One of my favorite parts of the chapter are the map interactions tbh. It feels so nice to have actual things to do specific to it, on top of the easter eggs, and the mix between indoor and outdoor map.
One my favorite things about this chapter is the experimentation they did with the map, like the cat popping out of lockers and the new secret frost trap that survivors can use against the killer in the indoor section!
@@nathantorkos2031 No, this is different from her pallet perk. It’s a section of the indoor part where you run through a corridor and if the killer follows you, they get blasted with frost by a pipe
Dude, I had NO idea about that trap! I saw it in the trailer and was like "Lol ok cool flavor but we all know it ain't getting put in the game." that's honestly awesome, wish more maps had stuff like that.
I literally cannot remember when was the last new good map they have released. This chapter with that alone surpasses like 3 years of previous chapters
@oneautumnleaf2622 Eh, main building is appropriately strong for a main building. I don't think I've ever groaned when I load into Dead Dawg as killer. It's also the only map in the game that has a weak shack lmao
@@boringmonkey6958 I don't think main building should be that strong considering how many windows it has..... It's a catch up nightmare half the time if your a m1 killer
From the way this new chapter plays, it feels like it's been in development for a long time. No rushing = better content. Please keep it up BHVR, we know you can do it
When you consider what has released around her, makes it really feel like Skull Merchant was rushed. Resident Evil, Anniversary, Nicolas Cage, Alien. Even Knight (controversial but clearly nowhere near as bad as Skull Merchant) has a truly unique power that conceivably could've taken more development effort.
@@StinkyPoopyMcFartFace Yeah, it's hurts that much more knowing they had the potential to make SM better if they waited. I wish they would make chases tied to her power. As you chase, your power charges until it gives you a drone so you can start controlling loops instead or something. This would incentivize her to chase and not have as much time to defend a future 3 gen situation.
I have a theory that Alien was supposed to come out on Alien Day as planned but was stalled to compete with the Texas Chainsaw Massacre game also coming out in August. This would explain why the chapter has so much polish and love. We were supposed to get it instead of Singularity.
Hey Scott I think I tested some new info on how the tail strike works. The tail has a lingering hitbox only if you do not hit an obstacle with the strike. If you hit an obstacle then the hitbox ends immediately. This is unlike nemesis where the hitbox lingers no matter what. There's a different recovery animation for when you strike on obstacle and don't strike an obstacle for the entire duration of the hitbox. If you strike an obstacle then the tail wiggles a bit on its end. If you do not strike an obstacle then the tail cleanly recedes back into position.
I think the turrets are fine as is. The main reason they seem strong right now is because they are new. Just like other Killers, you can bring 'training wheels' add-ons to understand the turrets. Then when you learn the Killer, you will learn frequent choke points where people place turrets, and can break them without impacting chase too heavily. Since the turrets are limited to 4 map wide, if a Survivor is chaining turrets back to back, their team still has to take the time to grab and place them is useful areas. It's kinda like Hag/Trapper/Ghostface/Singularity where the best counterplay is 2 people pumping gens, 1 in chase, and 1 'harassing' the Killer's power. Most people don't bother with that though, so they just do the 3 gen 1 chase and slowly lose as a result.
It seems like as long as you react to the turret as soon as it starts shooting you, you'll be able to destroy it with your tail just before it ends your power. Even without add-ons to help. It feels really satisfying, too.
The real issue is tall grasses like the perimeter of dead dogs saloon. Like 80 percent of the outside border is tall grass and since potentially 6 gens spawn in or around there it does seem like they need to be raised up visually to avoid problems like that
The xenomorph looks so much fun, easily the most excited I've been for any killer they've released since I started playing. I think it'll end up being slightly stronger than nemmy simply because map traversal plays well with some stronger killer perks, but it's not going to be threatening the top spots either. I love the more interactive antiloop too, making antiloop something you have to aim and can potentially miss is far better design than something you set and forget in my opinion.
Idk man seems like a very basic killer to me I really didnt enjoy playing him that much, it just felt like playing a janky but better nemesis and an advanced demogorgan teleport
The coolest thing about the chase music is that its similar to the theme used when the nostromo was self destructing, so it kinda has that urgency vibes that the movie had
You are the only other person I've seen recognize this and it makes me happy alot of ppl are going wow thus us a wierd chase theme and i keep going ooohhhh you sweet summer child you aren't using your ears
My initial opinion on the chase music was: Wow. Washing Machine at BHVR office broke... again... And printer too... Lovely! But after I've recognised that Alien's chase music IS in fact the Nostromo self-destruct alarm sequence with some remixing involved - this made me reconsider my thoughts about it and overall I think it was a GENIOUS move from the sound designers of the Xeno
I think the chase part needs a bit more than just a 2 second clanging loop (singularity has the exact same problem), but the alarms are really cool and should stay
Even playing the PTB yesterday, most matches I had people were just super happy to be playing it, win or lose. The new chapter is a great step in the right direction, I just hope BHVR continues to chase that feeling.
I think the flamethrowers are so fast that with ping and human reaction times you can be knocked out of your power before you even realize. However since it only knocks you out of runner mode, it doesn't actually slow or stun I don't think its super problematic.
You can actually use the tail strike out of range of the flamethrower and break it before entering the range where it activates, not sure why every youtuber ive watched seems to not know this despite testing the killer for hours, but yeah.
If you tunnel and emerge on the 2nd floor on rpd, if a survivor is right above you on 1st floor the surv can see an "Alien Missle" for like 2 frames in the air while traveling up its great 👍
Also fun trivia about nemesis hitbox. The way it works is many sequential very flat hitboxes. Otz has a video about the hitting through tiny gaps tech that was discovered, and it explains why sometime you try to use lingering hitbox to break a pallet and it just completely whiffs.
Scott, you are the only person I've ever once heard refer to the Normandy Crash Site DLC. In 10+ years. Wanted to point that out. (Side note: why was such a somber DLC essentially a scavenger hunt that lasts about 10 minutes?)
@@Kizen. the statement "best killer/chapter since Project W" doesn't comment on the chapter's quality relative to project W, only relative to chapters coming after it.
Another minor flamethrower complaint - after exiting a tunnel they are deactivated for a couple seconds, but during this time they cant be destroyed. There have been many times where I exit, smack it with my tail, it doesnt get destroyed, then activates and burns me and im sad
I actually had a different impression about the fire. I thought how long the fire took to take you out of your power was fine. You can still take it out via m1 in many cases. I did think it should take just a tiny bit longer to get your power back if its taken away by flame, though. It's a pretty oppressive ability in chase, and I think getting caught by the flame should affect it just a few moments longer. But they definitely should make it more visible to the killer so it can be dealt with.
It's odd, because what they did with Xenomorph's tunnels are exactly what I wanted for the Demogorgon, but it is still cool to see it in the game nonetheless, and works really well on Xenomorph. That tail attack is pretty neat too, and reminds me of one of my favorite things about Nemesis.
