Seraphor
Seraphor
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541023#Comment_3541023
Can i atleast give the feedback that using the turrets is not as fun to counter a killer compared to normal looping skills.
I am not even getting to the argument if the turrets are enough, considering alien that Alien has add-ons that make the turrets really weak.
But this type of design is just not as fun to face. I would rather alien be nerfed in chase so he is more fair and make the turrets even weaker.
This is entirely subjective.
I find more strategic elements like turret placement much more fun than dexterity elements like looping and 360s, because I play on console.
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Because it's not actually that bad?
My solo survivor games are fine. But then I'm ok not escaping every single game, and understand that for one side to win in a pvp game the other side has to lose, so a 50/50 win ratio or there abouts is to be expected. 🤷
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@[Deleted User] said:
DbD is not a counterpick game. Using X perk to counter Y perk is not good balance.
Then what are perks supposed to do? Everything is a counter to something else.
Terminus is a counter to Adrenaline.
Sloppy is a counter to healing speed perks/medkits.
Inner Healing/Renewal are counters to Sloppy.
Counterforce is a counter to Hex perks.
Iron Maiden is a counter to lockers and locker perks.
Lightborn is a counter to flashlights and flashlight/blinding perks.
Fact is there are a lot of things that can cause survivor to scream, and the more such mechanics are added to the game, the more valuable Calm Spirit becomes. You have Doctor, Pain Res, Jolt, Infectious Fright, and now Ultimate Weapon, all viable and common causes of screaming. Not to mention Make Your Choice and Dragon's Grip, which killers won't expect to be circumvented this way.
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@CatnipLove said:
I wonder how much impact it will have on juking. Hopefully it doesn't make all up close shenanigans obsolete. It will just make looping more boring.
Such 'juking' is disproportionately used against either newer and/or console killers, as it's incredibly disorienting, and experienced/PC killers can deal with it easily enough. There's also really no reason why the survivor should be able to disappear on the killers toes, they're right in front of them.
Both 360's and 'crouch tech' should never have been in the game to begin with. I'm sure the old instant flashlight blinds were "fun" too but they were removed for a good reason as well.
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@ToxicSamurai7015 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539636#Comment_3539636
You misunderstood.Ill try to write write this so you can better understand my argument. I'm not defending cheating. Cheating in any pvp game is deplorable. And the people who are using it to gain an unfair advantage should be banned. I'm just saying, look at the reason why people feel they have to cheat. Ask anyone and they will tell you that The Killers are OP Right now ...this is not coming from a survivor .I am a killer/survivor main. I played 80 games, as the wraith and didn't lose a single one. I can't play 2 games as Survivor without getting tunnel out of The Game. Maybe survivors feel that since the odds are stacked against them. And behavior won't do anything about it. they're Going to take matters into their own hands.
Survivors are always going to feel killers are too powerful, and vice versa, it's the human nature of dwelling on negatives and ignoring the positives. Every time you're tunnelled and camped takes up ten times the real estate in your mind compared to every time you escape and teabag the killer.
It's all hearsay and confirmation bias, until we get actual kill rates.
I'm still escaping a ton as a solo survivor, and I'm far from the best, so I find it incredibly hard to believe so many survivors are having such a hard time. Doubly so considering that the role incentive is perpetually on killer, other than a 3 day blip after Xenomorph released, implying killer is the least popular role right now.
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Not a specific perk, but a killer perk mechanism that could be used for a range of effects.
- Each unique survivor hooked increases the maximum number of tokens this perk can have by 1, starting at 0.
- Each standing survivor grants this perk 1 token.
- You gain x effect for each active token.
This would encourage spreading hooks, which in turn promotes more skilled plays as you can't rely on tunneling, and it includes a self limiter in that the perk dissipates as you eliminate or slug survivors.
This could allow for strong effects, almost on the same level as Hexes.
E.g.
