lemi
lemi
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Its tail attack doesn't pose enough of a threat to justify the turrets or the nerf to its power
Totally agree with this. Personally, if we're not talking about a full rework, I think the best fix is just to revert the nerf to the Tail Strike Attack's charge time. Over the course of a whole match, how fast you can down a Survivor and get them on a hook matters way more than small QOL tweaks. (Plus, the more you master the Tail Strike, the more you get out of it, so it's well worth putting the time in to practice.)
The "Improvement to the tunnel exits" is a good idea, but I've got a few concerns.
Exiting tunnels now grants the Xenomorph the Undetectable status effect for 5 seconds.
For one thing, deployed turrets trigger a warning sound anyway, so the effect's kind of watered down. And for beginner-to-intermediate players who don't bother deploying turrets, this could just turn matches into total stomps. Meanwhile experienced Survivors tend to place their turrets a certain distance from the exits and along the path to chase positions, so you probably wouldn't get to use the Undetectable for an ambush anyway.
Exiting tunnels grants a 5% Haste effect for 3 seconds.
Side note, but back in the 8.6.0 PTB the speed of coming out of the Tunnels was insanely fast, and I remember a ton of matches being nothing but tunnel ambushes. Not sure how much it'd do against Survivors who place their turrets properly, but against beginner-to-intermediate players I'm a bit worried it'd just turn into pop-out-of-a-tunnel-and-swing matches.
Improvement of 6 Add-ons
These all look like reasonable changes to me. Personally I think the "Improvised Cattle Prod" is so worthless that it'd be better to just rework it into something actually usable.
The Facehugger idea is really cool though.
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I was relieved to find that other veteran Xenomorph players felt the same way.(I thought I'd been playing this killer quite a bit, but when I checked my stats I only had 10,000 hits.)
It is up to the developers to ultimately decide whether the current charging time is a bug or a feature, so I think the best we can do is provide constructive feedback on the current situation.
Speaking of unfairness, being able to see the auras of turrets means you can tell to some extent who is repairing generators and where. I would also like to see the turret detection removed, but personally I like it because it's more like the original movie.
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This is just my personal opinion, so please don't take offense, but I think that players who feel that a 0.1 second change is no problem are either old men with declining senses, or just novice players.
I've spent almost all of my time playing as the Xenomorph since the Alien chapter was released, and just an extra 0.1 seconds (currently 0.15 seconds due to a bug) means I'm missing more close tail-attacks that would previously land.(For example, tail-attack through a pallet that was previously pre-dropped just within reach, or tail-attack on a window immediately after leaving the control station in the Killer Shack, etc.)
If the reaction time on the survivor's side makes the attacks 50/50 and fair, then I don't think there's any need to have the ability taken away by the turret. If you really want to adjust the balance, you should make counterplay slightly stronger by making it easier to set up turrets, rather than nerfing the tail attack, which is a strong point.
This is just my opinion, so I'd like to wait for some statistical data. (Until I see any results, I'll keep this killer for decoration, which is very sad. :( )
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I hope someone's opened a bug report about the tail windup being bugged, I know it's only a 0.05 difference, but still.
I believe other players, including MrHeadache, have already reported this, but I have submitted a report as well.
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(The comment section was bugged so I'll continue posting. This is common in DbD.)
if the survivor can simply react to your tail attack, what's the point in having it?
Idk while I agree it was unreactable before, its very easy to dodge now,
I thought the "simply(ease)" part was especially important. The only thing that was appealing about it was that it was difficult to react to it easily.
It was a completely unnecessary nerf. Xeno if anything was already on the weaker side because of the chest spawn issue and double flame turrets.
Unfortunately that chest spawn issue is still plagueing a few killers (xeno, sadako, plague ect).
This time, the main topic was the charge time for the tail attack, but thank you for posting other opinions as well.
The chest spawn and double turret issues are awful for sure.But in the past I was able to tolerate them because they gave me a strong chase ability in return.
Turrets are also a little bit weaker than before, Tail Strike cooldown's reduction means you lose less grounds when piercing them and you can M1 a turret without any add on.
When you attack a turret with the M1, the distance to the target is within the margin of error, and in most situations it feels like you can continue on with the next chase loop.
I think how quickly you can finish that chase loop will have an impact on the entire game.I find myself using M1 more than the tail now and merely using the possibility of the tail to make Survivors zig-zag and lose a bit of distance, usually only using the tail during animation-locks.
That's right. Using tail attacks more reluctantly than before makes it less fun to play.
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Thank you for posting your various opinions.
his tail was humanly impossible to react to, the animation was only 0.2s, and the average human reaction time is around 0.25s.
I'm sure it won't be accepted by more than half of the players, but in my personal opinion, I don't think it's necessary to be able to react to this killer's tail attack. This is because this killer has a strong counterplay frustration factor, so if he doesn't have a strong advantage, I might as well just use Nurse or Blight from the start.
I think its bugged at the moment
Apparently I have reacted too early as the tail is currently bugged and is at 0.35s and NOT 0.3s
I know that the charge time is slightly longer due to a bug, but even if it returns to normal, I don't think the feeling will go back to what it was before.
it's longer than it's meant to be. Other than that longer wind up for shorter hit and miss cooldowns is fine.
The point of having reaction time is that it makes the attack more 50/50,
In my case, I used to be able to hit my tail attacks with over 80% success rate, but I think it's much better to do it like before than have my attacks be 50/50. Because with a hit rate of over 80%, I can inflict a guaranteed injury or knockdown in most cases, which results in shorter chases.
if the survivor can simply react to your tail attack, what's the point in having it?
@]
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An add-on that increases tail strike reach by +2 meters.
It's an interesting idea that could lead to a new style of gameplay.
An add-on that reduces successful cooldown by -20%.
If I could be greedy, I would also like this add-on. It seems likely that there will be discussion about the need for some time for survivors to move to the next chase position((2.4 seconds x 4.0 m) - (2.4 seconds x 1.2 m) = 6.72 m) when an attack is successful.
-Base-kit changes
Reduce turret range by -2 meters
Increased fire resistance by 20%
Emergency helmet adjustment values.
Stardew map adjustment values.
Personally, I think it would be great if this change were made.
From what I've observed so far, the main reason Xenomorphs aren't used seems to be the discomfort caused by being attacked by their turrets. Hopefully this can be alleviated by making the above changes.