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Frumpbeard

Frumpbeard

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  • No offense, but people who can't hear sounds aren't the best demographic to judge sound design on.

  • Tail Whip Sound.png
    Watch "Tail Whip Sound" on Streamable.


  • @poinepp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534639#Comment_3534639

    agree, nothing wrong with what you are saying but i think it would be more healthy if he actually needed to hold his tail thats how we could acutally properly react it

    The time from pressing the "attack" button to the tail hitting someone is around 0.7 seconds. For the Nemesis tentacle it's 0.8 seconds, but if he pre-charges it while coming around a corner then it's 0.4 seconds or less. Xeno cannot do that, if the tail hits anything at all then the attack stops immediately.

  • @Skillfulstone said:

    I honestly don't have much against the Xenomorph. It's by far the best Killer in terms of design we've had since after Wesker and it's the first Killer that doesn't feel like a joke, or a chore, in a while for good Survivors, the first Killer in a while that can hold their own against decent teams without needing to play like a scumbag if they aren't cracked. Pretty much all she needs are a few tweaks to her missed attack speed debuff to punish missing a bit more and fix her cooldown bug where she straight up doesn't slow down after a successful tail hit (she's supposed to slow down but sometimes she doesn't, leading to some unfair combos, but it's a bug that will be likely fixed in the mid-chapter or earlier).

    She has counterplay, both in the turrets and in her power. People think that turrets should be a guaranteed power-loss but remember what happened to Singularity; a good and original power in theory but is in reality an M1 Killer for 80% of the game if Survivors are decent and proactive with EMPs, nobody plays him anymore for a reason. Survivors shouldn't have full control over the Killer's power.

    Nurse exists and the only "counterplay" she had was removed when flashlight interactions were removed. Now it's "hope the Killer is bad and the map rng smiled to you" and yet I don't hear as many complaints because Nurse was an exception, a Killer that even cracked Survivors feared instead of laughed at and needed thinking to face.

    Even when the Xeno gives up on a chase her map traversal makes the game never truly stops and Survivors can't stop being aware since she can quickly find someone else. Dynamic gameplay is good and keeps the game going.

    Xeno is a Killer that isn't a joke and that needs more than perks and a pallet to invalidate in chase but is far weaker than Nurse as she is still bound by the core rules of DBD and can be greatly hindered in chase.

    Let's think about similar attacks to her tail attacks.

    Nemesis tentacle (at tier 1 & 2) is 5 meters, and at tier 3 it is 6 meters and can destroy pallets with a minuscule cooldown. Infection slows it's potential but there's only 4 vaccines and a good Nemy will quickly exhaust them.

    Pyramid Head's trails are around 8 meters (without any range add-ons), can go through walls and hit multiple Survivors at once, the only downside is how much it's telegraphed and it can't go over holes but a bit of experience will mitigate that.

    Alien's tail has a range of 4.8 meters, cannot destroy pallets or go through solid obstacles, it is also horrid to use at point-blank range. It cannot hit several Survivors and the cooldown on missed attacks is a full 3 seconds (one of the longest cooldown for attacks of it's kind, it's just that the movement needs tweaking and bugs need fixing, Xeno is supposed to slow down more after attacks).

    Every other ranged attacks in the game (Slinger, Huntress, Demo, Trickster etc.) can either hit from huge distances or break pallets. Xeno has to chase and can be baited into an M2 at vaults/pallets just like Nemy can, it feels impossible to avoid because of the one advantage she has over the others: very little telegraph except for a tiny sound cue.

    Turrets aren't best used as gen-defense tools (although the radar function ignores any stealth and is a decent early warning to run), they excel at mid-chase tools. Put inside loops/hidden in tall grass, if a Survivor is getting chased and goes through the detection range, the Xeno will have to choose between losing distance and losing her power (the fire does slow her down a tad too).

    The major difference between Xeno and most of the other Killers is the need for cooperation and keeping turrets around the map, which takes a bit of time but can greatly enhance certain loops and even deadzones (since the turrets also have some verticality and can burn the Xeno from above if placed on the edge of small hills).

    It's true that super cracked Survivors don't need that, hell there's a Naymeti video literally called "looping the new Alien Killer with no perks" it's pretty funny and it shows that even turrets aren't mandatory to deal with Xeno but are a welcome aid.

    So yeah, I like the fact that we got a Killer that we have to actually focus and think to counterplay but isn't literally unbeatable if the player is good like Nurse.