Absolutely on board with the turret add-on necessity to counter turret power issues. Opting for the range extension add-on seems smarter, allowing closer positioning before firing kicks in. Combining both ensures a frustration-free turret experience.
Xenomorph seems perfect tbh, this is the only chapter I've been looking forward to for a very long time. Yeah he needs some adjustments, but he just looks so fun to play.
Apparently the chase theme is a mix of the original Nostromo alarm and the DBD chase theme- which is cool. I wish it was longer, but it makes sense why it loops.
That's super interesting with the hitbox, very unclear animation but I like how flexible it is if you can hit the timing I hope they keep that. I also completely agree with the turret argument. I watched a lot of VHS content in the past and the turret is similar to some of the weapons in the game so I have a feel for the right spot/spacing to place the turret so it catches the killer turning a corner at a choke point or something and is ideally in a different direction of the direction they'll want to be going (so they have to react faster and go further out of their way to avoid being fully damaged), but isn't close enough to where the killer will come from so that it will get hit before fully damaging the killer. And every time I've seen a survivor place a turret next to them at a gen or loop near the gen or something my gut was screaming "that's way too close to the corner, it'll be able to hit it on reaction even if it catches it by surprise" but it'll put it out of runner mode anyway. If they made that addon basekit, it would force survivors to think and plan ahead more and strategically place their turrets. I'm like 95% satisfied with it's kit, it's super cool and looks like fun, but the playstyle was different than I was expecting which is where my only slight disappointments lie. Like, it isn't actually faster in any way while in Runner Mode and I wish stealth was a bigger part of it's power (if you didn't know, the turrets beep more and more frequently the closer the Xenomorph is to it, and idk for sure but it might beep through undetectable too. It's very cool and can freak you out, but I don't like how it kills any stealth build you wanna make for it) The ideas below are some ideas I had for that, one of which is pretty crazy but something smaller but still nice could totally be done instead. - Buff the stealth aspect of the kit (Runner Mode Terror Radius is 16m or less, turret beeping stops if Xenomorph is undetectable with exception to being in the tunnels, turrets start beeping 8m further than the Xenomorph's terror radius would begin (so it still has a use but you can actually sneak up on people)) - Make the changes you suggested (make that yellow addon basekit, fix the music ;w;) - Give the Xenomorph a Dash ability while in Runner Mode where it starts in a galop, running forward very quickly with a low turn rate (think Hillbilly's Chainsaw Sprint), and attacking during this dash would let you aim briefly and then pounce in the direction you're looking and damage a survivor hit (like how you can turn and lunge after Blight's Rush, would kinda play out like Hillbilly + Blight), and whether or not this pounce hits a survivor, Runner Mode then goes on cooldown so you can't just do it all the time (like when you pick up a survivor, not the full cooldown just for a bit, but it'd have a bigger cooldown than picking people up is). (Also hitting a wall with the dash or pounce would incur a longer recovery and Runner Mode would go on a longer cooldown, and you can still be hit by the flamethrower during your dash which would cancel it if you get hit enough, so there's mindgaming/juking/turret placement counterplay but it'd still be strong). Perhaps the tail attack or other parts of the kit could be nerfed in compensation if necessary. This would make the killer literally perfect imo. These changes would shift it's playstyle in the direction I was hoping for with an awesome high risk/reward dash+pounce which is super thematic and would be really fun to master and with better stealth that's easier to work into your playstyle, and it wouldn't be overpowered because Turrets act as natural counterplay. Either way though, no killer needs to be "literally perfect" to be amazing, I love this killer and am super excited for this chapter.
what is also cool about this chapter, it doesn´t matter which map you are in, the hooks all have this Xenomorph goo over them. It´s like in the early days of DbD were Trapper, Wraith, Billy and Nurse had unique hooks
Nemesis uses dual P90's that he hip-fire sprays and so can hit anything waist downwards, and if one single bullet hits a survivor, they get infected/injured. And since he's dual hip-firing, can can't aim up or down, but can sweep sideways. Xeno however, is more mature and has a burst-fire quake lightning gun, which he stops firing if he hits something other than a survivor first because he doesn't want to damage the environment.
The purple add-on where you become undectable for 20 seconds if a turret breaks you out of runner mode combined with the brown add on where if a turret takes you out of runner mode gets automatically destroyed. To me is a good combo that gives you at least a benefit if you lose your power
4:20 So happy to get confirmation. I've been trying to figure out the tail attack for a while now. Sometimes it hits, sometimes it doesn't. Most of all it feels super janky.
The interesting thing to me is that while vsing Xeno, I’d see and hear it get hit by the flame turret and it wouldn’t knock it out of runner mode even though it audibly screeched. I feel like the flame turrets are kind of broken right now. Hopefully it becomes more clear when it reaches live
the flame turrets have to be on the xenomorph for a few seconds to actually knock it out of its power. if you check whenever it gets hit during runner mode, it has to fill a bar to deactivate the mode. the screech just happens whenever the flames hit it at any point regardless of the progress on the bar
Also: I /love/ the design shift to adding counterplay mechanics that force survivors to be proactive. I have a lot of trouble playing the Singularity despite really liking him because his cameras just can't see survivors if there's a leaf in the way and I find EMP's very frustrating, BUT I also see that as a 'me' problem, the EMP's and flame turrets are really good design IMO, aside from being coo lmechanics that work differently enough not to feel reptitive. I hope they keep going for it!
And actually, I forgot to say this, but I think the stagger time is fine. You can tail strike it, approach from a corner, etc. Or just ignore it... With the tail strike I find I don't miss out on that much by taking longer pathing... Maybe survivors just need to learn to use turrets better, though.
I love everything about this character, except the Chase Music. My God why is there ANOTHER washing machine track? Thought we were already over this with Ghost Face. I hope they change it.
8:14 in my experience, it is actually possible to hit the turrets with a basic attack before they take you out of runner mode, but it legitimately leaves you within a quarter or so of a second of being taken out, and the times I pulled it off may have been due to walls or survivors blocking it’s true range, so I’m not entirely sure if it’s possible to do so in every scenario
12:26 I'll keep saying it until I'm blue in the mouth: The composer put their literal soul into Wesker's chase theme, and the hollow shell that is left cannot make anything beyond .5 second loops anymore.
