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dbdthegame
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536185#Comment_3536185
And when holding power Nemmy is slowed to 3.8 or 4.0. You are skirting the issue. Xeno gets to 'hold power' at 4.6. If Xeno's power is not created equal in the sense it can be knocked out of power, then the power shouldn't be designed around a worst case scenario (add-onless and unaware of turret location) for Xeno to reliably break the turret, and only failing at that if they are 50% slower at reactions than the average human. Or put another way, if Xeno can be broken out of power, he should be designed to consistently be broken out of power (edit: when the counterplay is utilized). It isn't like crawling in the tunnels for 5s to camp the gen or head to another gen is that big of an ask at 18m/s.
Xeno doesn't "hold" power at 4.6 any more than Nemesis holds his tentacle at 4.6. He is ABLE to use his power at 4.6 (so is almost every other killer in the game).
You're dodging my point. Nemesis can hold his power (at the same speed as survivors even, in T3). It's meaningless if you can dodge it on reaction, because he can pull it up and force you into a lose-lose: either you get hit and get the vault/pallet, or you swerve out and get zoned away from it, he bodyblocks, and gets the hit. It's literally the same situation for both.
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Lol...
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This has been proposed before. It was a terrible idea then, and it's a terrible idea now.
No matter how minor the effect, there will be some that are objectively more beneficial than others, creating meta pick survivors.
Besides, survivors are strong enough as it is.
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How do you ascertain what a questionable hit looks like?
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I don't think YOU've thought this through:
Currently, if you decide to camp, a survivor runs across the map to unhook with 5 seconds left on timer. You've wasted 55 seconds on this one stage, and you now have a slug and a tunnel out running from you with BT. During this time, the unhooker had ~30s to work on gens unbothered before he had to make his way over.
Now let's look at this same situation with the anti camp measure. You decide to facecamp. Survivor gets his self unhook and holds it until a second left before stage 2. During this time, none of the survivors had to give up gen pressure to make this happen. Survivor goes down eventually, goes back on the hook, gets facecamped again. He again self unhooks one second before death and wastes even more of your time. By now, the remaining survivors had more than enough time to finish all the gens and you might get a 1k if you catch him again.
The difference is you gain no gen pressure and no slug. Camping becomes a net negative
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536153#Comment_3536153
With the .35s windup you can reaction run sideways or back into the Killer where it is hard to aim (depending on how close Nemmy is, you chose which). With .17 average reaction time by sound cues, that gives you just barely enough time to do that. That is why people complained so loudly about when Nemmy's Tentacle is bugged silent, because that is his counterplay. If Nemmy misses, he has 75% slowdown for 2.5s (losing 8.625m) If Nemmy drops tentacle to go for the M1, the Survivor has 1.5s to take the vault or drop the pallet. There is also counterplay in denying T2 by intentionally getting infected by a Zombie if he is chasing you first. That sets his pallet break super speed much longer down the line.
If Xeno misses, allegedly it is supposed to go 2m/s for 3s, or lose 7.8m. The problem is when you play as Xeno, you can very much tell there is no slowdown (worth mentioning), and there only is a cooldown. People do complain about uncounterable Nemmy (bugged silent tentacle) and uncounterable Xeno, but not nearly as much complaints exists when you can counter them. (There will always be complaints about something, but I'm predominately talking about normal complaints, not fringe always existing complaints.)
I think the PTB values were fine for everything. It felt fine enough, and not too oppressive. The only issue remaining then is Xeno emerging from the tunnel while the Survivor is attempting to get a turret. Killer Instinct procs, so you can't hide, and you don't have a turret to warn/burn out of power. This problem falls to the logic that the counterplay shouldn't also be in turn countered by the normal play (like old-old Thana providing slowdown on healing as well as gens, and healing was the counterplay).
And again, Nemmy can hold his power, Xeno can't. Their powers are not created equal. The slowdown bug should be fixed but that's it.
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Singularity is in a great position. He's hard to play and has a lot of decision fatigue but can be insanely oppressive.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536140#Comment_3536140
Because like in the clip you posted, the Xeno can freely take an M1 for a guaranteed hit, so preventing a hit is solely on the Xeno to screw up. Feng was healthy, so even if you really wanted to apply the tail debuffs from add-ons, you could down her with the tail hit and injure her with the M1.
