eeeezypeezy
eeeezypeezy
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- eeeezypeezy
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I'm having the same issue. The completion quest total just keeps getting further and further off what I've actually completed with each passing page of quests - currently showing 15 completed when I've actually completed 21. I'm on xbox and steam, screenshot is from xbox.
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I'm experiencing this as well, on xbox. You can see in this screenshot that I've completed 8 quests, but only 6 are counting towards the completion quests
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Yeah, I'm a relatively new xeno main (P2, mainly play survivor where I'm a P50-something Dwight with P3 everyone else) just because I'm a lifelong fan of the Alien franchise and it feels cool as heck to embody the character.
I feel like xeno already wasn't super strong. To be a happy xeno main you have to embrace the thrill of the chase and try not to sweat it when you get styled on by decent players. That said, the changes to the tail attack sound fair. Giving survivors a fraction of a second to bob and weave, and compensating by making the cooldown for misses lower, is a positive change for the game overall and should make xeno feel less oppressive to baby survivors without making the killer player frustrated. But the changes to turrets, if the numbers they've announced are accurate, sound like they're going to be miserable for the killer.
I actually like the idea of making individual turrets less immediately impactful, but rewarding survivors for setting them up properly. In that case you could maybe get away with trying some of the xeno's non-turret-related add-ons without being punished for it.
But these numbers are going to mean that if you're facing an even vaguely competent survivor squad, you're guaranteed to get knocked out of your power in chase. The ability to get quick downs with skillful tail attacks is the only thing xeno really has going for it, so making it far more likely that you're going to spend far more of a match without it (or dropping chases to get it back) sounds BAD.
[Tbf xeno also has better map traversal than many other killers, but even that isn't a sure thing owing to questionable control station spawns, like the one on Hawkins that becomes impassable if there's someone hooked by it.]
With these changes I'm imagining popping out of a tunnel, getting hit by some flames and destroying that turret, chasing and injuring a survivor who damage boosts to another turret, getting knocked out of power there since the charges from the first one haven't dissipated, having to pause and destroy that turret, drop chase and get back in the tunnels to get my power back, pop out of another tunnel, get hit by some flames, chase and injure a survivor who damage boosts to another turret….repeat ad nauseum.
The turrets are already a very annoying mechanic as xeno, made bearable with add-ons like star map and emergency helmet. This sounds like it's just going to make that pain point of embodying The Perfect Organism way, way more painful.
I made this account just so that I could comment on this. The blood ran out of my face once I processed what I was reading in the dev notes.