My headcannon is the composer literally died to make wekser's chase theme and the new one replacing him is just horrible. Wesker's chase theme is so godly it demanded it human sacrifice which was the composer
you can hear while in demos portals, and it obviously fits what demo's portals are supposed to evoke; if demos portals had just been this the whole time it would have made perfect sense. The icon for demo's power is literally a stylized depiction of the tunnels it crawls around in
I'm admittedly not super hyped for Xenomorph, since in general I'm not the biggest fan of safe, straightforward chase+mobility killers, but for what it is, the killer is pretty well designed. I will say though that I really like what new stuff it _does_ bring to the table; like tracking survivors from underground by the sounds they make, or the fact that, for once you have to watch out for traps the SURVIVORS set, in the form of the turrets. Say what you want about em, but having to work around them really helps me get in the mood of a clever predator, dismantling the traps humans set for it
When Scott was talking about the flame turrets being hard to see I instantly thought of burning a dead dog map offering and place those things in the bushes
I agree, with this chapter they have proven that they still can do well thought ca[ter that don't need to be fixed constantly after being added to live server. But I must disagree on one thing - his chase music sounds more like a printer the wieldshilds
I think the turrets should give a warning beep one second before it shoots you and maybe give you the directional arrows that ghostface gives when someone is revealing him.
I think killers with inate build in counter: Wesker, Singularity, Nemesis etc. Can be really tricky to balance. I think the turrets are very cool and actually make the killer think with their brain. But it's kind of annoying just randomly walking in to a turret. They blend in pretty well with the map / survivors can set them up in ways where it's hard to see them. The easiest way to fix this is for the Xenomorph be able to see the aura of turrets within 12 meters so they can atleast react fast enough with a tail attack. In a chase the Xenomorph still has to enter a cooldown after hitting the turret meaing a survivor will gain distance although their counter got destroyed.
I wish the Xenomorph had the ability to vault windows faster while in runner mode like tier 2 and tier 3 Myers, it increases its anti-loop ability and also fits its concept well. Although it has a purple addon to increase vaulting speed by 30% faster, I wish it became the basekit or at least 15% faster (like Bamboozle) without that addon.
Something that takes the new map from being "Nice" to "Amazing is the fact that theres an actual interactive element to it! Midwich/RPD might have jumpscares, but this is a map where you can actually set up/fall victim to a trap! Walking past a steam pipe in the ship blasts you and the killer, significantly slowing you down, and survivors can access a panel to speed up it's recharge. I hope they play around with more map elements like this, its exactly the sort of thing that can help spice up the normal gameplay loop.
I like the chase music, sounds really like the frenetic escape at the end of the first movie with the self-distruct allarm beeping constantly. It gives a sense of urgency for both survivor and killer. Really hope they don't change it, we'd likely get the Ghostface treatment with a theme that doesn't fit at all...
you can drag the hitbox with a strafe just like Nemesis does as well as long as you don't hit a wall I'm pretty sure you drag it even faster than him too
People compare Xeno's teleport to Demo's also because you both have to go to a portal first and then select where you wanna teleport to. I don't think anyone's arguing the tunnel system is the same as Demo's lol
Theres another yellow addon thats very useful that reduces the flame distance by 2 meters. It makes it small enough so you can melee the turret without losing nearly all your charges I also don't think the flame turrets should beep as the alien gets closer; it defeats the entire purpose of having a smaller TR when in runner; I think the chase music is good, it sounds like the alien soundtrack and has the alarm klaxon from the Nostromo self destruct sequence
This may be a bit controversial, but i actually like the chase music. A lot. Something about it being so harsh on the ears and panic inducing is exactly what i would expect from something so freaky as an unknown (to the survivors) alien tracking them down with extreme swiftness.
I wish it implemented a bit of the sound effects of when the ship was in self destruction sequence from the movieto give it more oomf, instead of the windshield sound everyone says about. Or the omnimuous them from the original trailer.
Actually, from what i saw from otz video instead of dragging your mouse you can drag your entire body left and right to extend the hitbox, the difference is nemi doesnt "hit walls" where as alien does, so you need to be more calculated on your attacks
Yup so it IS like nemmy tentacle but maybe worse?? since it cant break pallets. Also its not that weird descending flat hitbox nem has either it has its own even weirder more jank hitbox that sometimes i can strafe hit people but other times cant? shit makes no sense at all
At 5:44 you said you don't drag your body around during the tail, but you can do that too. Walking left or right drags the hitbox with you actively until it retracts. You just can't turn your orientation left or right while doing it.
Yup so it IS like nemmy tentacle but maybe worse?? since it cant break pallets. Also its not that weird descending flat hitbox nem has either it has its own even weirder more jank hitbox that sometimes i can strafe hit people but other times cant? shit makes no sense at all
You can block hooks with the flamethrower. I imagine they’ll change it bc the hook has a radius around it that won’t let you place anything and you have to place it right on the edge of that radius
id honestly like for them to buff the terror radius reduction to 16-20 meters because 24m just doesnt feel like it goes far enough to being stealthish considering so many killers already have that range and are far from "stealth"
(Imagine this in a Doc Brown voice) No Scott, don’t you see? Xeno, Demo and Fred are all just like each other! Their powers consist of two smaller powers that aren’t complex enough on their own to warrant using just one of them! One minor power will focus on map traversal while the other assists during chases! Further, each killer also spawns a unique intractable object in the map the counters an aspect of their power! Each power also has a alternate method of interacting with pallets than simply kicking them, whether that be making fake pallets or hitting over them! While I concede that other killers share some of these traits, only these three have this specific mixture! Don’t you see? It’s all connected!
Honestly, they could start by literally just pointing the tail downwards so the tip aims at the middle of the screen. It would also suggest that the tail will come down from where it starts, which would at least make ME subconsciously aim a bit higher and probably hit more shots
If hitting a turret with a basic attack is counted as a "miss attack", I think it would be worth at least trying Unrelenting. It could help in those chases where you have to go through a turret.
I think for the benefits you get of having your power and how easily your taken out you should be a stronger in some aspect like if you're just undectable in your power but they have flamethrower to basically warn them if you're coming I think that'd be pretty cool and maybe a meter or 2 of extra length for the tail, either that or nerf the flamethrower a bit but buffs are better than nerfs
From my testing with bots, the tail hitbox can be dragged like nemmy whip. I did it alot of times where I use the tail attack and then either press A or D to move left or right and it hits the survivor almost every time.
One thing i think they should change on survivor vs the xeno is the flame thrower. When in the radius of the camera if you look towards it its like a strobe affect that i could see affect ppl susceptible to seizures. Should just be like a boon although a different colour tinge.
I love the tunnels and I wish they would change Demo's Portals so it makes more sense, like Demogorgon entering an "upside down" version of the map, which is the same map, but in a different color (kinda like Freddy's Dream World), and Demo can't see the survivors, but hear or see the generators that are being worked on. Also Survivors being able to enter the portals/upside down would be fun too, they would get exposed/debuffed over time but getting a speed buff on gens/totems or something. I hope they get the license back at some point to work on Demo's design, he's my favorite killer and I think he could be more fun.