A Killer that moves at 4.2 but can phase through walls and is immune to pallet stuns will always get the hit on Survivors, so all it makes the match is a test of how macro efficient the Survivors are. That has no counterplay, that is no fun. That exaggerated circumstance is basically what Xeno is right now.
Nemesis in T3 has no counterplay either. Every time he pulls up his tentacle, he moves at the same speed as survivors. If you lock to an animation, he gets the hit. If you don't, he continues chase. I fail to understand why people are still making a special exception for Xeno being able to do this somehow being unacceptable.
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@Moonras2 said:
I'd be more interested in seeing this multiple times in a game. First hit, the killer isn't going to know for sure if you have DH or not. The second hit may be a completely different story. This would also speak more on what people are saying between reacting and predicting. If you can hit it against a killer that holds their attack or tries to bait out DH, then that would lean more towards reaction.
With that, I'd also like for survivors to be able to see the killer they are playing against at this point. I see a lot of counters to killers on these forums that involve running a certain perk. I've probably ran DH in less than 15 games in all my play time. I don't want to run it every game for the chance I might go against the Alien.
For me, the more I've played against the killer, it's gotten a little easier. I just want to see the bug fixed for no slow down, or whatever it is. Then I can make more of a judgment.
The bug for slowdown definitely needs to get fixed, no one disagrees here. However, and I don't know how many times I have to say this but:
XENO CANNOT HOLD HIS ATTACK
@Seraphor said:
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.
Well yeah. You can also do this with Nemesis' whip, Slinger's gun, Pyramid Head's torment, and a lot of other powers. The tail is supposed to be strong by design, seeing as it's a killer power.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535914#Comment_3535914
The more I look at the video, the more it looks like you just predicted it and got lucky tbh
Assuming you're NA, I'd be happy to hop in a custom and DH your tail attacks until you get bored. Again, I reacted to the screenshot posted below.
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@Biscuits said:
What you are reacting to in the video was her pullling up her power, not using it. She could have easily just held the power and watched you DH.
...I don't even know how to respond to this......
.......you do realize that Xeno can't buffer his power and basically is locked in the animation as soon as he presses M2.....?
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535924#Comment_3535924
he predicted the attack. thats not the same as reacting to it. also DH has a windup time.
That's actually me in the video. And no, I didn't predict. I reacted. DH has no windup time. Any "windup time" in DH is purely due to ping. At 0 ping, the Endurance is supposed to start exactly when you press the button.
And again, I've already explained this in the OP but I'll say it again: from the start of the animation shown in the screenshot to when the hit actually connected, it's 41 frames (or a little less than 0.7s).
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@Nirgendwohin said:
initial conditions:
- wind up time of the tail attack: 200ms
- survivor is injured
- average killer ping: 50ms
- average survivor ping: 50ms
- human reation time to visual input: 150ms for a gamer (250ms is the average for a human)
- I'm asuming here you can identify the animation of the tail attack and start your reaction within the first 18 frames on a 120 fps system and press a button (1000ms / 120 * 18 = 150ms)
- i'm not sure if the first 18 frames are enough information to differentiate between normal movement and the tail attack because its not like a red flash or something. but lets go with 18 frames
the math:
- 200ms: killer starts the tail attack on his computer
- 200ms - 25ms = 175ms: server gets the information and send the info to the survivor
- 175ms - 25ms = 150ms: survivor gets the information from the server and start displaying the information
- 150ms - 150ms = 0ms:
- survivor press a random button and start moving.
- the taill attack executes on the killer pc and the survivor is now put into dying state.
- 0ms - 25ms = -25ms:
- the server get the information from the killer that the survivor was hit and got put into dying state
- the server get the information from the survivor that the survivor started movement
- -25ms - 25ms = -50ms:
- the killer gets the information the survivor wants to started movment and ignores it
- the survivor gets the information the killer hit him and displays the dying state animation
Ok but did you see the video though?