    Yeah but I haven't learned how to play against Xeno yet so it's basically Deathslinger + Huntress combined on steroids, literally the same Killer but better, no disadvantages compared to those Killers whatsoever, having a lower charge time and cooldown = basically Nurse level power. Please nerf it into the ground and make the flamethrowers uninstall the Killer's game, I can't be bothered to learn how to play better, it's taking too long

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533376#Comment_3533376

    When you hear the sound, it's too late. You can't do anything. Also xeno can still drag his hitbox even after he hits so even if you were superman with 0 reaction time, you would still get hit.

    Your only real option is to hope killer is bad and can't drag hitbox yet - that way you can hide behind loops and pallets and windows. When you get good (good is not god) Xeno, you are just screwed

    https://imgur.com/a/H0srkRQ

    You were saying?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533396#Comment_3533396

    Nobody is moving a survivor hit box out of that attack hit box off of the audio cue without superhuman reflexes. NFL quarterbacks don't have that reaction time.

    https://imgur.com/a/H0srkRQ


    You were saying?

  • image.png

    Here is the spectrogram of a clip of a video, with 0 being the moment the tail whip button was pressed, and the end being the moment before it hits. You see that bump in the middle? That actually isn't me screaming the battle roar I make before every kill, that's the audio cue the tail makes before preparing to swing.

    https://streamable.com/jqrjun

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530582#Comment_3530582

    What number of games would satisfy? I will just keep playing until I reach that number.

    People learn more about how to counter the KIller over time so you need multiple slices of time and to compare the winrate between them. It could take weeks.

  • @JudithMorel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530592#Comment_3530592

    dude every streamer is super tilted over how broken op the alien is, make your rounds on twitch.

    Streamers were super tilted about Nemesis saying he was strictly superior to Pyramid Head. What's your point?

  • @deifi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531853#Comment_3531853

    To argue your points....

    1. It is not a mediocre attack, you're giving it a biological ranged gun, bolt-action.
    2. Turrets should still be used to pull it out of stealth and it's crouch stance. Why bother having stealth specialty killers or only handful of killers default crouch, when for example.. Ghostface for suffers from a 3.x m/s reduction when he moves crouched. The Xeno gets it free at full speed.
    3. The Alien has the strengths of 3+ killers combined. Onryo, Michael Meyers, Deathslinger. It can camouflage, (black), stealth crouch, cross map travel, gen pressure and chase ability.... As a matter of fact... "It is the perfect killing machine" ( - Michael Fassbender in Alien:Covenant).

    If not nerf the tail whip, buff the turret. Give survivors a reasonable counter-measure. Every killer has a weakness. The Xeno does not. The current option is a well-lit candle that I have to go pick-up at Yankee Candle and then decide where I want it in my room. Do I go with Sea Breeze or maybe Autumn Spiced Apple?

    Why is everyone going, "wow there's no reason to play Deathslinger, Xeno can do the same thing except without any reload", when Deathslinger has a range of 18m and Xeno has a range of 4.8m, and Deathslinger has a much higher viewpoint and causes deep wound? The two aren't even remotely comparable.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532251#Comment_3532251

    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.

    You pretend like you're going to drop the pallet, she draws the hatchet, then you just keep running and she has to cancel. Even if you never drop the pallet at all, she's a 110% Killer, and it will be grueling for her to catch up.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531881#Comment_3531881

    All my complaints are invalid huh? I doubt you explained all my points in 3 silly paragraphs but lets dive in.

    4.8m range is far from pitiful, especially combined with the speed Xenomorph has. Weak argument.

    Pyramid head has a whole animation + sound cue. You can react to his ability, something you cannot do with xeno. Again, weak argument.

    Why are we suddenly getting into Nemesis statistics? Get to the point.

    Xeno's tail whip has a sound AFTER it strikes, not before. Stating false assumptions doesn't help.

    Conclusion: you proved absolutely nothing.

    It's pitiful compared to the strength S-tier Killers have, which you seem to be trying to make Xenomorph out to be.

    Why are you using the animation and sound cues of Pyramid Head, a Killer who has double the range and hits multiple Survivors in an AoE through walls, as a comparison instead of Nemesis, a Killer who has the same range as Xeno and similar attack time? It's like going, "oh Dredge is stronger than Hag because he can teleport farther away" ignoring all the other factors involved.

    image.png

    Here is the spectrogram of a clip of a video, with 0 being the moment the tail whip button was pressed, and the end being the moment before it hits. You see that bump in the middle? That actually isn't me screaming the battle roar I make before every kill, that's the audio cue the tail makes before preparing to swing.

