Seraphor
Seraphor
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533183#Comment_3533183
Actually if u use 0 turret addons, then indeed good placement vs good pathing in turret area can knock xeno out of it.
But as u said - everyone uses 1 of the addons so turrets are meaningless right now.
So the thing to fix it is your proposition from another threat, or deleting all those addons or keeping turrets meaningless, but nerfing his tail (but the tail is fun the way it is, so I would rather buff turrets)
Yeah, 'keeping turrets meaningless' seems like a ridiculous side to take considering they exist.
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A little brainstorming on how Turrets could be reworked:
Currently, there is a separate gauge with 100 charges, and being hit by flames increases that gauge by 66 c/s, once it reaches 100, Crawler mode deactivates and goes on full cooldown.
But Crawler mode itself is a 35 charge gauge that increases by 1c/s (8c/s in tunnels).
I think instead, flames should increase the hidden gauge by something like 150c/s instead of 66c/s, so that it fills in less than a second. Then once that gauge is filled, instead of completely resetting the power, it instantly knocks out Crawler mode at full charge and reduces the gauge by something like 15c/s. This should work out to something like 3 seconds in the flames completely depletes the gauge, but 1 second only depletes by about 25%.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533066#Comment_3533066
Theoretical possibility to knock him out*
If you run 1 of several perks that make turrets weaker, you can reliably destroy them on reaction no matter the placement.
The only real possibility is to double-up on turrets which is throwing time-wise
I do think the skill floor on disabling turrets is too low, especially with the add ons. And a big part is that Xeno simply doesn't have many decent add ons as it is, so the turret ones are the obvious choice.
The all-or-nothing nature of them is the issue I think. Turrets exist as a counter to the killers power by limiting uptime, and need to strike a balance between 0% reduction and 100% reduction. There's skill expression on the survivors side in terms of turret placement, which has a low skill ceiling, and skill expression on the killers side in terms of hitting the turrets fast enough, which currently has a low skill floor, which puts that uptime-reduction needle very close to 0%. But alter these too much as you drastically shift that needle from 0% to 100% very easily.
As I mentioned in my topic, I think the main nerf Xeno needs right now is a rework of how turrets take them out of crawler mode.
Turrets no longer build up a separate gauge and then either disable Crawler mode or not depending on if that gauge is filled. Instead, Turrets will always knock the Xenomorph out of Crawler mode, but the remaining charge will be relative to the time you were hit by the flames. Similar to when picking up a survivor drops you to 75% charge. Therefore if you do successfully destroy the Turret fast enough, you will regain Crawler mode faster than if you did not.
Currently, there is a separate gauge with 100 charges, and being hit by flames increases that gauge by 66 c/s, once it reaches 100, Crawler mode deactivates and goes on full cooldown.
But Crawler mode itself is a 35 charge gauge that increases by 1c/s (8c/s in tunnels).
I think instead, flames should increase the hidden gauge by something like 150c/s instead of 66c/s, so that it fills in less than a second. Then once that gauge is filled, instead of completely resetting the power, it instantly knocks out Crawler mode and reduces the gauge by something like 15c/s. This should work out to something like 3 seconds in the flames completely depletes the gauge, but 1 second only depletes by about 25%.
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@radiantHero23 said:
No, it's a very good map. It might feel kinda big.
It's probably the best map they designed since.....
Which map was good again?
Dead Dawg?
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What about all the casual killer players who were screwed over by the 'new' fast vaults?
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Hell I'd take it as a 'limit one per day' system.
Sometimes I just wanna play a scratched mirror game and I'm all outta mirrors. Do I spend 200k+ BP trying to roll one in the bloodweb? Hell no
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Can you explain how?
Xeno isn't the only killer who can change or supress their terror radius.
It is however the only killer without a lullaby that gives suvivors a way to detect it's proximity regardless of terror radius. Turrets.
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I think they generally want to move away from perks and items that specifically counter killer powers. That's why blinding no longer effects Wraith/Nurse/Artist etc.
So I don't think simply hiding scratchmarks should also affect a killers power like this.
However, this isn't universal yet, for example Calm Spirit still counters screaming from The Doctors power.
So I could see that effects which suppress footsteps could result in Xeno not seeing footsteps in tunnels. So Ripley's perk for sure. But unless Boon: Shadowstep gains this ability too, I don't see why simply hiding scratchmarks should do the same.