I guess I should go put in for a Guinness world record of fastest reaction time for a human.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535914#Comment_3535914
Which isn't enough to be able to just move your entire character to a different position. Your hitbox is a lot bigger than the actual character model, meaning if you "reacted" to it its simply because the Xeno missed. Also, drag tech is a thing with him making him able to react to how you reacted, just in case he missed
He can't move as fast as a survivor while dragging tail. If a survivor had very good reflexes and was relatively well focused on Xeno, I'd venture to say they could achieve semi consistency in dodging his tail.
Either way, that's entirely beside the point. My point is the tail is reactable, as evidenced by the fact you can DH it by reaction. I would argue that being able to dodge it on reaction is problematic.
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@Steakdabait said:
https://us.v-cdn.net/6030815/uploads/ISJKAXWJY9M1/70ac52e36ecb3ced8afde8b12d057c75.png
https://us.v-cdn.net/6030815/uploads/73DZLT73YKR5/c23ad2b1f6831ee68850c83c85af127a.png
https://us.v-cdn.net/6030815/uploads/VMS4C2O8U114/12dyp0q3v8w61.jpg
You're not getting out of the hitbox in 0.03 seconds my friend
41 frames from the start to the animation to the hit connecting. 41 frames is a little less than 0.7s. Reacting at 250ms, you have about 450ms left to get out of the way.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/390645/xenos-m2-is-impossible-to-react-to
You can DH on reaction
You can't dodge on reaction
@Pulsar said:
You can DH on reaction IF you have good ping and the Killer has good ping.
You cannot dodge on reaction because you can't move fast enough to avoid the hitbox.
If you can DH on reaction and still have ~0.25s to spare before the hit connects, then you can most certainly dodge on reaction as well (although with much less consistency, I'd venture to say). I wouldn't exactly call my 70ms that game "good ping".
If you can DH on reaction, then you can react to the attack. Ergo, it is, by definition, reactable.
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When he's cloaked, he's not in chase (so no bloodlust or window block). If he fakes uncloak and you know he does, you can drop a pallet and spam fast>slow vault on it until he fully commits to the uncloak. You can also find a strong window and spam slow vaults on it to force him out of power.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534661#Comment_3534661
The problem is the Xeno has 0 need to pre-fire. They can wait until the point of no return (within the pallet boundaries) and tap M2 and never miss. So for a Survivor to play, that is reliant on the Xeno being a baby-Killer and not knowing how to play. If you run backwards enough to dodge a pre-fire, then they simply M1 you instead. Why would the Xeno M2 when they could M1?
The issue in general is Xeno is mathematically uncounterable. At vaults Xeno can M1 if you fake, and reaction M2 against even Resilience fast vaults. At undropped pallets the Xeno can M2 when they need to and walk through and M1 when they don't. Survivor winning against Xeno is on Xeno to fail, not a back and forth between both sides. That means it is entirely on turrets to prevent power to be fair. Unfortunately even without add-ons Xeno can reliably reaction M2 turrets before they can burnt Xeno out of power. So in loops Xeno is uncounterable, and the counter to the uncounterability isn't possible for Survivors to guarantee.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535180#Comment_3535180
If you live in America the ISPs have bribed (err sorry lobbied) the government to ensure they have a monopoly and provide substandard service with only 1 ISP per area. You can't use a better ISP.
Also react faster? Are you endorsing DCing to have a bot reaction speed instead of human? That's what it sounds like to me.
M2 has a better cooldown than M1, and also may inflict Mangled with an addon.
Yes, Xeno can force lose-lose situations on dropped pallets/windows. So can a lot of other killers. If you let him get that close, you already screwed up.
Also I just posted a different thread showcasing that it IS indeed possible to react to Xeno's tail.
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If they just had a really rough game, I'll typically run back in, give them my item, and point to a hook and let them kill me. A lot of the time, they'll try to signal that they want me to leave. So I'll run back into the map and refuse to let them down me so I can die with them. They had a rough game but my antics will probably cheer them up at least a little bit, even if they don't actually take the kill.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535779#Comment_3535779
I actually play both sides. But hé, keep ‘em coming with that great rhetoric…
I'm sure you do, gamer. I'm sure you do.