- You gain 2/4/6/8% increased movement speed. (Per token effect)
- You can see the aura of survivors within 2/4/6/8 meters. (Per token effect)
- When you have 4 tokens all survivors become Exposed for 30 seconds. (All tokens effect)
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539444#Comment_3539444
for my understanding, they have a skeleton crew over the weekend
Probably just to ensure servers are running, probably not to make any changes to the game code.
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Any item you can pick up while still carrying your 'regular' item. Sadako Tapes, Pinhead's Box, Nemesis/Wesker antidotes, EMPs, Flashbangs.
Though for the killer acheivement, Sadako tapes don't count, likely because survivors drop them the moment you hit them anyway.
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The first person to get a P100 did so in under a month.
It's now been about 14? months, since the Prestige system changed.
At this point, unless you're a new player, getting a P100 isn't really a challenge, it's a choice. You either choose to dump all your points into one character or you don't, it's that simple.
Getting to P100 is it's own reward, you get to boast that you reached P100. The moment they tie any kind of real reward to it, it no longer becomes a choice, it becomes a general goal, and the grind suddenly becomes ten times harder for everyone who wasn't fussed about getting P100 before.
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What do you mean? We just got Xenomorph.
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Love the Fortune Teller idea. Maurice should just be an animation interaction, like Jonesy.
If anything you could combine them, as it would make more sense for the Fortune Teller. Once per trial a survivor can pull the lever to acquire a random item, with a random BP event score. No reason why it needs to have a killer equivalent, the secret room on Nostromo doesn't. Could always add a killer interaction elsewhere.
Gideon Meat Plant could have more 'games' in it. Each of the rooms with props from the movie could have an interactable trap in it. Survivors can 'arm' them, some will serve to slow the killer down if they pass by, but one of them, at random, will injure the survivor as they arm it instead.
Lerys should have something in the central room that makes survivors scream.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538733#Comment_3538733
When matchmaking was based on ranks, pips could effectively be considered a win metric: And since they required a wide range of interaction types from both sides, it was possible to lose and still pip. I personally always took any game where i pipped, regardless of survival or number of kills, as a win. It meant I played well and did more than just a single facet of my job.
...granted, emblem ratings on killers have always been a bit wonky, with some having garbage gains in certain emblems (likie plague) while others seemed to sneeze into iridescents (like legion.) After we switched over to hockey scoring the pip system became less of a win/lose metric since grades are basically just a monthly BP bonus now.
I guess my point is that its still possible to separate the win/lose mentality from the finality of the outcome, and we used to have a system that did just that in its own flawed way. Hell some people still think they win when they get hatch escapes, even though the game classes it a draw.
We still have emblems, they still exist. They haven't gone anywhere.
The fact that they don't affect matchmaking is neither here nor there, you shouldn't be regarding an increase in MMR as a win anyway, because it's not, it's just another step towards being matched with cheaters and comp squads.
And even without emblems, you still have BP as a score mechanism as well. Most players still play for BP primarily, that's why everyone runs BP offerings.
None of this disregards the fact that the main goal of the killer is to eliminate survivors.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538471#Comment_3538471
The actual fun part of the game? The chase. Or do you think holding m1 on a generator for 90 seconds, or facecamping and hard tunneling as a killer is the fun part?
Sounds like you'd be better off playing Gran Turismo if you just want to run around a pallet 50 times until you achieve the highest score.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538483#Comment_3538483
Again, you are still thinking of escaping as a "win", the survivors would lose if the killer won under this system by definition, even if they escape.
Where is the satisfaction in that system, for any of the players?
Killer makes the winning score, survivors have the lowest score and therefore lose, but survivors escape and the killer doesn't kill anyone? What's the point? What game is this?
Maybe this could be an alternative game mode for custom matches or something. But it's not DBD at it's core.