    Watch "Tail Whip Sound" on Streamable.


  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533324#Comment_3533324

    Syntax doesn't matter it'll trigger on those survivors regardless since the activation window is so long.

    It doesn't activate upon leaving the Terror Radius either.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533245#Comment_3533245

    The power can be "theoretically" taken away. In reality 1 addon makes it "impossible" (meaning you can loose it only if you choose to loose it).

    Like this is the result of me playing the killer (and I don't blame them - the hits I got were pretty disgusting)

    https://us.v-cdn.net/6030815/uploads/2OMDRLNM7U33/image.png

    Notice I don't even use any turret addon to make it little bit more fair. Still... I don't blame them (2 were deadhook, 2 had 1 hook, no camp or tunnel, just Xeno play)

    Using number of DCs as a basis for a system of data collection is like using strange women lying in ponds distributing swords as a basis for a system of government.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532546#Comment_3532546

    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.

    First reasonable criticism of Xenomorph I've seen. I've had a few occasions while playing as and against him where a Survivor was trying to pick up a turret at the very start of the match and it broke in their hands as the Xenomorph came out of the tunnel at the same time.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532768#Comment_3532768

    .2s tail windup with .25s average visual reaction time for a total .45s reaction Xeno tail against a Resilience ~.46s fast vault is currently impossible for the Survivor to dodge.

    Demo Shred takes .66s for the minimum charge and 1s for the full charge, which is still possible to dodge even without the reaction timer going into the equation. That just means it is on the Xeno to fail, rather than the Survivor to dodge. If you are 'dodging' a Xeno tail at a vault, you were going against a baby Killer, you didn't outplay them, they outplayed themself.

    The major difference with Demo/Nemmy is when they fail to hit against a pallet, they break the pallet also. Xeno can only fail to hit against a pallet if they throw the game.

    The tail has travel time. It's around 0.7s from hitting the tail attack button to the Survivor getting injured. Nemesis is around 0.8s, or 0.4s if he's pre-charged his whip, which can can do when initiating it while coming around a corner, which Xeno cannot do without hitting the corner 4/5 times.

  • @Batusalen said:

    After a couples of days playing Alien, I can say that people are starting to learn not just how to avoid the tail attack effectively, but how to position the turrets so they would do what they are meant to do: Make Alien having to chose between destroying the turret and giving you a chance to get away, or lose his power while chasing you.

    Some people still need to realize that because how the tail attack work the killer is able to do hits over more loops that Nemesis would be able to do, so they get overconfident thinking they are safe (specially if you fail a couple of attacks) and they end getting hit by it. Also, for the people that really thinks there is no "punishment" for failing the attack, just see the cooldown it has, and we have to take in count that you can't hold your attack to aim / mindgame like Nemesis can do with his whip.

    https://imgur.com/a/H0srkRQ

    So, who would have thought that instead of just nerfing the killer after not even a week have passed people just needed to learn how to play against it! Or in other words: There shouldn't have been any talk about any changes so soon.

    LITERALLY worse than Nurse and Blight combined, 4ks every game against pro level players, trust me bro I went against it 8 times in low MMR.

  • @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.

    So you want him to be nerfed to the ground. The slightly lower charge time, slightly faster cooldown movespeed, and aimable vertical hitbox are the only things Xeno has over killers like Demo and Nemesis. Demo and Nemesis can break pallets. Demo, Nemesis (in tier 3), and Pyramid Head have longer range. Nemesis' attack doesn't stop when strafing past an obstacle while swinging. Pyramid Head can hit multiple people through solid objects. Demo catches up to Survivors even if he misses. Demo can choose where to put his teleportation points and Survivors don't know where they are until he uses them. And most importantly of all, Survivors have turrets against Xeno which gives them a 41m motion tracker indicating if the Xeno is nearby, how close, and how fast it's moving towards you, even while it is traversing tunnels, and also distracts the Killer and blocks its sight while you make a clean getaway.

  • @Venusa said:

    🚨 ATTENZIONE PICKPOCKET 🚨 Doctor's power has been stolen!

    Officially no reason left to play Doctor when I can just equip Ultimate Weapon on any high tier killer!