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They're just making them realistic. Like most solo Q players, bots will suicide on hook.
In all seriousness, it's an insult that bots can fail skill checks in the first place.
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@solidhex said:
I've talked with 2 comp players and both admitted that this Killer is just overtuned. Basically, it's too easy to have great results. He is better than the other "pallet-counter" Killers like Huntress, Slinger or Nemesis AND he is 115% AND he has mobility AND he has his Power relatively fast. There ist also no big mechanical challenge like with Blight or Wesker.
Which two comp players? It's okay, you can namedrop. Because I've talked with comp and comp-oriented players, to include exize, Array, KnightLight, Hens, and a few more about Xeno. Almost all of them agree Xeno is in a very good place, and the few that had something to say about him is making his missed cooldown recovery slightly less forgiving (you know, the thing that's literally bugged, that the devs are aware of).
@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535415#Comment_3535415
These are your counterarguments? Really? Ok... I am not even going to bother.
Survivor mains when you explain to them why they're wrong:
But no, those are not my "counterarguments", because that would imply you had any argument to begin with. You made an attempt at explaining what was wrong with Xeno, and I told you exactly why you're wrong and a lot of those things are BY DESIGN. If you don't like it, you're free to play a different game. Killers don't exist to be your helpless bully puppets and every once in a while, you have to adapt to playing against a power that's actually strong.
And to answer the question "what is wrong with Xeno", it's quite simple. The missed cooldown recovery doesn't apply properly, and the devs are aware. That's about it.
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Aye, UW needs a nerf. Adjust the cooldown/active time and it's fine.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535424#Comment_3535424
fair enough, I figured if it worked while healthy instead it would be closer to a dramaturgy situation in design. though i guess now that i think about it that might be a massive nerf to hit and run since getting the first hit would become much more difficult, and if hit and run becomes non viable then tunneling will be the only actual strat left.
is your rework idea in the context of also reworking buckle up? if not, how would this new mft just be a worse version of buckle up?
Buckle Up only works on picking up slugs. MFT works on healing. Also, MFT shouldn't work on picking up slugs.
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Healthy MFT is even more insulting than injured MFT.
I work rework it by removing the haste entirely and cutting endurance to 8s.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535180#Comment_3535180
here is an example with a killer from russia on EU server (~200ms ping) and how i was already dead before my movement showed up on the killer screen.
Are you inferring that hit looks sketchy? Because even on YOUR screen (where ping makes the most difference), it looks perfectly fine. You were dead there either way, good ping or not.
@mca240 said:
This killer is overtuned and needs slight adjustments. Everybody who disagree, well, you’re kind of making it obvious you haven’t played much survivor during the past week or you went up against people playing Xenomorph for the first time.
What is wrong with Xenomorph?
- He has an addon which reduces the effect of turrets by 35%. Example: there was a turret in shack. I crawled through the window, hit the turret and still had my power. This addon (which everybody runs) makes turrets useless unless you stack multiple next to each other.
- When Pyramid Head or Nemesis miss an attack they stop moving. That is their cooldown period. Alien keeps moving even when he misses. This makes it so you make no distance after a dodged attack.
- He can drag his tail vertically. Meaning, even if you crouch, you can still be hit making dropping pallets useless.
- The tunnels make him recover his power in 3 seconds, when he gets burned. This is way too fast.
- There is no indicator he will use his tail. It is like old Deathslinger.
Conclusion: a killer with very little effective counterplay because he is overtuned. Solo players are disproportionately affected. He is more oppressive than Nurse or Blight in my book since they still have counterplay.
Every game I play people kill themselves on hook the first moment they can. Nobody wants to play against him anymore.
- I've already addressed this, but turrets aren't intended to be a guaranteed power removal. Even without E Helmet, you're supposed to be able to crawl out of tunnel and break a turret. Otherwise, you can essentially force the killer to play the whole match as the tallest M1 killer in the game.
- Nemmy and PH can also both cancel power without using it, hold it forever, and both have secondary functions (both have more range than Xeno, Nemmy can break pallets and walls, PH can hit through walls.