Using the tail to break the turrets usually allows you to not lose the power. Yeah you lose distance because of the long miss cooldown, but at least you don't lose it
Honestly pheonimal killer, just needs a few tweaks, slightly nerf the flame throwers so they aren't too oppresive and make the tail attack a bit more clear on where its hitting on the killer end annd bam solid b+ killer
@@RedCommunistDragon yeah I know but I prefer to play female characters 😅 otherwise I would play Knight more! And Hux is a bit too overwhelming to play for me
Since the dev q and a they said it takes something like a year for a killer to be fully created, I wonder if the mini team that designed wesker designed this killer and that's why it's good. If there are like 3-4 mini teams it explains why every 3-4 killers are fun and then you get sm and knight
My biggest issue with this killer is that there is no indication the tail attack is going to be used, from a survivor's perspective. This ends up putting you in a situation like what Pyramid Head used to have, where if they're using their power you're forced into guessing a 50/50 of if they're gonna use their tail or M1 you. However, unlike Pyramid Head who had to slow himself down to use his power, there's no slowdown for being in runner mode, and you even have a smaller terror radius (which makes it even easier to get closer?) The lack of indication makes an otherwise super cool killer just really, really frustrating to play against, which is such a shame.
Survivors playing Trapper in tall grass with these turrets? I'm a P40 Trapper and I now have a reason to play survivor lol Love this new chapter by the way! Looking like a massive W all around!
As a survivor I have had the opposite issue with the flamethrowers. Unless you spend a minute carrying it to a completely open area, if there is any obstruction nearby the flamethrower is worthless as the killer will use that to approach and break it before it can flame them. Not saying they are bad or anything, that is just something to keep in mind (that you aren't always approaching in the open).
I think the best use of flamethrowers is make the killer have to take a choice between disabling it and lose distance or lose their power. For example you can put a turret behind one of the shack doorways and run the opposite way. If he chases you he loses power. If he destroys flamethrower he goes the opposite way and loses distance
The only problem I had with the new map is that, while I was running the alien perk that removes bloodlust, there was one tile near the edge of the map that became an infinite. Without bloodlust, I wasn’t able to get any closer to the survivor no matter how many times we ran around.
I think that's just the design of the perk. You give up bloodlust and therefore open yourself up to the rare infinite in exchange for getting a potential quicker 2nd hit. Whether that's good design or not is up to you.
@@peytongibbs2171 Yeah Ik, but idk if rapid brutality creates problems with chasing survivors in tiles on all the other maps because I haven’t played on the other maps with rapid brutality equipped yet, so I just said it was a problem with the nostromo map.
Literally my only major complaint about this chapter is Alien's chase music. Even in the official trailer they have a badass track while they chase Ripley that works perfectly for chase music and they make some bare bones garbage they've been doing ever since hag's rework (or maybe one or two songs before that too idk)
The dbd wiki says that its terror radius drops to 24m when in runner mode so that's probably right. Monitor and abuse could be good on this killer, you can hop into tunnels to charge your power super fast then when you pop out you only have a 16m terror radius.
The tail sitting there at the top of the screen is really offputting, but maybe that's just a me thing, or maybe it's just because it's so static and doesn't really have any idle movement, idk just looks weird to me. Hopefully they lean into the tail "slice" mechanic of being able to draw a line like you described though, and make it a more fleshed out mechanic, I think that'd be really cool
The whole tunnel aspect is one of the best things they've ever done, not because it's groundbreaking or incredible game play innovation but because it's just so loving. At least for me dbd doesn't need to be perfect, it just had to be charming. I don't play nemmy because it's the most nuanced, considered gameplay loops, I play him cuz he's such a great vessel to live out a particular fantasy, and this one seems to absolutely nail that love and attention to detail.
Alien has built in slowdown with the turrets. Makeing/carrying/placeing/repairing turrets is time that could be used on gens. Id argue it's better built in slow down than Nemisis zombies.
One of my favorite parts of the chapter are the map interactions tbh. It feels so nice to have actual things to do specific to it, on top of the easter eggs, and the mix between indoor and outdoor map.
People complain about rng but those elements save the game from becoming a "solved" sweatfest.
@@terribleivan1475you a real one lad 😭
@@terribleivan1475 people complain about rng when half the shit that helps a side win is map rng lmao
Yeah I love the fact that behavior are finally being creative and actually adding mechanics in the game that we haven’t seen every chapter.
Scotts looking more and more human every video
make Scott homeless again
Humanity restored
The more vile scott feeds the more it grows
BHVR is no longer draining his mental health
Damn, my condolences.
Expecting a 25 minute or less video of Scott composing a better chase theme that's around a 5 second loop
he's already done it w hag
i would honestly love to watch that video
The chase music is almost perfectly what I wanted, Track 11 from the Alien Trilogy ps1 game. Listen to that, it's very similar.
@@TheCryptofHorrors-DerCryptaxis It was cool for like the first 15 minutes and then it started to rot my brain.
@@shadysorkin9214 well check out that ps1 track I linked and see if you get what I mean on improving it
One my favorite things about this chapter is the experimentation they did with the map, like the cat popping out of lockers and the new secret frost trap that survivors can use against the killer in the indoor section!
The frost trap is one of ripleys perks its not a secret map function lol
@@nathantorkos2031 No, this is different from her pallet perk. It’s a section of the indoor part where you run through a corridor and if the killer follows you, they get blasted with frost by a pipe
Dude, I had NO idea about that trap! I saw it in the trailer and was like "Lol ok cool flavor but we all know it ain't getting put in the game." that's honestly awesome, wish more maps had stuff like that.
That’s gunna make Killers really upset and possibly quit when they get this map.
@@dylanshorrorchannel1378if they do that then id imagine theyd quit getting anything other than deadzone haven wreckers
I literally cannot remember when was the last new good map they have released. This chapter with that alone surpasses like 3 years of previous chapters
step in the right direction for maps i think
Maybe dead dawg?
@@bloodyx24 I hate dead dawg with a passion main building is a nightmate for killer
@oneautumnleaf2622
Eh, main building is appropriately strong for a main building. I don't think I've ever groaned when I load into Dead Dawg as killer. It's also the only map in the game that has a weak shack lmao
@@boringmonkey6958 I don't think main building should be that strong considering how many windows it has..... It's a catch up nightmare half the time if your a m1 killer
From the way this new chapter plays, it feels like it's been in development for a long time. No rushing = better content. Please keep it up BHVR, we know you can do it
When you consider what has released around her, makes it really feel like Skull Merchant was rushed.
Resident Evil, Anniversary, Nicolas Cage, Alien. Even Knight (controversial but clearly nowhere near as bad as Skull Merchant) has a truly unique power that conceivably could've taken more development effort.
This is what bugs me, BHVR is able to make great content yet they shit out the Skull Merchant.
@@StinkyPoopyMcFartFace Yeah, it's hurts that much more knowing they had the potential to make SM better if they waited. I wish they would make chases tied to her power. As you chase, your power charges until it gives you a drone so you can start controlling loops instead or something. This would incentivize her to chase and not have as much time to defend a future 3 gen situation.