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No other killer has a counter mechanism to deny their power entirely. Xenomorph is not the same as all of those other killers with easily dodgable special attacks. Turrets exists explicitly to allow Xeno to have a more oppressive special attack.
I'm going to quote this comment again:
@Xendritch said:
I have had this thought since Xeno released reading the complaints that people really aren't used to fearing the killer anymore.
It very much feels like new killers come out and the first thought is "how do I loop them for 5 gens and put them in the montage" which is a bit depressing.
Xeno breaks this trend by returning this game to it's horror roots. This isn't a killer you can loop for 5 gens this is a killer you defeat by creating a detection and decoy system. Hear the beeping run like hell and pray the turret bought you enough time to get away.
For the first time maybe ever it's a killer where playing slow and immersive IS the correct choice. Playing against Xeno created a type of tension I haven't felt since maybe 2017 when Cannibal first released and it was another killer that could one shot you. It felt like I was playing a horror game again where when the killer was coming my way it wasn't "meh w/e I'll just loop them for a couple gens" it was "oh ######### time to get out of here and hope they don't find me" which I never realized how much I missed that from DBD.
This chapter is the best thing that could have happened to this game and I hope we get more chapters like it.
I've made a topic that recognises multiple real issues with The Xenomorph and suggests fair nerfs that would alleviate these and make the killer more fair for survivors to play against as is intended by the killers design, by interacting with Turrets instead of running loops conventionally.
I don't think that's unreasonable.
But you've decided to come in here and make it all about you.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532348#Comment_3532348
Since you made this discussion AFTER commenting on my discussion multiple times, it's safe to assume I had some influence. No one is saying Xeno needs to be nerfed to that extent, you're just acting like it.
Again, you're not the only person on this forum. Why are you taking responsibility for everyone? How do you know no one is saying this?
But regardless, what you're asking for IS this very thing. You keep saying you want the attack to be telegraphed, so you can react to it, and dodge it. That's the whole point. If it could be reliably dodged, Turrets would be useless.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532339#Comment_3532339
You're literally saying that I want the Xeno to have his power nerfed to the ground. I've made it very clear over and over again that I just want Xeno to be punished more for missing alongside many other people.
Yet again, the people yapping about "survivor mains" always exaggerate nerfs.
I haven't literally said you wanted anything.
Do you think you're the only person calling for nerfs?
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532327#Comment_3532327
A single turret doesn't get Xeno out of Crawler Mode. How are you meant to make use out of turrets whilst looping? Would love an explanation. The tail attack should be something you can react to like Pyramid Head's ability. As of now, mathematically, you cannot react to it and just need to dodge based on feelings.
Funnily enough if you had continued to read my topic on fair nerfs...
Again you've just completely disregarded my stance to insert your own.
No, the Tail Attack should NOT be something you can easily dodge, because the killer is not designed that way.
Instead, Turrets should be more impactful against killers who can reliably hit them.
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@mikewelk said:
Tail attack being no better than Demo's shred is all I needed to read to stop.
Then maybe you should read more carefully and realise that's in the context of the Tail Attack being nerfed so that it would not be better than Demo's Shred.
You're not making it easy to dispel the 'entitled survivor main' facade.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532317#Comment_3532317
Okay, compare that to pyramid head. His cool down is way longer than three seconds when they put their blade in early. They also get slowed down whilst in their ability and the camera movement becomes stiff. Xeno doesn't slow down in his ability, recovers faster, doesn't have any camera stiffness, and moves faster after the animation.
Compare that cool down with any other killer and you'll realize that three seconds isn't much for such an ability. They'll also lose the least amount of distance when the ability misses.
Compare with any other killer and you realise none of these killers have a counter tool to disable that killers power entirely.
The Tail Attack is intended to be unforgiving, so that survivors are encouraged to make use of Turrets.
If the Tail Attack could be dodged conventionally by any skilled looper with a constantly clicking flashlight, there would be no need for Turrets.
Xendritch said it well here:
@Xendritch said:
I have had this thought since Xeno released reading the complaints that people really aren't used to fearing the killer anymore.
It very much feels like new killers come out and the first thought is "how do I loop them for 5 gens and put them in the montage" which is a bit depressing.
Xeno breaks this trend by returning this game to it's horror roots. This isn't a killer you can loop for 5 gens this is a killer you defeat by creating a detection and decoy system. Hear the beeping run like hell and pray the turret bought you enough time to get away.