    The funny part is it's actually better than his power! I can trigger it quicker with a locker + it has a lower cooldown than Doctor's power + the perk follows your radius around and keeps applying + also applies blindness + works even if survivor is hiding in a locker + cooldown is irrelevantly low!

    ...and no his side-power isn't worth it. Half of the killer roster has some sort of better anti-loop mechanic by now.

    I can be a Nurse with Doctor's power! Why bother learning Doctor and challenge myself?! He's obsolete.

    What a lovely design for a perk!

    It doesn't reveal people inside your Terror Radius, they specifically have to be farther than that as you move through them in order for them to be scream. If you activate it while someone is actually nearby then it does nothing, unlike Doctor's power which does exactly the opposite. Go through the effort to read a perk's description before going through the effort to make a whole post about it, please.

  • @Gandor said:

    This perk just means that BHVR no longer cares about survivors that don't want to chase + last survivor is pretty much screwed + flash saves are pretty much impossible.

    I don't know who makes decisions like this at BHVR, but so be it. It does not bother me that bad as I don't play flashlights or hide that much. But god the decisions to boot so big part of their player base (or force them to use current ######### version of calm spirit)

    It makes Survivors scream upon entering the Terror Radius. If they're outside of the Terror Radius when the Killer is picking up then that person isn't getting saved. And if you are inside their Terror Radius when they activate it, they won't see you.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533148#Comment_3533148

    Somebody could say here they had a cheeseburger last night and there would be people making the conversation about MFT.

    I tried to have a cheeseburger last night too but it was literally RUINED by the existence of Made For This in my life. I could not enjoy that cheeseburger because Made For This is a thing. BHVR ruined my cheeseburger, leaving this game forever, GOODBYE.

  • @Annso_x said:

    The bug reports about this have been categorized "not a bug" and honestly it makes no sense. Why is everything that reveal survivors (aura & screams) counterable by lockers except this ?

    Why bother having counter mechanics if you make exceptions to them... honestly i just have no faith in whoever makes and balances perks anymore tbh it just keeps getting messier

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532971#Comment_3532971

    MFT has nothing to do with this and bringing it up everywhere is both irrelevant and annoying.

    It's literally activated by opening a locker, of course it's going to help you find people in lockers.

  • When Xeno uses the tail whip, it curls upward and moves back slightly and makes a sound. I went through frame-by-frame and from hitting the button to the Survivor getting injured took around 0.7 seconds. For Nemesis, it takes 0.8 seconds including the charge time and 0.4 seconds excluding it. Nemesis can start his attack while hidden behind a wall which can give less than 0.4 seconds to react. For Xeno to try and do the same thing requires impeccable timing, and also gives the Survivor a warning because when in Crawler mode your body turns around when strafing and your head comes around the corner before your viewpoint does.

  • @mikewelk said:

    I've seen lots of commotion about Xeno being a fair killer so this should be a easy question to answer.

    Pyramid Head has a similar ability but he has a sound cue AND a whole animation before he's able to release his ability. Nemesis can't injure people with his tentacle unless they're infected beforehand and this also has a animation and a sound cue. Huntress also has a sound cue and animation when she brings her hatchets out. Deathslinger also has a sound cue and animation. Remote Flame Turrets can be scattered around the entire map but Xenos will always be in Crawling Mode 24/7 due to how weak the turrets are. The ability has no cooldown. The ability can guarantee a hit for any animation-locking action. The Crawling Mode allows easy mind-games and when a survivor loses one, it's a guaranteed hit with the ability (lose/lose). The Crawling Mode recovers way too fast for how much turrets it is worth. The ability can go over smaller loops rendering them useless. The ability makes destroying pallets unnecessary. The ability can hit over pallets. The ability can hit over vaults. A person did the math calculations that proved you literally need to predict the attack because you won't be able to react in time.

    A common argument I can predict is about hitbox. That's irrelevant. Realistically, no one will get 50ms ping or less every game thanks to the terrible servers. Absurd hits are bound to hit no matter the hitbox.

    Give Xeno mains more time to practice their tail attacks and your opinions will change, especially once they stop falling for vault/pallet baits. The argument that Xeno has only been out a couple of days doesn't diminish their potential for a high skill ceiling. For the meantime, please show me your perspective on this situation. I'm not implying that the ability needs to be nerfed to the ground before anyone calls me a survivor main, but the least BHVR could do is add a cooldown.

    It has a pitiful 4.8m range, stops the moment it hits an obstacle, and no additional utility. Pyramid Head can go through walls and hit multiple Survivors at a range of 8-10.5m. Nemesis can break pallets and get 6m range, and the attack doesn't stop when it hits something so you can strafe around objects mid-swing.