I have a theory that Alien was supposed to come out on Alien Day as planned but was stalled to compete with the Texas Chainsaw Massacre game also coming out in August.
This would explain why the chapter has so much polish and love. We were supposed to get it instead of Singularity.
@@Justmonika6969this theory is true but not for that reason ^^
The irony that survivors have stronger traps than trapper.
Hey Scott I think I tested some new info on how the tail strike works.
The tail has a lingering hitbox only if you do not hit an obstacle with the strike. If you hit an obstacle then the hitbox ends immediately. This is unlike nemesis where the hitbox lingers no matter what.
There's a different recovery animation for when you strike on obstacle and don't strike an obstacle for the entire duration of the hitbox. If you strike an obstacle then the tail wiggles a bit on its end. If you do not strike an obstacle then the tail cleanly recedes back into position.
That's really good to know. That's probably why people have been saying that the hitbox is "weird" or "funky".
I think you nailed it dude
I think the turrets are fine as is. The main reason they seem strong right now is because they are new. Just like other Killers, you can bring 'training wheels' add-ons to understand the turrets. Then when you learn the Killer, you will learn frequent choke points where people place turrets, and can break them without impacting chase too heavily. Since the turrets are limited to 4 map wide, if a Survivor is chaining turrets back to back, their team still has to take the time to grab and place them is useful areas. It's kinda like Hag/Trapper/Ghostface/Singularity where the best counterplay is 2 people pumping gens, 1 in chase, and 1 'harassing' the Killer's power. Most people don't bother with that though, so they just do the 3 gen 1 chase and slowly lose as a result.
I completely agree. People need to understand killers are supposed to have a learning curve, especially when they've just been out for 1 day.
It seems like as long as you react to the turret as soon as it starts shooting you, you'll be able to destroy it with your tail just before it ends your power. Even without add-ons to help. It feels really satisfying, too.
The real issue is tall grasses like the perimeter of dead dogs saloon. Like 80 percent of the outside border is tall grass and since potentially 6 gens spawn in or around there it does seem like they need to be raised up visually to avoid problems like that
L take loser take lamo take
The xenomorph looks so much fun, easily the most excited I've been for any killer they've released since I started playing. I think it'll end up being slightly stronger than nemmy simply because map traversal plays well with some stronger killer perks, but it's not going to be threatening the top spots either. I love the more interactive antiloop too, making antiloop something you have to aim and can potentially miss is far better design than something you set and forget in my opinion.
Idk man seems like a very basic killer to me
I really didnt enjoy playing him that much, it just felt like playing a janky but better nemesis and an advanced demogorgan teleport
@@itsizzi4369 basic doesn't mean bad imo, but I haven't had the time to test yet so I guess we'll see
@@itsizzi4369you can stay under the ground to detect survivors and come up behind them easily the best killer in a while ino
The coolest thing about the chase music is that its similar to the theme used when the nostromo was self destructing, so it kinda has that urgency vibes that the movie had
You are the only other person I've seen recognize this and it makes me happy alot of ppl are going wow thus us a wierd chase theme and i keep going ooohhhh you sweet summer child you aren't using your ears
My initial opinion on the chase music was: Wow. Washing Machine at BHVR office broke... again... And printer too... Lovely!
But after I've recognised that Alien's chase music IS in fact the Nostromo self-destruct alarm sequence with some remixing involved - this made me reconsider my thoughts about it and overall I think it was a GENIOUS move from the sound designers of the Xeno
I think the chase part needs a bit more than just a 2 second clanging loop (singularity has the exact same problem), but the alarms are really cool and should stay
@@apollo_aiOh wow I shared the exact same sentiment before reading this, that’s actually super cool.
Even playing the PTB yesterday, most matches I had people were just super happy to be playing it, win or lose.
The new chapter is a great step in the right direction, I just hope BHVR continues to chase that feeling.
Clever choice of words, nice
I think the flamethrowers are so fast that with ping and human reaction times you can be knocked out of your power before you even realize. However since it only knocks you out of runner mode, it doesn't actually slow or stun I don't think its super problematic.
I'd honestly prefer a slow over an M1 chase.
dont play the game@@slippers8000
You can actually use the tail strike out of range of the flamethrower and break it before entering the range where it activates, not sure why every youtuber ive watched seems to not know this despite testing the killer for hours, but yeah.
@@harley202didn't he mention using the tail to break them?
@@zzDarkenSoulzz he does but never mentions doing it outside the active radius to avoid getting knocked out of power? Unless I'm mistaken
If you tunnel and emerge on the 2nd floor on rpd, if a survivor is right above you on 1st floor the surv can see an "Alien Missle" for like 2 frames in the air while traveling up its great 👍
Also fun trivia about nemesis hitbox. The way it works is many sequential very flat hitboxes. Otz has a video about the hitting through tiny gaps tech that was discovered, and it explains why sometime you try to use lingering hitbox to break a pallet and it just completely whiffs.
Cool now tell me how xenos works because im pretty sure no one knows lol
@@thedoomslayer5863 it's probably similar but with a more precise hitbox
Scott, you are the only person I've ever once heard refer to the Normandy Crash Site DLC. In 10+ years. Wanted to point that out. (Side note: why was such a somber DLC essentially a scavenger hunt that lasts about 10 minutes?)
Nostalgia
Easily the best killer and chapter since Project W.
It was called Project W for a reason (I know it stands for Wesker, but you got it)
not very hard competiton 😅
@@jermasearwig276 that was the best chapter lmao
@@jermasearwig276 ??? the best chapter in dbd history???
@@Kizen. the statement "best killer/chapter since Project W" doesn't comment on the chapter's quality relative to project W, only relative to chapters coming after it.
Another minor flamethrower complaint - after exiting a tunnel they are deactivated for a couple seconds, but during this time they cant be destroyed. There have been many times where I exit, smack it with my tail, it doesnt get destroyed, then activates and burns me and im sad
I actually had a different impression about the fire. I thought how long the fire took to take you out of your power was fine. You can still take it out via m1 in many cases. I did think it should take just a tiny bit longer to get your power back if its taken away by flame, though. It's a pretty oppressive ability in chase, and I think getting caught by the flame should affect it just a few moments longer.
But they definitely should make it more visible to the killer so it can be dealt with.
It's odd, because what they did with Xenomorph's tunnels are exactly what I wanted for the Demogorgon, but it is still cool to see it in the game nonetheless, and works really well on Xenomorph. That tail attack is pretty neat too, and reminds me of one of my favorite things about Nemesis.
Tail whip is like a more precise nemesis strike, I'm really excited for it as a nemmy main
I noticed the chase music watching Otz, it genuinely sounds like another Skull Merchant washing machine.
Absolutely on board with the turret add-on necessity to counter turret power issues. Opting for the range extension add-on seems smarter, allowing closer positioning before firing kicks in. Combining both ensures a frustration-free turret experience.