For the first time maybe ever it's a killer where playing slow and immersive IS the correct choice. Playing against Xeno created a type of tension I haven't felt since maybe 2017 when Cannibal first released and it was another killer that could one shot you. It felt like I was playing a horror game again where when the killer was coming my way it wasn't "meh w/e I'll just loop them for a couple gens" it was "oh ######### time to get out of here and hope they don't find me" which I never realized how much I missed that from DBD.
This chapter is the best thing that could have happened to this game and I hope we get more chapters like it.
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@Xendritch said:
I have had this thought since Xeno released reading the complaints that people really aren't used to fearing the killer anymore.
It very much feels like new killers come out and the first thought is "how do I loop them for 5 gens and put them in the montage" which is a bit depressing.
Xeno breaks this trend by returning this game to it's horror roots. This isn't a killer you can loop for 5 gens this is a killer you defeat by creating a detection and decoy system. Hear the beeping run like hell and pray the turret bought you enough time to get away.
For the first time maybe ever it's a killer where playing slow and immersive IS the correct choice. Playing against Xeno created a type of tension I haven't felt since maybe 2017 when Cannibal first released and it was another killer that could one shot you. It felt like I was playing a horror game again where when the killer was coming my way it wasn't "meh w/e I'll just loop them for a couple gens" it was "oh ######### time to get out of here and hope they don't find me" which I never realized how much I missed that from DBD.
This chapter is the best thing that could have happened to this game and I hope we get more chapters like it.
This is one of those posts I wish I could upvote more than once.
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You get punished for missing the ability and lose distance? His ability has NO cool down. He loses barely any distance so no need for the exaggeration.
Factually incorrect, it has a 3 second cooldown and halves his movement speed during that time.
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I think 193 new charms would be quite an undertaking for the dev team.
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@CrypticGirl said:
A lot of people like to be surprised by who the killer is, and having killer-tied hooks would spoil that surprise.
Then again, with more and more killers getting their unique terror radius, it's getting easier to tell who the killer is anyway...
The silly thing is Xenomorph has tunnels and control stations which give it away anyway.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532250#Comment_3532250
Huntress has an easily executable counter. So does nurse. Are they not dangerous killers?
What's the 'easily executable counter' to Huntress chasing you around a pallet loop?
If you drop the pallet she hatchet's you, if you don't, she catches up and M1s you.
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Once you've 'activated' the mirror in the basement, you can drop it and it won't despawn.
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@Bad_Channels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532268#Comment_3532268
How about this
With the Perfect Organism add on (very rare) you are undetectable no TR and all but always in walk mode unless you hold the special ability building which gives you a faster crawl mode. +15% movement speed but you can't attack while holding down this button so no basic attack or tail attack. It's only meant to travel quick on the surface. Turrets of course could still detect you.
Yeah not bad, I'd use it.
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I would gladly take an add on that disables Tail Attack in return for no TR and a minor haste effect (+3%?) in Crawler mode.
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@Geiz said:
Small changes I think Xenomorph needs:
• Better Visual and Sound for Tail Attacks on Survivor Side.
• More punishment for missing M2s (a good example is Demogorgon).
• Let Survivor run with and place the Turrent wherever they want. But makes it take a little longer than currently and punish them for it, a downside effect while carrying it, can be Hindered basekit like Wesker's Infection (similar Pinhead mechanic). Addons can apply Exhaust, Blindness, etc.
• Make Crawling Mode a power you should earn for playing well (like it is for Oni), teleport will increase it by a small % to get it while getting M1s will increase a really good amount (basekit). Add-ons make it faster to get the power.
Those are changes I think that would make it even more enjoyable to play as and against perhaps. That's my opinion and my suggestions, you are all free to disagree.
I'll have to refer back to my previous post:
@Seraphor said:
So when the Tail attack can be easily dodged and missed attacks slow the Xeno down for long enough to escape, and the Tail attack is no better or worse than the Special attack from other killers like Demo, Nemo, etc.
...what will be the point of Turrets?
Why would a mediocre Special attack need a counter that removes the killer's ability to use it entirely?
Why would survivors need to waste time interacting with Turrets when they can just dodge the Tail attack?
Tail attack is supposed to be unforgiving, so that survivors are pressured to use Turrets, so that Xeno doesn't have 100% uptime. Yet Turrets have to be counterable, otherwise Xeno's power would have 0% uptime like Singularity.