- He's also the only killer in that triumvirate that even has to worry about verticality. Nemmy/PH are guaranteed a hit if you're on the same plane.
- This is by intention. He has to drop chase, enter a tunnel, recover power, and get back out.
- Old Slinger also didn't have to commit to using his power as soon as he pressed M2. One thing everyone likes to forget is Xeno is locked in an animation as soon as he presses M2 and has 3s cooldown if he whiffs.
The purpose of turrets is to distract the killer from chase to buy you time (or take him out if he ignores it), or even take out his power if you place them intelligently.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535043#Comment_3535043
you play an online game where the killer has the hit authority and not a offline game on your computer.
initial conditions:
- wind up time of the tail attack: 200ms
- survivor is injured
- average killer ping: 50ms
- average survivor ping: 50ms
- human reation time to visual input: 150ms for a gamer (250ms is the average for a human)
- I'm asuming here you can identify the animation of the tail attack and start your reaction within the first 18 frames on a 120 fps system and press a button (1000ms / 120 * 18 = 150ms)
- i'm not sure if the first 18 frames are enough information to differentiate between normal movement and the tail attack because its not like a red flash or something. but lets go with 18 frames
the math:
- 200ms: killer starts the tail attack on his computer
- 200ms - 25ms = 175ms: server gets the information and send the info to the survivor
- 175ms - 25ms = 150ms: survivor gets the information from the server and start displaying the information
- 150ms - 150ms = 0ms:
- survivor press a random button and start moving.
- the taill attack executes on the killer pc and the survivor is now put into dying state.
- 0ms - 25ms = -25ms:
- the server get the information from the killer that the survivor was hit and got put into dying state
- the server get the information from the survivor that the survivor started movement
- -25ms - 25ms = -50ms:
- the killer gets the information the survivor wants to started movment and ignores it
- the survivor gets the information the killer hit him and displays the dying state animation
now please explain to me how the survivor should react to the tail attack when by the time you press a button you already have put into dying state. in reality it takes even more time for the survivor to react. I left out a lot of things like input lag for the sake of simplicity: https://www.retrogamedeconstructionzone.com/2020/05/reaction-time-and-game-design.html
React faster lmao
Also average pings are 50ms, really? Use better ISP
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If you're expecting BHVR to fix wonky hitboxes overnight because you made a thread showcasing them, I have bad news.
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@GaunterODimmDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534726#Comment_3534726
Face palm. I avoided going into the pallet because again it's an extremely safe bet for the Xeno you physically cannot RAN INTO THE PALLET AND BACK. ANY POINT OF ME RUNNING INTO THE PALLET AND XENO CAN TAIL ATTACK AT ANY POINT AND WOULD HAVE BEEN UNDODGEABLE
I don't know what you're smoking when the tail charging time is 0.02 seconds and at the entire thing takes about 0.06 seconds from charging to hit.
You should be in the guiness book of record for the fastest human reaction. Might as well get the Anti cheat check your computer if you can move your character fast and do your silly pallet strat.
I mean, I DO have a pretty low reaction time (last I checked was around 180ish although I am getting old) but what I'm talking about involves no reaction whatsoever. It involves prediction. The Xeno was obviously waiting until you ran into the pallet before M2ing; he was going for the safe hit. You were, in all likelihood, gonna get hit there (which is, and has been my point this entire time). BUT, you MAY have outplayed him IF you ran into the zone of the pallet, and ran back out and to the side, or crouched, or even hail mary'd the pallet.
It's 0.2 seconds, not 0.02. And I like how you failed to address my analogy about any of those other killers being able to secure a hit there. I wonder why you make a special exception for Xeno and refuse to adapt to playing against this one specific killer.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534665#Comment_3534665
I can say this with 100% honesty. I've defended Nurse on here, I've defended pretty much any killer on here. I will not defend Xeno.
With any killer in this game, if you have a really skilled player (even a skilled Trapper) you are going to feel pressured and they are going to make the game a challenge as it should be.
With Xeno, it's run the right two add-ons to make the turrets irrelevant and then you have baby Xenos getting 4k's without a challenge.