Xenomorph seems perfect tbh, this is the only chapter I've been looking forward to for a very long time. Yeah he needs some adjustments, but he just looks so fun to play.
Apparently the chase theme is a mix of the original Nostromo alarm and the DBD chase theme- which is cool. I wish it was longer, but it makes sense why it loops.
THEY'RE SO COOOOL!
As a demo main, I'm incredibly jealous :(
Really wish he had a proper upsidown tunnel system & quadruped animations.
That's super interesting with the hitbox, very unclear animation but I like how flexible it is if you can hit the timing I hope they keep that.
I also completely agree with the turret argument. I watched a lot of VHS content in the past and the turret is similar to some of the weapons in the game so I have a feel for the right spot/spacing to place the turret so it catches the killer turning a corner at a choke point or something and is ideally in a different direction of the direction they'll want to be going (so they have to react faster and go further out of their way to avoid being fully damaged), but isn't close enough to where the killer will come from so that it will get hit before fully damaging the killer. And every time I've seen a survivor place a turret next to them at a gen or loop near the gen or something my gut was screaming "that's way too close to the corner, it'll be able to hit it on reaction even if it catches it by surprise" but it'll put it out of runner mode anyway. If they made that addon basekit, it would force survivors to think and plan ahead more and strategically place their turrets.
I'm like 95% satisfied with it's kit, it's super cool and looks like fun, but the playstyle was different than I was expecting which is where my only slight disappointments lie. Like, it isn't actually faster in any way while in Runner Mode and I wish stealth was a bigger part of it's power (if you didn't know, the turrets beep more and more frequently the closer the Xenomorph is to it, and idk for sure but it might beep through undetectable too. It's very cool and can freak you out, but I don't like how it kills any stealth build you wanna make for it) The ideas below are some ideas I had for that, one of which is pretty crazy but something smaller but still nice could totally be done instead.
- Buff the stealth aspect of the kit (Runner Mode Terror Radius is 16m or less, turret beeping stops if Xenomorph is undetectable with exception to being in the tunnels, turrets start beeping 8m further than the Xenomorph's terror radius would begin (so it still has a use but you can actually sneak up on people))
- Make the changes you suggested (make that yellow addon basekit, fix the music ;w;)
- Give the Xenomorph a Dash ability while in Runner Mode where it starts in a galop, running forward very quickly with a low turn rate (think Hillbilly's Chainsaw Sprint), and attacking during this dash would let you aim briefly and then pounce in the direction you're looking and damage a survivor hit (like how you can turn and lunge after Blight's Rush, would kinda play out like Hillbilly + Blight), and whether or not this pounce hits a survivor, Runner Mode then goes on cooldown so you can't just do it all the time (like when you pick up a survivor, not the full cooldown just for a bit, but it'd have a bigger cooldown than picking people up is). (Also hitting a wall with the dash or pounce would incur a longer recovery and Runner Mode would go on a longer cooldown, and you can still be hit by the flamethrower during your dash which would cancel it if you get hit enough, so there's mindgaming/juking/turret placement counterplay but it'd still be strong). Perhaps the tail attack or other parts of the kit could be nerfed in compensation if necessary.
This would make the killer literally perfect imo. These changes would shift it's playstyle in the direction I was hoping for with an awesome high risk/reward dash+pounce which is super thematic and would be really fun to master and with better stealth that's easier to work into your playstyle, and it wouldn't be overpowered because Turrets act as natural counterplay. Either way though, no killer needs to be "literally perfect" to be amazing, I love this killer and am super excited for this chapter.
"It looks like survivors are playing trapper" got me rolling ngl
what is also cool about this chapter, it doesn´t matter which map you are in, the hooks all have this Xenomorph goo over them. It´s like in the early days of DbD were Trapper, Wraith, Billy and Nurse had unique hooks
Nemesis uses dual P90's that he hip-fire sprays and so can hit anything waist downwards, and if one single bullet hits a survivor, they get infected/injured. And since he's dual hip-firing, can can't aim up or down, but can sweep sideways.
Xeno however, is more mature and has a burst-fire quake lightning gun, which he stops firing if he hits something other than a survivor first because he doesn't want to damage the environment.
The purple add-on where you become undectable for 20 seconds if a turret breaks you out of runner mode combined with the brown add on where if a turret takes you out of runner mode gets automatically destroyed. To me is a good combo that gives you at least a benefit if you lose your power
4:20 So happy to get confirmation. I've been trying to figure out the tail attack for a while now. Sometimes it hits, sometimes it doesn't. Most of all it feels super janky.
A metaphors for the tail whip is “like casting an incredibly short rod” from my experience.
Xenomilf is a combo of demo and nemesis, which are my two most played killers, the map is wonderful
The interesting thing to me is that while vsing Xeno, I’d see and hear it get hit by the flame turret and it wouldn’t knock it out of runner mode even though it audibly screeched. I feel like the flame turrets are kind of broken right now. Hopefully it becomes more clear when it reaches live
the flame turrets have to be on the xenomorph for a few seconds to actually knock it out of its power. if you check whenever it gets hit during runner mode, it has to fill a bar to deactivate the mode. the screech just happens whenever the flames hit it at any point regardless of the progress on the bar
Also: I /love/ the design shift to adding counterplay mechanics that force survivors to be proactive. I have a lot of trouble playing the Singularity despite really liking him because his cameras just can't see survivors if there's a leaf in the way and I find EMP's very frustrating, BUT I also see that as a 'me' problem, the EMP's and flame turrets are really good design IMO, aside from being coo lmechanics that work differently enough not to feel reptitive. I hope they keep going for it!
The chase music is the alarm of the spaceship in the movie with the rhythm changed for chase music
I really like the nuance of the tail... That's what sold me on the chapter.
The weird hits are exhilarating.
And actually, I forgot to say this, but I think the stagger time is fine.
You can tail strike it, approach from a corner, etc. Or just ignore it... With the tail strike I find I don't miss out on that much by taking longer pathing... Maybe survivors just need to learn to use turrets better, though.
I love everything about this character, except the Chase Music. My God why is there ANOTHER washing machine track? Thought we were already over this with Ghost Face. I hope they change it.
the person who makes chase music at BHVR loves Grindcore
8:14 in my experience, it is actually possible to hit the turrets with a basic attack before they take you out of runner mode, but it legitimately leaves you within a quarter or so of a second of being taken out, and the times I pulled it off may have been due to walls or survivors blocking it’s true range, so I’m not entirely sure if it’s possible to do so in every scenario
12:26 I'll keep saying it until I'm blue in the mouth: The composer put their literal soul into Wesker's chase theme, and the hollow shell that is left cannot make anything beyond .5 second loops anymore.
My headcannon is the composer literally died to make wekser's chase theme and the new one replacing him is just horrible. Wesker's chase theme is so godly it demanded it human sacrifice which was the composer
Guy used to be on point before. Maybe it's burnout?