If the Tail Attack is no better than something like Demo's Shred, with an equivalent telegraph and cooldown for missed attacks... why would there need to be a counter mechanism like Turrets?
Why would it matter if Turrets were reworked, if survivors never needed to use Turrets anyway, because they can just dodge the Tail Attack like you could dodge a Shred?
Counters like Turrets, as well as Singularity's EMP,s or Dredges Locks, are tools given to survivors that allow the killer to have a more impactful and stronger power. Without Locks on lockers, Dredge would be too efficient at teleporting, and would need their base teleport speed reduced to compensate. With Lockers, you provide Survivors with a tool to counter the teleports, thus allowing the killers base power to be more effective and introducing a different element of skill expression to survivors, instead of relying purely on chase ability, you allow them to outplay the killer with strategy by locking the correct locker.
This is why the Tail Attack is as strong as it is. Survivors have a tool to reduce the killers power uptime and slow them down in a chase. With less than 100% power uptime, that power, Tail Attack, is afforded greater strength and impact in a chase. Survivors have the responsibility to counter it through strategy, placing Turrets in a good position, rather than chase ability.
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Precisely why I don't see 'increasing MMR' as a positive or a goal, and will gladly let survivors escape when it feels right so that I don't boost my MMR too much.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531858#Comment_3531858
We aren't seeking a nerf like that, as I made very clear in my argument. Does it hurt that bad to just read?
Do you recognise the irony in what you just said?
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531853#Comment_3531853
Tail attack easily dodged? What type of Xenos are you going up against lol?
... I'm talking about when the tail attack gets nerfed due to all of these complaints.
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So when the Tail attack can be easily dodged and missed attacks slow the Xeno down for long enough to escape, and the Tail attack is no better or worse than the Special attack from other killers like Demo, Nemo, etc.
...what will be the point of Turrets?
Why would a mediocre Special attack need a counter that removes the killer's ability to use it entirely?
Why would survivors need to waste time interacting with Turrets when they can just dodge the Tail attack?
Tail attack is supposed to be unforgiving, so that survivors are pressured to use Turrets, so that Xeno doesn't have 100% uptime. Yet Turrets have to be counterable, otherwise Xeno's power would have 0% uptime like Singularity.
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So when the Tail attack can be easily dodged and missed attacks slow the Xeno down for long enough to escape, and the Tail attack is no better or worse than the Special attack from other killers like Demo, Nemo, etc.
...what will be the point of Turrets?
Why would a mediocre Special attack need a counter that removes the killer's ability to use it entirely?
Why would survivors need to waste time interacting with Turrets when they can just dodge the Tail attack?
Tail attack is supposed to be unforgiving, so that survivors are pressured to use Turrets, so that Xeno doesn't have 100% uptime. Yet Turrets have to be counterable, otherwise Xeno's power would have 0% uptime like Singularity.
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1 >>> 2 >>> 3/Resurrection/Prometheus/Covenant
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And how do you do that exactly?
Aim assist works against you as much as it does for you, so extending this to special attacks would be a doubled edged sword.
The best bet would be to nerf special attacks and buff passives, but that removes skill expression.
I'm on console, and I would love for a lot of killers to be easier to play on controller, but I can't see it happening.
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@biggybiggybiggens said:
The real hilarious thing is some of those 'interconnected tunnels' are not actually connected at all. Some of the two story buildings in Haddonfield and other places have a tunnel on the 2nd floor where CLEARLY there could never realistically be a tunnel... Like...what? It just looks stupid. BHVR art design and visuals have always been decent at improving immersion, but the game play side of things just destroys immersion completely on so many levels its laughable..
The Alien doesn't tunnel to these 2nd floor spots... He teleports... Don't remember them being able to do that in the movies.. Why not make all the tunnels only at ground level similar to hatch? Who knows..
How would that be fair for maps like Midwich and Gideon? Just lock half the, map off from Xeno's power? Make the upper level completely safe?
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I find it amusing that nobody has ever complained about Resilience until MfT came along.
But honestly, this would be an acceptable nerf. It wouldn't even do all that much for the gen speed part, because realistically how often are you going to be repairing a gen while exhausted unless the killer is using Fearmonger?
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@Alinpazz said:
If a change is impossible to avoid, just make it so his tail can't hit the turret. I think its fine as is tho.
I could see a Tail Attack only disabling a turret instead of destroying it. That could be fair.