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@HarlockTaliesin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536140#Comment_3536140
Jesus. I don't have the Alien DLC and don't plan on getting it anytime soon (not giving BHVR any money with the current state of the game), so my understanding of the tail drag was that it was like Nemesis' tentacle drag: possible but limited, and it took a lot of practice to build up the skill to do it and land a hit. In this shot the Alien was able to drag an entire half way around themselves while the tail was out! That's insane! No wonder it's so easy to get hit by it, particularly when dragging it through an object (wall near a window, junk near a pallet, etc.). That needs to get cut down to at most 1/5 of the circle, and fast.
What video are you talking about?
You realise the hitbox doesn't match the animation right?
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30 minutes and the game ends as a draw. Killer gets credit for any kills made before that time, everyone else is treated as a hatch escape without the 7000BP.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538492#Comment_3538492
You don't need the 4th kill for a win, once you hit a 3K its considered a killer win. So yeah by the point the killer has "already won", that's not an opinion that's a fact. I also never stated that the killer should get the 4th by default just because they got 3.
I just don't think the survivors should have a last second RNG robbery for them losing without the other side also having one. As that's unfair which was the original question. Either both have one or both don't.
The odds should be stacked against the final survivor, its a 1v4 game. 1 survivor should not have anywhere near the same odds as the killer, that's how we end up with C tier killers and below.
The game in its current state is over with just 2 survivors in 9/10 cases assuming its before endgame. Hatch doesn't change that, it just undermines the killers work/win as I said earlier. You're still going to get at least a 3K a.k.a. a win. If 1 survivor escapes it should be because they got down to one gen or the gates and finished while the other got chased. Not because RNG said so.
If the killer won by that large a margin they should get the 4K. If th esurvivors won by that large a margin they should get the 4E. However only one side is subject to basekit get out of jail free shenanigans.
Once there's 3 escapes the killer has already lost, they don't get a last chance mechanic to get at least a 1K the same way survivors get one for a 1E.
Like I said before, if you don't want to remove it for survivors just give an equivalent for killers. It's not about being against hatch, it's about being against unfairness.
Hatch also doesn't count for kills or escapes and kill rate, it gets voided out.
The balance of the game doesn't change with or without hatch. The result is the same, the killer won. It doesn't make the rest of the match any easier, it doesn't make the killers any stronger, it doesn't make the survivor any weaker.
I agree that a 3K is a win for the killer, but there's nothing objective about it. A lot of killers still strive for the 4K.
For the record, I think 4E's should be just as unlikely as 4K's. So yes, Any kind of 'equalising' mechanic for when there's an impending 4E's could also be beneficial, but I'm not sure what such a mechanic could look like.
I've always been fond of scaling gen speeds relative to objective progress for each side. i.e. kills increase gen speeds while successive gen repairs slow them. This would be a leveling mechanic that gives the killer a slight advantage when survivors rush gens, and survivors a slight advantage when killers tunnel, or little difference if the game progresses evenly. This would likely reduce the chances of a 4E by making those last few gens take a bit longer and give the killer a chance to secure at least a hook or two more than they would have otherwise.
Another option could be something like extending the 'gate blocking' properties some special attacks have, like Pinhead's chains, to basic attacks, so that if the killer downs someone at the exit they have a decent chance at picking them up. This would encourage survivors to leave earlier, by eliminating that 'safe space' right by the exit line. But I'm not sure if this could be abused by killers.
But I can't think of anything that could replace the vital function the hatch provides. That final survivor needs that significant chance of escape.
Perhaps instantly starting EGC once the 3rd survivor is killed, while giving the last survivor a semi basekit Sole Survivor, at least the aura hiding part. But I'm generally against basekit perk effects so...
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538494#Comment_3538494
It’s interesting to me how anytime people criticizes an element of survivor gameplay (like awful perks), you have an example of a time when that perk or feature just totally saved the day for you. It’s a convenient pattern I’ve noticed in your responses.
It's almost like not everything is black and white and gameplay experiences are incredibly varied.