Wesker’s chase theme’s too dramatic imo
@@RedCommunistDragon It's godly. Literal final boss material which he is.
@@thedoomslayer5863 In Resident Evil hell yes! In Dbd no, it’s just too dramatic when you got god-like killers such as Oni and Dredge
I noticed in this video you could flashlight as the xeno came out of tunnel, pretty nifty to remember.
I think that The Chase music is supposed to have a couple musical notes from the movie or so I've heard
Next upload better be the Scott's original chase music for the killer
you can hear while in demos portals, and it obviously fits what demo's portals are supposed to evoke; if demos portals had just been this the whole time it would have made perfect sense. The icon for demo's power is literally a stylized depiction of the tunnels it crawls around in
I'm admittedly not super hyped for Xenomorph, since in general I'm not the biggest fan of safe, straightforward chase+mobility killers, but for what it is, the killer is pretty well designed. I will say though that I really like what new stuff it _does_ bring to the table; like tracking survivors from underground by the sounds they make, or the fact that, for once you have to watch out for traps the SURVIVORS set, in the form of the turrets. Say what you want about em, but having to work around them really helps me get in the mood of a clever predator, dismantling the traps humans set for it
Yeah I thought his chase theme was the sound of some sort of mechanical whirring in the background at first haha
When Scott was talking about the flame turrets being hard to see I instantly thought of burning a dead dog map offering and place those things in the bushes
I agree, with this chapter they have proven that they still can do well thought ca[ter that don't need to be fixed constantly after being added to live server. But I must disagree on one thing - his chase music sounds more like a printer the wieldshilds
I think the turrets should give a warning beep one second before it shoots you and maybe give you the directional arrows that ghostface gives when someone is revealing him.
Was waiting for this since yesterday keep up the good work scott
8:47 Hitting a turret is not a missed attack, it is the same as hitting a wall. This also means unrelenting will not work on hitting turrets.
I think killers with inate build in counter: Wesker, Singularity, Nemesis etc.
Can be really tricky to balance.
I think the turrets are very cool and actually make the killer think with their brain.
But it's kind of annoying just randomly walking in to a turret.
They blend in pretty well with the map / survivors can set them up in ways where it's hard to see them.
The easiest way to fix this is for the Xenomorph be able to see the aura of turrets within 12 meters so they can
atleast react fast enough with a tail attack.
In a chase the Xenomorph still has to enter a cooldown after hitting the turret meaing a survivor will gain distance although their counter got destroyed.
The chase music is like 2 lumberjacks with a giant saw going back and forth on a tree
I can’t believe BHVR brought *The* Washing Machine back to compose the Xenomorph’s chase theme
Just wanted to say love your vids Scott you’re my fav dbd player and honestly feels like your the only one who really gets how the game flows
I wish the Xenomorph had the ability to vault windows faster while in runner mode like tier 2 and tier 3 Myers, it increases its anti-loop ability and also fits its concept well. Although it has a purple addon to increase vaulting speed by 30% faster, I wish it became the basekit or at least 15% faster (like Bamboozle) without that addon.
Something that takes the new map from being "Nice" to "Amazing is the fact that theres an actual interactive element to it! Midwich/RPD might have jumpscares, but this is a map where you can actually set up/fall victim to a trap! Walking past a steam pipe in the ship blasts you and the killer, significantly slowing you down, and survivors can access a panel to speed up it's recharge. I hope they play around with more map elements like this, its exactly the sort of thing that can help spice up the normal gameplay loop.
I like the chase music, sounds really like the frenetic escape at the end of the first movie with the self-distruct allarm beeping constantly. It gives a sense of urgency for both survivor and killer.
Really hope they don't change it, we'd likely get the Ghostface treatment with a theme that doesn't fit at all...
you can drag the hitbox with a strafe just like Nemesis does as well as long as you don't hit a wall
I'm pretty sure you drag it even faster than him too
People compare Xeno's teleport to Demo's also because you both have to go to a portal first and then select where you wanna teleport to.
I don't think anyone's arguing the tunnel system is the same as Demo's lol
Theres another yellow addon thats very useful that reduces the flame distance by 2 meters. It makes it small enough so you can melee the turret without losing nearly all your charges
I also don't think the flame turrets should beep as the alien gets closer; it defeats the entire purpose of having a smaller TR when in runner;
I think the chase music is good, it sounds like the alien soundtrack and has the alarm klaxon from the Nostromo self destruct sequence
I’m so happy my most anticipated license has such a great chapter overall.
This may be a bit controversial, but i actually like the chase music. A lot. Something about it being so harsh on the ears and panic inducing is exactly what i would expect from something so freaky as an unknown (to the survivors) alien tracking them down with extreme swiftness.
If only we could turn down the volume to avoid being deafened by it drowning out literally every other game sound...
There are other chase themes that do all that better (clown, doctor) but they don’t sound like a 3 second loop of a washing machine
To me it gives me headaches. i dont want to hear a stupid 6 second WEE WOO WEE WOO loop
I wish it implemented a bit of the sound effects of when the ship was in self destruction sequence from the movieto give it more oomf, instead of the windshield sound everyone says about. Or the omnimuous them from the original trailer.
One of the things I'm looking forward to trying is placing flame turrets in the Dead Dawg bushes.
I believe the chase music is actually based on the Nostromo's alarm
Actually, from what i saw from otz video instead of dragging your mouse you can drag your entire body left and right to extend the hitbox, the difference is nemi doesnt "hit walls" where as alien does, so you need to be more calculated on your attacks
Yup so it IS like nemmy tentacle but maybe worse?? since it cant break pallets. Also its not that weird descending flat hitbox nem has either it has its own even weirder more jank hitbox that sometimes i can strafe hit people but other times cant? shit makes no sense at all
@@thedoomslayer5863it’s debatable, you don’t really need to break pallets as Steve and no infection required in order to damage
At 5:44 you said you don't drag your body around during the tail, but you can do that too. Walking left or right drags the hitbox with you actively until it retracts. You just can't turn your orientation left or right while doing it.
Yup so it IS like nemmy tentacle but maybe worse?? since it cant break pallets. Also its not that weird descending flat hitbox nem has either it has its own even weirder more jank hitbox that sometimes i can strafe hit people but other times cant? shit makes no sense at all
You can block hooks with the flamethrower. I imagine they’ll change it bc the hook has a radius around it that won’t let you place anything and you have to place it right on the edge of that radius
id honestly like for them to buff the terror radius reduction to 16-20 meters because 24m just doesnt feel like it goes far enough to being stealthish considering so many killers already have that range and are far from "stealth"
(Imagine this in a Doc Brown voice)
No Scott, don’t you see? Xeno, Demo and Fred are all just like each other!