The killer still gets to carry on the chase as reward for a successful play, but doesn't consume the resource so survivors can repair the turret.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531240#Comment_3531240
Like I see it happening too often. I don't know if it's from her base kit or some add-on that makes it easier to happen (have not played her yet because I can not be bothered with the queue times, so I am not sure if it's the footsteps or what.) It honestly feels horrible as a survivor because there is nothing that you can do to prevent the hit and you can just walk.
It's most likely either luck, or they somehow knew you were heading to that station through aura reading or something.
If xeno happens to be in the tunnels under you then yes they see your footsteps.
There's nothing in the kit, base or add on, that notifies when a turret is picked up, but if xeno and a survivor converge on a station, it's likely the survivor is picking up a turret and likely the xeno will notice the footsteps.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530526#Comment_3530526
Never said they overlapped. Each at separate loops close by.
If there's no overlap, why would you expect two to do more than one?
20 turrets aren't going to knock Xeno out of her power if they're all individual turrets and each one is countered correctly.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531196#Comment_3531196
Ah, right. The perfect counter strategy of "just don't X". In Xeno's case: to do well in chase, just don't get chased.
In all seriousness though: yes, I imagine that increases your survivability but it doesn't at all address the point of what to actually do in chase. And "don't be in chase at all" runs kinda counter to the game design.
Not at all. I know a lot of survivors just want to do nothing but run the killer through as many loops as they can, but stealth is a large part of the game too.
This killer gives you a tool to both help with staying hidden via an early warning, and help in chase by removing their power.
You're supposed to play differently against different killers. They can't all be "loop 50 times until you have to drop the pallet and repeat".
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@adaw0ng said:
Also Xeno should not be able to come out from a tunnel a survivor picked up a turret from. It takes so long to place the turret down or drop it, and Xeno comes out so fast. Don’t have time to run either with it because survivors can’t run while a turret is being held. 3-5 seconds of the tunnel exit being blocked for Xeno when a survivor picks up a turret there should be enough imo.
This I can agree with.
Xeno is slowed when emerging from a tunnel by a hooked survivor. Same could be applied for a few seconds after a turret is picked up.
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@Aven_Fallen said:
I havent seen a single DC against a Xenomorph yet. (aside from one DC right before the last Hook by a Meghead)
I had someone DC when they ran right into me after getting unhooked. I downed them for pressure but they thought being replaced by a bot would be a justified insult for "tunneling".
I left that bot on the ground and it ended up being the last survivor alive. They were still in the lobby spectating when I finished.
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If I'm not running the item for a specific reason then it's fine, but It always seems to happen when I have a challenge. Like sabo 4 hooks and I bring a toolbox, or blind the killer so I bring a flashlight.
I won't straight up quit, but if you remove my sole purpose for playing that game, I'm not really going to care about the outcome.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530685#Comment_3530685
How does any of that contribute to playing the new killer in a really tacky and unnecessary way exactly?
By the fact that I've had to tunnel inadvertently because the unhooked survivor keeps running into me?
Maybe you're getting tunnelled due to you and your team mate poor decisions.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530690#Comment_3530690
I feel like people are deliberately ignoring the issue. The cooldown of the attack itself does not matter. It's the fact that you lose almost no distance due to how fast Xeno moves. They effectively almost doubled his speed from where it was in the PTB. They overbuffed him for no real reason. They just need to go back to the PTB version and it will be fine. He will still be strong but will actually punish bad players more. There's also the bug where he isn't slowing down after a successful attack in some cases.
By all means fix any bugs, anything unintentional. But if you make it so the Tail Attack is something you can counter easily enough, and the killer is hindered enough by missed attacks that it slows them down enough for survivors to escape, then it's little better than the special attacks from other killers, other killers that don't have a way to entirely rob them of their power like Turrets can.
If you nerf Tail Attack this much, then you may as well delete Turrets.
Counters like this, like EMPs, like Locking lockers against Dredge, like solving the Lament Configuration, these are supposed to be tools that allow them to afford to give killers stronger, more impressive, more interesting powers. Imagine how much weaker Singularity would have to be if EMPs didn't exist, or how much slower Dredge's default teleporting would be if you couldn't slow it down by locking lockers.
Xeno is supposed to be a more formidable foe, one you can't go toe to toe with and have to use more powerful weapons to deal with.
Use the Turrets.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530674#Comment_3530674
Imo they should increase his missed attack cooldown by a few sec and also buff his crawler mode in some other way but in return also buff the turrets massiveley to make up for it.