That's a problem. I get it, killer mains are like "yay we can face roll" but that isn't healthy for the game. It used to be if you faced a skilled killer you were going to get smoked. This gave reason to practice and pick a main killer and really grind on them. Xeno doesn't take a grind, it just takes having the right combo and just kitty trot around the map with tail strikes. How is that fun?? Where is the challenge?
If you really think Xeno is such a free win, then please stream yourself winning 50 games in a row with Xeno, using only these two addons you keep saying are a free win.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534726#Comment_3534726
Would you please do the math how to react to the tail? I did it (you can find it in multiple threads) and came to the conclusion that by the time the surviror press the button to react he already got hit 30ms ago.
Tail has a very clear visual cue when Xeno pulls it up of his animation starting (which looks janky as hell, his model looks like it resets). At that time, you have 200 ms to dodge sideways. What math do you want exactly? The tail has a clear visual cue (and audio cue that pops at the same time though slightly later), and the charge time is 0.2s. That's all the math you need. The tail isn't meant to be easy to dodge BY DESIGN because it's already difficult to hit.
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I think experience is deliberately throttled because shards are inherently more valuable than BP. This is also what makes double XP events much more valuable and a bigger incentive to play. I doubt they will. Besides, this would belong more in Feedback & Suggestions than here.
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I wish people would stop confounding the General Discussions section of the forum with their rant blog.
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@GaunterODimmDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534661#Comment_3534661
Ran into the pallet and back? Why are you blatantly lying? You could get hit with an M2 before you could even react. As soon as you hear the whip sounds it's already mid stab. You have ample time to do this with Pyramid head since his M2 isn't instant.
Except all the killers you mentioned has a visual cue that they're doing an M2 and can only do as such. They can't suddenly do an M1 and use that to change the 50-50 into their favor. That's like Pyramid head holding M2 and suddenly slashing you with an M1 instantly. That's now those killers work. Heck they have rewards for the Survivor if they miss their attacks while Alien doesn't most of time doesn't allow that.
Yes. Ran into the pallet and back. Anything beside doubling back 3 feet from the pallet. If I'm that Xeno there, I'm waiting until I see you step inside the pallet before I M2. You didn't:
You CAN actually react to the whip, you just have to react very fast. But that's beside the point entirely. My point is that you're trying to argue that you should have been able to do something there; I'm arguing that you already misplayed, unless the Xeno misplayed as well. It doesn't matter if those other killers have a sound cue, because no matter what, you were gonna get hit there. All of them had a way to zone you away from the pallet and either secure the M2 hit or bodyblock the pallet and M1. What you're doing is akin to being in M1 range near an M1 killer, with a pallet 2 feet in front of you, and whining about how you had nothing you could do to make the pallet safely. If Xeno is that close to you already, you're already in a bad position.
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Because the tail felt awful to use in PTB with a terrible animation and an hour cooldown for missing.
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@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532598#Comment_3532598
This may be true, but I enjoy facing Blight more. Think on that, I'd rather play against nurse and blight, then against xeno.
Survivors playing against Blight: "what a dogshit OP killer I'd rather play against 20 skull merchant than this"
Survivors playing against SM: "what a boring trash killer I'd rather play against 15 BMing xenos than this"
Survivors playing against Xeno: "what an overtuned BS killer I'd rather playing against 12 blights with alch ring than this"
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@GaunterODimmDBD said:
I'm curious what was the play here?
https://us.v-cdn.net/6030815/uploads/JGWU0B0SF4QS/wat.gif
Should I just have guessed that the alien wouldn't be using M2 instead and dropped the pallet? Seems like an odds that heavily in her favor.
Well, there was a 50/50 on whether Xeno prefires tail, in which case you would have won. You could have also ran into the pallet and back towards the killer instead of swerving out so early and predictably, and you may have forced a whiff. It's exceptionally hard to hit the tail at point blank.
But here's where you're going wrong: you're whining that you had maybe 3m of distance on the killer and got hit. Why do you feel like you were entitled to not get hit there? Against a Huntress, Wesker, Pyramid Head, Trickster, Nemesis, Slinger (and probably a few more), you get hit there no matter what (if they don't whiff). But when the new killer can hit you from outside M1 range, all of a sudden, we're outraged?