And for your information, I've also criticised killer gameplay today as well.
But if it helps you to pigeonhole me as a filthy killer main you do you.
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@KSzerker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538495#Comment_3538495
The survivors doing it aren't "stumbling" into lockers repeatedly... you gaslighters are the worst. "oh gee golly the devs haven't said you're not supposed to be unkillable, so who can know if it's a bug or features uWu"
Maybe read my next post? And leave the attitude at home.
On principle, yes it should be punishable. But principles don't drive policies.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538467#Comment_3538467
Surely that'd be a bad idea? You don't want more players to be aware of this glitch because BHVR paraded it around on social media.
Side note, I have no idea what this is actually referring to lol
I've just had to look it up on youtube, and it's reproduced fairly easily, but through a very specific action. So realistically most people doing this aren't actually just stumbling upon it as I suggested above. But I'm not sure how much difference that makes as far as policy is concerned.
I'd say the only think BHVR could do to fix it right now is to killswitch Flashlights, completely.
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@Annso_x said:
People who take advantage of bugs can be reported for exploits.
Only if said exploit is officially recognised and announced as such.
Otherwise, you can't be banned for stumbling upon a bug or glitch.
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It's not a buff or a nerf, you're trading one advantage (speed) for another (silence) and that can be a useful trade.
I've had many cases where I've been cleansing a hex totem, a survivor has run the killer near me, I'm entirely out of LoS, but the killer hears the bones and interrupts me.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538156#Comment_3538156
I didn't say it robs them of the win, it does rob them of the kill though and any BP, emblem points, or achievements/challenges that would come with it.
It's not about being competitive or not. It's about it being unfair and/or undermining the killer doing well.
It's only purpose is to give the survivor a chance to get out for essentially free, just because the killer won before they could, because otherwise they would potentially hold the game hostage by hiding forever. Then it also activates the gates for the survivor if the killer finds it first giving the survivor another 3rd chance to get out after they lost at their 2nd chance.
It's a heavily survivor biased mechanic that punishes the killer just for doing well. At least give the killer an equivalent to even it out if you won't remove/replace it. Once the 3rd survivor leaves there's nothing stopping the 4th to give the killer a 2nd or 3rd chance.
If it still gave the appropriate pay out it would at least be better. As is now I don't think there's any way to argue it doesn't rob the killer of things they would reasonably otherwise have gotten.
Just because you've killed 3 survivors, doesn't mean that you've automatically killed the 4th by default, so no, you haven't 'already won'.
The fact that this is a prevailing sentiment only speaks to how much of an advantage the killer has when there's a sole remaining survivor. The odds are heavily stacked against the final survivor, and so this it matched with a high risk mechanic against the killer.
Fundamentally, the final survivor has to have a significant chance of escape, that's uncoupled from the way the match has played out until that point. A 'sudden death' mechanic of sorts.
Otherwise, if the final survivor is already more or less guaranteed to die, then that means the game is already over at 2 remaining survivors, because the killer WILL find and down at least one of them with little to no chance of a recovery. When there are 3 survivors, one can serve to take the killers attention while the other assists the hooked/downed one, but that's not possible with 2.
If the game is over at 2 survivors, then survivors have no incentive to do anything other than give up once that 2nd sacrifice is made. If the last 2 survivors always give up, then every 2K becomes a de facto 4K automatically. Every 2K equalling a 4K means kill rates skyrocket, which will be met with heavy killer nerfs to ensure that killers have a roughly 50-60% chance to score TWO kills, instead of four. That means insanely tough chases, powerful survivor counters, etc.
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Absolutely agree and I've always said this.
Solo queue isn't as bad as most make it seem, providing you're a good survivor with experience and game sense.
Yes random team mates will provide the chance for weak links to bring the whole game down, but you accept that as a risk.
More often than not I have a whole team of competent survivors, who at the very least don't entirely throw the game and whose mistakes that are made (including my own) aren't unrecoverable.