Turrets and avoiding turrets should have more strategy and a bigger impact depending which side plays it better.
I'd love to buff Crawler mode in some other way in exchange for a less powerful tail attack that rarely hits for console players anyway... but a few seconds? It's already 3 seconds, which is more than any other special attack in the game that range from around 2 to 2.25 seconds.
Even if it did warrant a longer cooldown, a fair nerf would be something like 3.3 seconds, not 6 seconds! With a 6 second cooldown you'd have to delete turrets entirely. Which you may as well do as survivors are allergic to using them.
Every game I do well in as Xeno, it's because survivors simply don't use turrets. Consoles continuously read 2 or 3 and I run into a turret maybe once or twice the entire game. Turrets absolutely destroy me because I can never ######### hit them.
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Because in about 48 hours they've suddenly forgotten what it's like to play against Huntress, Wesker, Blight, and camping Bubba, but they have to blame something for the 50% of games they lose, and that something has to be Alien because that's who they're facing the most.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530695#Comment_3530695
the kill rate is massively higher than 57%, id say close to 80-85%
HAHAHAHA
Well I'd say it's closer to 10%.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530656#Comment_3530656
dude, this isnt official..... its nightlight.
Like they said, it's likely inflated.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530655#Comment_3530655
What I meant when I mentioned the speed is that Huntress has a harder time to catch up if she has to reload. Xenomorph stays at you, even if it misses with the tail attack, because it is so forgiving and 4,6m/s ensures that the Survivor can get less distance.
And if we compare him to Nemesis (when we look at its power at Loops), it is also better because it does not need to infect people to remove health states.
I think the main problem currently is the cooldown after a missed attack. The Killer should be punished for missing their attack and the punishment for Xenomorph currently is too light. And maybe, after some time, the flamethrowers, because even without any Add Ons I see Xenomorphs basically ignoring the turrets. Also I dont really understand why the turrets have to go on Cooldown (when they spark).
3 seconds is loads for an attack cooldown.
For reference, Demo's Shred is 2.25 seconds and has a far bigger hitbox.
Huntress Hatchets are 2 seconds and have much greater range.
Nemesis' Tentacle is 2.2 seconds and has a charge time of 0.35 seconds, and only has to be aimed in one dimension.
Meanwhile Tail Attack has a narrower hitbox than Hatchets which are beach balls, is harder to aim than Tentacle or Shred, and has a longer cooldown than any other special attack in the game.
Why are you all refusing to use Turrets?
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After three games in a row with Make Your Choice where the survivor who screamed vanishes from the game entirely and the injured survivor who was just unhooked runs right into me, I'm convinced ya'll want to be tunnelled.
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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
The killer still has to react to the survivor movements. You're not fighting against 0.2s charge time, you're fighting against the killers reactions. That's no different to say a Huntress at 8m. Yet this is only 4.6m.
Case in point:
https://www.youtube.com/watch?v=Ck35IEA283gSurvivors dodges tail, cooldown is long enough for pallet stun.
I'm failing to see how this is too strong with no counterplay. Yes the counterplay is more difficult, but you have Turrets to combine with it, so you can counter it from two angles.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530293#Comment_3530293
He is chasing with 4.6m speed while Nemmy, Huntress, Demo, Slinger losing speed for holding power to use.
Missing m2 hits is not punishing him good enough while Nemmy, Huntress, Demo, Slinger loses good distance.
He is giving 0 information about if he is gonna use tail attack or not while Nemmy, Huntress, Demo, Slinger gives clear information for they about to use their power.
Turrets supposed to be counter for his power but like on your videos, they are just joke.
I will be shocked if devs leave this killer like that, he 100% will get some fair nerfs or turrets will be buffed to be actual counter for his power.
I don't understand why people keep saying there's no downside to missing an M2.
When I miss an M2 (a lot because I'm on controller) I'm mashing the attack button for ages but I'm incapacitated long enough for the survivor to reach a pallet and stun me before the attack cooldown finishes.
I'm literally playing as an M1 killer with tunnels now because it's more effective.
Attacks slide right past turrets, they're more slippery than Dredges locks, so you end up hitting them twice and so you always get knocked out of your power.
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@mikewelk said:
Yeah, two turrets don't even get him out of Crawler Mode lmao...
Yes they do. You only have time to smack one before it drains your power. If you have two overlapping, that's two attacks you have to make to prevent it, which can't be done in that window of time.