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I want a grim reaper skin for Blight
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Survivors when you tell them you can't circle twice around a pallet and press spacebar to loop killer for 5 gens:
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Why did this need to be a thread?
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533893#Comment_3533893
Plague only loses the charge she's holding, not her power. Pallet a Plague while she has her damaging vomit and she still keeps the damaging vomit until the timer naturally runs out.
...no, plague loses her corrupt if she eats a pallet.
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@BillToLast said:
I see many people with a severe case of skill issue complaining about this perk and asking for a nerf.
You can easily counter it by either running Calm Spirit (which is now thankfully a more viable perk) or simply moving in an unpredictalbe direction the moment your position is given away.
I'm a killer main. UW is overtuned atm. It needs to have longer cooldown (at least 45s) and the active duration cut in half.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532381#Comment_3532381
But xenos right click is a far better neme whip when learned and essentially doesn't punish you for missing. Demo shred is trash in comparison.
I really don't know how people could defend the current state of missing a xeno tail. It's like if I whiffed on blight and got the affects of canker thorn + the brown add-on with the same affect(except those add-ons only affect blight if you use them intentionally).
It's why I hate adren, it's a hard add-on to use but it doesn't matter when the punishment for fing up is 2 seconds.
This is the only part I'll agree could use a tweak for Xeno. Missing the tail could stand to be a little more punishing.
That being said, Canker+Foxglove don't affect Blight if you whiff.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533697#Comment_3533697
at 25 sec into your video you would be dead if the killer hadn't aimed way way way too high or something funky was going on. crouching after a vault is not a reliably counter like on nemesis since the tail hitbox works completly different. so yes, so you got lucky.
I would have also died if I didn't crouch. Just the same way if I take odd pathing against a Nurse, I would have died if the Nurse blinked perfectly on top of me. But she didn't.
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@EvilSerje said:
Of course they are. Thing is to remove tools to harass one side without any punishment. Of course someone triggers from t-bags, where it's just funny squats (only two characters can t-bag: Ghostface and Pig). But slugging for 4 bleed outs, using exploits like camping/tunneling, these are the tools.
Exploits like camping/tunneling lmao
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533565#Comment_3533565
your counterplay looks like thoughts and prayers, but it worked in this case
"y-y-you just got lucky" Survivor mains when you try to explain to them that countering a killer is possible
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533606#Comment_3533606
Isn't that what he just linked that you guys supported?
Nightlight is aggregate data, as in, the opposite of anecdotal data.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533588#Comment_3533588
I keep statistics. She has a 75-80% kill rate. I don't count games where a survivor DCs or gives up.
"my anecdotal data is totally data and you should take it seriously!"
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@Biscuits said:
This killer is quite strong, I keep statistics and so far her kill rate is currently 82%. I will keep updating this number.
There appears to be some protection frames when she exits a burrow, making turrets placed near the burrow useless. Prevent turrets from being able to be placed too close to burrows.
Turrets also feel quite week, a good killer can tail hit turrets well before they knock them out of their power. Increase the speed or distance for turrets. Turrets are not worth the time investment.
Missed tail hits don't seem to be effecting the killer at all. They are able to hold people in one area and guarantee a hit. Increase the cool down or slowdown of her tail attack.
The red stain feels awkward in crawling stance. Idk what to suggest, it just doesn't feel right.
Make the burrows/turrets visible at all times.
Her tail hit seems extremely generous for an ability that can be spammed.
Even when the alien is knocked out of her power, she has the ability to immediately burrow and get it back. This shouldn't be the case.
The killers terror radius seems very inaccurate?
Burrows near hooked survivors should be blocked from being able to exit from.
The burrow info is too much.
For how quickly she exits the burrows they are awfully close to gens.
I keep statistics too. His kill rate is 0% on my end. Buff Xeno pls
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533535#Comment_3533535
So stats are only accurate if they back up your claim?
What stats do you have beside "trust me bro"?