    When Xeno uses the tail whip, it curls upward and moves back slightly and makes a sound. I went through frame-by-frame and from hitting the button to the Survivor getting injured took around 0.7 seconds. For Nemesis, it takes 0.8 seconds including the charge time and 0.4 seconds excluding it. Nemesis can start his attack while hidden behind a wall which can give less than 0.4 seconds to react. All your complaints are invalid.

    Even if you perfectly time the tail whip while coming around a corner as Xeno to try and do the same thing, your body is pointed sideways while strafing so they can see your head coming around the corner.

  • @lukesebb said:

    Everyone else in these forums are just saying "Oh, just hold W!" since there really is no counter for it's tail after the cooldown buff. You can try and juke pallets and windows, but it'll just M1 you, or Tail Attack with it's no wind up, super fast cooldown. The flame turrets can't do dookie about Xeno's power because when it M1's to remove the turret, it only buys you so much time before it catches up like 5 seconds after and Tail Attacks you since the flames don't even work half the time... What are your guys' thoughts?

    The flame turrets provide a 41m motion tracker with beeping rate indicating distance, that works while Xeno is in tunnels. When you hear beeping that is rapidly speeding up, you don't sit there staring at the turret for 10 seconds while fuming about how it won't instantly kill the Xenomorph and uninstall his game, you do things like RUN and HIDE. Xeno has ZERO counter to this playstyle.

  • @[Deleted User] said:

    "Nerf Alien!!"

    Nurse and Blight exist

    Yeah but they are A tier and Xeno is S-tier, you can't 4k every game at top MMR with Blight and Nurse!!! /s

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531575#Comment_3531575

    If this works, it's HUGE. That would be 1st real counterplay where you don't just hope killer is clumsy

    It's been a big counter to Killer with range since forever.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531059#Comment_3531059

    not losinging distance after a missed hit is a huge advantage of his current power.

    Hear that guys? Unrelenting is the most overpowered perk in the game.

  • Literally any Killer in the game can just stand on the stairs to block the way. Also any Killer in the game can run Territorial Imperative to get an early warning. Huntress can sit at the bottom of the stairs with an Iridescent Head. Deathslinger can sit with Iridescent Coin and Insidious. Clown can do the same with Redhead's Pinky Finger. Knight can do the same with Knight's Contract. Twins can block the stairs with Victor running Iridescent Pendant. Hag, Nurse, Dredge, and Demogorgon can wait at a distance with Make Your Choice and teleport to the basement entrance before the rescuer can get out. And you chose the weakest Killer in the game to complain about.

  • @nekomrade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529800#Comment_3529800

    this is definitely a fair point but i think it’s unreasonable to EXPECT someone to pay real money for a character they don’t want just to be able to play against that character,

    i know it shouldn’t be easy, i don’t want it easy, i want it to be reasonable. i haven’t seen a single person in any of my games escape against there xenomorph since it came out no matter how good they are.

     i haven’t seen a single person in any of my games escape against there xenomorph since it came out no matter how good they are.

    That is most definitely a skill issue, I've seen multiple people escape every game. Xenomorph has nowhere near the skill ceiling or level of lethality required to consistently 4k against skilled players. A 4.8m melee attack over some obstacles is not on the same level as a Nurse who can teleport from up to 20m away through any obstacles.

  • The hit cooldown is also 3 seconds.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530834#Comment_3530834

    1, plague does not have her power available 90% of the match. In fact meta play against her is to not cleanse so she exactly does not have her power. Being injured is preferable.

    2, her power needs long charging and her puke is slow. Hitting over obstacles is hard. You can even often dodge her on reaction (depending how well she shoots).

    Xeno hits almost immediatelly and his tail is hit-scan, his miss CD is not punishing at all, has his power on almost all the time, can recharge it quickly, has better map traversal and tracking and can hit over obstacles.

    Comparing plague to xeno is funny. They are nothing alike.

    I've seen Plague wipe out entire teams in the first minute of the match with the starting fountain and Discordance or Lethal Pursuer. And she can bring two apples for two more starting fountains.

    0.375s for the minimum charge isn't that long, and Xeno does have a 0.2s windup. Also she can hold the vomit in her mouth while moving at 110% then choose to vomit when she wants without warning. The vomit is slow but it's a spray so you can flick your head back and forth to hit in a cone.

