 0,2
Survivors have access to flamethrowers that force the killer to destroy them giving distance. And well placed turrets have the potential to even knock the killer out of their crawler mode losing access to the tail attack.
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@ElionTron10 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530656#Comment_3530656
Well i got that "information" from an other xenomorph hater, but still this killer taill attack is broken and it NEEDS a cooldown
He has a 3 second cooldown after using the tail attack, longer than most other killer ability cooldowns.
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@ElionTron10 said:
This killer has a 90% kill rate and its not bcs we are all baby suvivors and dont know how to counter him it bcs his tail attack has no slow down and can be spammed without losing distance
Not even close to 90%. And the thing is this is likely inflated due to being a newly released killer as well.
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It's a locker perk, so it's always going to be okay at best. Largely because some maps (like swamp) have terrible locker spawns so it can be very hard to keep checking a locker to use the perk.
Plus the perk is only really useful of mobility killers, so you can actually move quickly around the map to locate survivors.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528823#Comment_3528823
It's *literally every killer on release* all over again
That's not true.
No one really complained about Singularity being too strong on release.
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I wouldn't say nothing will ever kill dbd. It's just likely not going to be X newly released game.
The biggest problem is people are clearly sticking with something they are hoping dies instead of just moving on to other games.
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I just don't get why this was omitted from the patch notes. I went in with Blast Mine to do the blind challenge and spent an entire match wondering why I couldn't use the perk only to search the forums to see if someone already reported the bug to find out it was changed.
Not to mention, the forums are always so up in arms over "Shadownerfs" that 99% of the time are just bugs that need to be reported that it's weird people aren't talking about this more.
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529702#Comment_3529702
"Bug"
Clearly intended,it was never in PTB,so how can you tell that P2W huntress has a bug?!
Patch notes state 2.0m/s is the new movement speed during cooldown. That's half the survivor movement speed. If Xenomorph is going faster than that during the power cooldown, it's a bug.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530129#Comment_3530129
Is that a confirm bug by the devs? I just assume it was attentional power creep
The patch notes say the cooldown speed is 2.0m/s which is half the speed of a survivor's running speed. Survivors should be making distance against missed attacks so if they are not, it's likely a bug. Nothing confirmed by the devs, but someone did post a bug report.
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@althompson0110 said:
I love how devs are basically ignoring this thread
Mandy literally responded on the first page.
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Are survivors going to not focus on getting gens done as fast as possible so people can practice Xenomorph? Seems weird to solely ask the killer player to not play to win.
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I'm not sure if turret stuff needs to be nerfed/buffed right now since his tail attack is a bit bugged and not giving proper slowdown. Since Xenomoprh should be moving at 2.0m/s after a tail attack for 3 seconds and that does not seem to be the case.
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I find it weird a self proclaimed 20k hour solo survivor player hasn't even give the killer more than 48 hours to decide it's completely impossible to play against.
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@Wolfganguntoten said:
All I see are salty ass Killer mains NOT wanting to make it fair, just easy for them to 4k, grief and troll survivors. By all means continue to ######### post and prove my point instead of actually talk about fixing and patching problems with the latest release. Another big bullshit that needs fixed is being able to down a survivor with the tail whip across a downed pallet even while the survivor is crouching. A hit across it fine sure but like nemesis if you are crouched behind a window or pallet these should NOT be hits. Go ahead gried about how that is totally acceptable blah blah blah.
Oh no, your opponent doesn't give you easy wins.
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Something important to note, unlike Nemesis tentacle that will keep the hitbox throughout the entire animation. Xenomorph's hitbox goes away once it collides with anything.
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@nekomrade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529738#Comment_3529738
they don’t tend to miss if you can’t dodge it
You just need to better position yourself with walls. Once the tail collides with a wall, it will no longer be able to deal damage to survivors.
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@adaw0ng said:
Same! Since it barely has a cooldown at all, it should at least give clear warning that it's about to be used. Too fast for not having any cooldown at all.
The missed CD is 3 seconds. Longer than majority of killer power CDs.
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@Wolfganguntoten said:
It's unrealistic and unreasonable. A flashlight or having a pallet hit the killer will make him drop a survivor but not being literally set on fire. Stupid.
It's a game. Not everything needs to follow real world logic.
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The flamethrowers are meant to be a counter to the POWER not to basekit abilities of the killer.
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It seems like the tail currently has a bug with not properly applying the movement speed slowdown at all times. I would rather we not nerf a killer that isn't currently working properly.
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He gets down on all fours and is pretty low to the ground. I don't think it's really an issue.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529586#Comment_3529586
They also constantly push the boundries against consumers because people just let them do it
Because people keep buying. You can complain all you want about this but as long as people are buying the dlc then bvhr has no reason to stop doing it.
Demanding that bhvr gets your approval or heads up won't change anything.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529576#Comment_3529576
Ah yes the classic "vote with your wallet" argument
It doesn't work lol
Companies historically keep selling products that people aren't buying
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@flotaku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528150#Comment_3528150
What is wrong with you? No really.
No on is saying that they are forced to buy the DLC, but it's important to have discourse around things like this. Idk why you want to tell others that they shouldn't share their opinion.
If you are happy to pay more for the DLC that's cool. But don#t tell others "oh just don't buy it then". If a dev studio makes a consumer unfriendly decision, that should be called out.
Are we entitled to a dev blog? Of course not. But we are entitled to state our opinion on changes to the game. And the BHVR could have circumvented this in different ways. Either by explaining that due to an increase in cost, the DLC will be more expensive, without doing something like only offering it bundled with a skin that a lot of people don't want.
There simply is no good reason to defend this.
If people are unhappy with the price of a dlc, don't buy it. Simple as that.
You guys are taking something that has a really simple solution and making into a bigger deal than it is.
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The devs are already working on giving the hooked survivor the ability to unhook themselves if facecamped.
Hook placement is key to building pressure against the survivors and survivors shouldn't teleport on hook
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@Hex_Maidenless said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529418#Comment_3529418
If the game has a way to pop up an error message stating this exact thing, that is absolutely untrue.
It's just an error message the client throws if you can't reach the dedicated server for any reason. The dedicated server has no idea why you are no longer connected. The server cannot validate why you left which is why the devs cannot give refunds for addons as it would likely open up exploits with people cutting their internet connections.
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The problem is the game has no way to tell that's why the game ended.