I've had some amazing solo queue games that have been more coordinated than a lot of my SWF games.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537533#Comment_3537533
On the shared hook states: s a survivor main, this overall feels like a massive survivor buff.
I guess it comes down to how you rebalance the chase ratios, but I think that is dangerous. If chases were noticeably quicker than they are now, I don't think they'd actually be any fun.
On the idea of all teleporting survivors to different hooks: I think the main reason BHVR wouldn't do this is that it would seem 'silly' and break the theme. Also worry that killers could intentionally abuse this, 99 the hook teleport meter, wait until the survivors are on their way, and then teleport the survivor out.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537815#Comment_3537815
It's the fault of the team that they didn't handle the situation well enough.Therein lies the core of the problem. Any game element that needs a 'team' is going to favor SWFs far over soloq. That's one of the key complaints against killers camping around hooks: SWFs can deal with it easily and soloq can be destroyed by it (not as much as they used to though because of the HUD).
It's an asymmetrical pvp, 'team' is a fundamental part of playing survivor.
That doesn't mean solo survivors can't cooperate. Part of doing well as survivor is having the game sense to play your part for the good of the team. I've had solo survivor games that were more highly coordinated than most of my SWF games because everyone put their head in the game and made the plays necessary to help each other out. It's not just SWF that can provide this, experience as a solo survivor can too.
Yes there are certain plays that only SWF can do, like identifying and tracking a stealth killer. But solo can make up for this in other ways, providing everyone goes into the game with the mindset of a team player.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538261#Comment_3538261
That's because the current win condition is to kill them. But if the game was about hooks instead of kills it would be much different.
The problem is this is a pvp game. It would be nice if there was a win condition that allowed everyone to win, where the killer can score all their hooks and the survivors can escape, but pvp games aren't like that.
Someone has to lose in order for someone else to win, and unfortunately most people can't accept losing.
An 'everyone wins' scenario would mean every would gain positive MMR. Everyone would only climb, and MMR would be meaningless. Or any system that replaces MMR for that matter.
Technically this does exist. The killer can deign to accept 8 hooks as a win and let survivors go, and take the MMR hit in exchange. That's completely fair. The killer can still typically score a comparable amount of BP this way too. So this already exists, it just can't be legitimised and recognised any more by the system without undermining it entirely.
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Freddy is fine. He's not great at anything but he's ok at everything. He's one I'll definitely pick up for a daily ritual.
Trickster is just utterly unplayable on console. Full rework required.
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Every single variation of the 'hook x survivors in the basement' challenge has been bugged, in every tome it's been present.
I have about 6 to 8 of them across all the tomes stuck at either zero or partial progress.
They should just stop doing it at this point.
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'Working with the killer' is such a nebulous accusation.
I've been allegedly reported for 'working with the killer' before, but when survivors want to 'boop the snoot' or farm or run a slug race, and one of the four decides to have a tantrum instead, who's in the wrong? Then there's accidental sandbagging. No one in those situations deserves to be banned.
Even with 'video evidence' it can be difficult to determine malicious intent.
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Coulrophobia + Sloppy Butcher + Ultimate Weapon = no more heals ever
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It doesn't need to singlehandedly solve all problems for it to still "do something".
Camping is a part of the game, as 'unfair' as it can be it's a valid tactic, the problem has always been that it's more rewarding than it should be. The killer should be giving up more than they are to employ this playstyle.
This will make it more punishing to camp. Either the killer facecamps, giving up pressure and allowing other survivors to focus on gens, and extending how long it takes to camp that person out. Or it forces the killer to proxy camp, allowing more openings for rescue attempts.
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I don't know what the fuss is all about. I've fast vaulted in a chase multiple times today and not been hit by the attack that followed me through the window.