    If you're in a loop with Hag, she can place a trap, chase you into the trap, then instantly teleport and hit you guaranteed.

    The point is that these Killers are not considered overpowered even with add-ons.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530443#Comment_3530443

    That's not true.

    No one really complained about Singularity being too strong on release.

    They did the opposite. Everyone complained about him being too weak instead, making post after post whining about how they couldn't get any wins.

  • @saintjimmy456 said:

    The only thing I don't like about Xeno is that you can miss a hit with the point of the tail, but if you step to left or to the right right, and the body of the tail during animation touches a survivor, that counts as a hit, even though you missed the direct hit.

    Same for missing a direct hit with the point of the tail over an obstacle or pallet. If you quickly lower the tail and it touches a survivor, that counts as a hit.

    Surely a body shot with the point of the tail should be the only tail attack that registers. Feels like all of the tail is registering as a hitbox.

    Imagine if you missed a shot as Deathslinger and then stepped to the left and the rope touched a survivor and that counted as a hit and you catch them. Doesn't make sense.

    Fix that issue and I have no problem playing against it.

    So you're saying Xeno should have to be exactly 4.8m away to hit anything with its tail? It's a melee attack. That's like complaining about "I was holding my gun up in the way how did he knife me" in an FPS. Nemesis' tentacle does the same thing despite it "just being the side of a tentacle lightly touching me on the back". Lunges do the same thing. If you had to have millimeter precision to hit something at point-blank range when the Survivors have flame turrets to disable it then Xeno would go straight to F-tier, which I'm sure you'd have no problem playing against. Also, I'm pretty sure I've seen the tail bend upon hitting someone.

  • @nekomrade said:

    crazy how killer mains just wanna bully every survivor and then complain that survivors are “whining” when they call it out.

    alien is definitely broken rn, if you aren’t winning every match with them ur just a bad killer.

    If you are winning every match with them then you're just playing against bad Survivors.

  • @Gandor said:

    I mean at least yesterday night I got killers that were bad with the ability (probably because of time of day and because how new he was).

    Today - it feels there's no missing ability and there's no hiding. If you are within 5m and ghostface/meyers would be able to stalk you, then you get hit. 1/2 a time you want to predrop you will get hit anyway (because drop animation and then running to LoS block takes more time then running around basically any loop). If the loop is anything shorter then jungle gym, you get hit (so otherwise strong survivor maps like shattered square are instant GG). Turrets can be reliably and comfortably destroyed for a very short M2 cooldown. There's no position/ambush spot that would buy more time then that. And when he gets to you, you have 0 agency. Like. What am I to do as survivor? There's literally no good decision against the killer. Even juking his M2 does not work because of lingering hitbox and almost no warning of his M2 use. I want to know intended counterplay. Because even nurse has one (try to LoS block). This killer? Once killer-player learns to hit his ability - there's literally nothing you can do

    Everything you described sounds really pathetic and weak compared to Plague with her power. 1.5s cooldown and 0.375-1.5s charge time, only a tiny slowdown when charging, firing, and recovering, AoE ranged ability that can shoot up and over high walls, she can just aim in the general direction of your team and shake her head around while firing to damage everyone at once. And yet, she's only ever received buffs, and nobody thinks she's S-tier.

  • @pizzavessel15 said:

    want to know why crouching doesnt make you invincible to the alien? because it isnt nemesis. quit using other killers power counters on other killers expecting it to work

    Nemesis has his view locked vertically and the tentacle goes out at a set height. Xeno has its view locked horizontally but has complete vertical freedom of movement, which lets it snipe the greasy scalps of Survivors over obstacles.

  • @DecoyWolff said:

    I suggest that the killer has a cool down on when they can use their tail. It's stupid that as soon as you see them it's game over. I never had to play so stupid stealthy before just to make it through a game.

    I say after each successful attack from the tail their power goes on cool down.

    So Legion except you can only hit one person with no deep wound.

  • @Feneroe said:

    This is a case of your team not adapting to a new killer after a couple games and crying for nerfs instead. The tail attack is an attack in a straight line that can be moved slightly around before it retracts to injure, just like Nemesis. Instead of crouching, either keep running or move more left or right.

    Xeno has the camera locked horizontally when using the tail so yeah just move side to side a lot.

  • @Peanits said:

    Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).

    Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.

    All the posts on the SBMM said, "without getting too mathematical", but what about us folks that want to hear about some juicy math?