Their powers consist of two smaller powers that aren’t complex enough on their own to warrant using just one of them! One minor power will focus on map traversal while the other assists during chases! Further, each killer also spawns a unique intractable object in the map the counters an aspect of their power! Each power also has a alternate method of interacting with pallets than simply kicking them, whether that be making fake pallets or hitting over them!
While I concede that other killers share some of these traits, only these three have this specific mixture! Don’t you see? It’s all connected!
In case you didn't get to see it, the tail also pierces and can hit multiple survivors.
I can't believe they brought back Ghostfaces washing machine for the chase music
Honestly, they could start by literally just pointing the tail downwards so the tip aims at the middle of the screen. It would also suggest that the tail will come down from where it starts, which would at least make ME subconsciously aim a bit higher and probably hit more shots
If hitting a turret with a basic attack is counted as a "miss attack", I think it would be worth at least trying Unrelenting. It could help in those chases where you have to go through a turret.
Zee-No-Morph. Love you Scott
u rite
I think for the benefits you get of having your power and how easily your taken out you should be a stronger in some aspect like if you're just undectable in your power but they have flamethrower to basically warn them if you're coming I think that'd be pretty cool and maybe a meter or 2 of extra length for the tail, either that or nerf the flamethrower a bit but buffs are better than nerfs
From my testing with bots, the tail hitbox can be dragged like nemmy whip. I did it alot of times where I use the tail attack and then either press A or D to move left or right and it hits the survivor almost every time.
One thing i think they should change on survivor vs the xeno is the flame thrower. When in the radius of the camera if you look towards it its like a strobe affect that i could see affect ppl susceptible to seizures. Should just be like a boon although a different colour tinge.
This tunneling system on alien should've been on the demogorgon with the upsidedown
Right? They literally have underground cave systems in one of the season's of stranger things lol
the chase theme is giving me flashbacks to the ptb ghostface music 😭
I love the tunnels and I wish they would change Demo's Portals so it makes more sense, like Demogorgon entering an "upside down" version of the map, which is the same map, but in a different color (kinda like Freddy's Dream World), and Demo can't see the survivors, but hear or see the generators that are being worked on.
Also Survivors being able to enter the portals/upside down would be fun too, they would get exposed/debuffed over time but getting a speed buff on gens/totems or something.
I hope they get the license back at some point to work on Demo's design, he's my favorite killer and I think he could be more fun.
They need to give him dredges chase theme. Actually every killer. He has the best in the game IMO
Didn't know this guy played dbd let alone a youtuber, loved you in the expanse
Barb's Heart and Black Glasses, my favorite Demogorgon addons!
Using the tail to break the turrets usually allows you to not lose the power. Yeah you lose distance because of the long miss cooldown, but at least you don't lose it
Honestly pheonimal killer, just needs a few tweaks, slightly nerf the flame throwers so they aren't too oppresive and make the tail attack a bit more clear on where its hitting on the killer end annd bam solid b+ killer
Are Behaviour on their redemption arc? First Singularity and now this :)
Yeah SM was an abomination but did she really crush your soul that much?
@@RedCommunistDragonI wanted her to be a nice to play Killer but Well I guess I have Xeno now
@@Luna.Tenebra Don’t forget Knight and Singularity, people be sleeping them lately.
@@RedCommunistDragon yeah I know but I prefer to play female characters 😅 otherwise I would play Knight more! And Hux is a bit too overwhelming to play for me
@@Luna.Tenebra Fair enough
Since the dev q and a they said it takes something like a year for a killer to be fully created, I wonder if the mini team that designed wesker designed this killer and that's why it's good. If there are like 3-4 mini teams it explains why every 3-4 killers are fun and then you get sm and knight
My biggest issue with this killer is that there is no indication the tail attack is going to be used, from a survivor's perspective. This ends up putting you in a situation like what Pyramid Head used to have, where if they're using their power you're forced into guessing a 50/50 of if they're gonna use their tail or M1 you. However, unlike Pyramid Head who had to slow himself down to use his power, there's no slowdown for being in runner mode, and you even have a smaller terror radius (which makes it even easier to get closer?)
The lack of indication makes an otherwise super cool killer just really, really frustrating to play against, which is such a shame.
imagine if there was an addon where u start in a tunnel, that could be really cool
This alien was definitely programmed to harm the crew.
Survivors playing Trapper in tall grass with these turrets? I'm a P40 Trapper and I now have a reason to play survivor lol
Love this new chapter by the way! Looking like a massive W all around!
As a survivor I have had the opposite issue with the flamethrowers. Unless you spend a minute carrying it to a completely open area, if there is any obstruction nearby the flamethrower is worthless as the killer will use that to approach and break it before it can flame them. Not saying they are bad or anything, that is just something to keep in mind (that you aren't always approaching in the open).
I think the best use of flamethrowers is make the killer have to take a choice between disabling it and lose distance or lose their power. For example you can put a turret behind one of the shack doorways and run the opposite way. If he chases you he loses power. If he destroys flamethrower he goes the opposite way and loses distance
The only problem I had with the new map is that, while I was running the alien perk that removes bloodlust, there was one tile near the edge of the map that became an infinite. Without bloodlust, I wasn’t able to get any closer to the survivor no matter how many times we ran around.
Z wall
I think that's just the design of the perk. You give up bloodlust and therefore open yourself up to the rare infinite in exchange for getting a potential quicker 2nd hit.
Whether that's good design or not is up to you.
@@peytongibbs2171 Yeah Ik, but idk if rapid brutality creates problems with chasing survivors in tiles on all the other maps because I haven’t played on the other maps with rapid brutality equipped yet, so I just said it was a problem with the nostromo map.
Literally my only major complaint about this chapter is Alien's chase music. Even in the official trailer they have a badass track while they chase Ripley that works perfectly for chase music and they make some bare bones garbage they've been doing ever since hag's rework (or maybe one or two songs before that too idk)
The dbd wiki says that its terror radius drops to 24m when in runner mode so that's probably right.
Monitor and abuse could be good on this killer, you can hop into tunnels to charge your power super fast then when you pop out you only have a 16m terror radius.
The tail sitting there at the top of the screen is really offputting, but maybe that's just a me thing, or maybe it's just because it's so static and doesn't really have any idle movement, idk just looks weird to me. Hopefully they lean into the tail "slice" mechanic of being able to draw a line like you described though, and make it a more fleshed out mechanic, I think that'd be really cool
The whole tunnel aspect is one of the best things they've ever done, not because it's groundbreaking or incredible game play innovation but because it's just so loving. At least for me dbd doesn't need to be perfect, it just had to be charming. I don't play nemmy because it's the most nuanced, considered gameplay loops, I play him cuz he's such a great vessel to live out a particular fantasy, and this one seems to absolutely nail that love and attention to detail.
If that fantasy is being gen rushed and needing 3 hits to down then sure.
Alien has built in slowdown with the turrets. Makeing/carrying/placeing/repairing turrets is time that could be used on gens. Id argue it's better built in slow down than Nemisis zombies.