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@Mooks said:
I asked it myself but.. well it didn’t get canceled or shifted lower in priority so there is that! And there is really not that much to talk about it either… it needs to get designed including perk adjustments, all of these need to get implemented, tested, including menu UI stuff, all by people that have other stuff to do (sadly mostly new chapter contents which mostly consist of new killer, survivor, including WAY too many perks if you count all of them)
Yes, they were asked about slowing down the rate of new killers/survivors and didn't really give a sufficient answer to that either.
I just wish they wouldn't increase the rate of new content. So far this year we've had an original chapter with two survivors, which was unnecessary, plus the Nick Cage paragraph which was additional to the normal schedule, particularly considering we're getting a killer only chapter next followed by another original survivor paragraph. Seems like these could have been paired instead of getting another original survivor.
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Doesn't it already have this? It definitely does for the killer perspective.
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Mechanically, the game feels the best it's ever been. Not perfect, but better than the bugs of the past. I'm able to excel as Killer and Solo Survivor when I play well, and when I lose it's most often than not easily traced back to my own misplays.
However, players DCing, giving up on hook, killers facecamping, and just a general role imbalance during peak times that messes with matchmaking, seems as bad if not slightly worse than ever. It's frustrating, because it seems like players are creating this self-fulfilling prophecy and dragging the game down around them for everyone else.
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Why are we prentending 'reaction' is everything, when 'preempting' attacks are a far more common tactic, regardless of how fast the killer's attack comes out.
Killer's attack at certain predictable times, when the survivor is in a vulnerable place such as vaulting a window, or when their attack comes off cooldown, etc.
This works just as well for M1 attacks, it can work for the Tail spear as well.
https://youtu.be/Ck35IEA283g?si=eIx0L_ZWMeBIXrE0 -
I've been playing solo survivor just fine this whole time and didn't even realise I was playing a dead role.
Weird how the role incentive has been almost exclusively on Killer up until the release of Alien though.
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On console, it takes longer to type in the code than it does to earn that many bloodpoints naturally.
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535766#Comment_3535766
If the previous standard for the monthly Prime Reward was an outfit, I'd argue for 21K Iri shards, which is about how much a basic outfit costs.
I'd be happy with that, honestly. Much more than a pittance of BP.
Even as little as 5000 shards would be good enough, at least that requires about 20 games worth of play time.
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Welcome! It's always great to see more of the team engaging.
(and thanks for the birb)
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@MikeStev said:
Then as a survivor main i demand Reassurance basekit
Why would you need Reassurance basekit if the killer isn't camping?
Just make the unhook.
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I don't think killers need basekit Corrupt. It would be entirely unnecessary on the strongest killers. Only the two killers mentioned really rely on it anyway, so if anything this is more of a cause to grant these two killers a QoL buff.
Trapper: Starts with greater access to traps, such as some form of basekit Trappers Sack, or the green one at least. Better spawns for random traps as well.
Hag: Starts at 115% until either she encounters a survivor or a trap is activated. Almost like the reverse of teleporting killers having an initial power cooldown.
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Is there any reason why any killer would opt in?
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@[Deleted User] said:
The people being super critical of your suggestion is why more and more people are leaving dbd. These ideas are fun and great try to ignore the negative Nancy's.
They're good ideas for a different game. DBD is far too developed in it's own format for this to work. These separate game modes would have to be so far removed from what DBD is already that it may as well be called DBD 2, which isn't a bad idea in itself.
Other than the Perk Roulette idea. That I 100% think should be an option. We already have it as an archive challenge so why not?
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Double Rapid Condemned Sadako.
Two Blights who camp an exit each.
Doctor to locate Survivors and Nurse to dispatch them.
Myers Tier 3 Exposes all survivors, then Wraith sprints about knocking them all down in one go.
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Whu...
The map is the most balanced map we've had since Dead Dawg.
Xeno isn't that OP, but it does have a bug where the slowdown isn't applied after a Tail Attack.
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Weak pallets are better than no pallets, you can still score a stun.
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It doesn't incapacitate survivors or increase the difficulty of their skill checks.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530690#Comment_3530690
The problem is that he doesn't slow down enough during the cooldown. 1.2 M/S during cooldown might have been to slow, but 2 M/S is a bit too much, even with the cooldown taking 3 seconds. 1.6 or 1.5 M/S movement speed during cooldown sounds perfect to me.
I could get on board with a mid-way compromise on that.
I wouldn't enjoy it as a console player who misses more Tail Attacks than I hit! But I can see how it could be fair. It would be more fair to slightly reduce the killers speed after a hit, than it would to increase the charge time or telegraphing to make it more easily dodgeable at least.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532388#Comment_3532388
it is same with demo. you cannot mathematically dodge a pointblank shred from demo. it is why a lot of player use STBFL on him. to dodge attack, it relies on opponent not aiming shred well. at further distances, the attack has travel time so it is more of prediction between survivor and killer however in certain situations, demo can make survivor respect the attack in attempt to dodge it but cancel attack to m1. that might as well be called the deathslinger effect. despite this, demo is still loses large % of games because you can entirely avoid mind game by dropping pallets which forces him to break it due to charge time. The pallet break is slow so survivor gets to next loop in most situations.
Xeno has no pallet break at base-kit. his entire game plan is outplaying dropped pallets. the stats he has on tail strike are justified for his gameplay style. Xeno makes pallet look like actual mind games where loops are fair interaction where killer is in the advantage for loop but survivor still has some opportunities to waste killer's time at said loops.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532352#Comment_3532352
telegraphed tail strike would be like slinger shot. you always miss until survivor makes a poor play. by that time, all gens are done. you brute force win. no point in using turrets when the killer can be runner mode entire game and still loses to gen speed because the attack is ineffective.
I don't understand your tunnel change. your essentially complaining about lethal pursuer xeno. the idea that killer need slowdown at the start of trial makes little sense. that is something that many player have said that killer have no pressure at the start of the trial so suddenly a killer using a perk that disappears after 9 seconds is overpowered because he can get into chase quickly? he used perk slot to potencial get a strong early game. the very start of the trial for survivor is often identifying the nearest pallet to run to and identifying killer your going against. Xeno has control stations so half of the challenge is already done. Countering lethal is as simple as camping a pallet for 9 seconds. as soon as killer begins a chase or 9 second elapses, your free to work on gens/setup turrets. if you successfully deny first hit by dropping pallets, your essentially playing vs killer with 3 perk slots.
the other killer having cooldown like dredge or freddy on their TP is poorly thought out game mechanic that hurts killer early game then required. Only Sadako's makes any sense because of mori condemn mechanic. The others make a lot less sense.
Being able to instantly appear next to a survivor before they've even had a chance to move and attempt to hide or make their way to a loop is incredibly oppressive with zero counterplay, literally no chance to play, let alone counter. It's one of the things that often leads to an instant DC. It's simply not fair in any sense.
It's precisely why teleport killers have a cooldown at the start of the game and that's for a very good reason.
Xenomorph isn't a teleporting killer though, it's more similar to the likes of Billy or Nurse, and we all know how oppressive they can be with Lethal Purser. But Xenomorph does not need Lethal Pursuer to achieve this. They can rapidly scout out all the gens within the first 10-15 seconds of a game, and see footsteps, to pounce on a survivor before they've had a chance to do much if anything.
I said this isn't as bad on Xeno as it would be on someone like Dredge or Sadako if they could TP instantly, but it's half-way there. And my suggestion isn't all that restricting. Halving the initial tunnel speed, and increasing it gradually over x seconds, wouldn't 'feel' all that different for the killer, and it wouldn't be all that impactful, as after say 10 seconds it would be up to 11m/s and then 20 seconds it could be 14m/s, etc. It would simply soften that jump start. It would still be less restrictive than Dredge/Sadako's cooldown.