How to FIX the Xenomorph (Dead by Daylight)



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

In this brief video, I go on a rant about how I personally would fix the Xenomorph in Dead by Daylight to make them an overall better killer to play while also remaining fair for the other side. If you enjoy this video, comment a killer you’d want to see me reimagine next!

Patreon: https://www.patreon.com/c/DMuted

Merch: https://dmuted-shop.fourthwall.com/collections/all

source

21 thoughts on “How to FIX the Xenomorph (Dead by Daylight)”

  1. Dbd is weird sometimes with adaptions you have many great ones like chucky,pinhead ghostface and myers all great adaptions of the killers. But when the fail they REALLY fail, look at nemesis and xeno, both killers feel nothing like how they should espically nemmy, and we know with stuff like the unknown they can totally do explosive weapons for killers but for nemmy they refuse. Honestly with how bhvr is going unless most of the community gives them backlash for nemesis and xeno i doubt they will ever rework them to be beter

    Reply
  2. yes! xeno is absolutely a wasted chapter. just another boring midrange antiloop when there was SO MUCH POTENTIAL

    (PS, hell yeah, make more dbd content. saw you a few months back like something of mine on dbd twitter so i knew a vid like this was coming eventually)

    Reply
  3. As someone who plays a lotta xeno this video greatly detailed my problems with the killer. Small correction, lambert's star map only decreases the range of the turrets. The addon you mention at 5:10 is actually the emergency helmet and not the map. Completely understand the mixup cuz they're both xenos best addons

    Reply
  4. It would be cool survivors could use the turret in their hands, like, imagine there is only one or two flame throwers that survivors can carry and fight xeno head on

    But since there is only one, survivors would need to stay close to eachother

    Reply
  5. make it so xeno has an add on that can change the way the turrets work where the tracker is disabled but survivors get more 2 more turrets Or it changes the turrets from spray and pray flames to single shot on contact explodng flame rounds tha takeyu out of your power in one shot but it has reliad after fireing a shot.
    Or just make it so the turrets act like this basekit not the no tracker thing it think they could make it so after they over heat the tracking malfunctions for 2 or 3 minutes and if they want the tracking back faster they have to reboot the turmanually

    Reply
  6. Keep the motion tracker, make it so the interactions with undetectable and terror radius perks work as intended. Add a tell to the tail attack. Combine this with all you said except the tracker stuff and i think xeno will be a fun killer to play against and a strong killer as well

    Reply
  7. Xeno counterplay takes no skill, although turrets can be used in skillful ways, it doesn't leave room for skill expression like other killers. Its a very binary kinda interaction that is so underwhelming to play with and against (speaking as someone with 2k hours)

    Reply
  8. 7:45 the tail does have a very quiet wind up noise that is played milliseconds before the tail hitbox becomes active. Despite this, the audio que is still unreactable because you need to be way above average reaction speed to register the sound and simultaneously dodge. When playing survivor against Xeno, a lot of the time i predict when the Xeno will use their tail because it is predictable that the Xeno will want to catch survivors in animations and behind vaults this is probably what is happening to you when you say it is being dodged on a frequent basis. It is easy to predict, hard/impossible to react to

    Reply
  9. I like your take on how to fix Xenomorph. As a fellow Killer main, I’ll also put my two cents in. In my opinion, I honestly would rather give Xeno a full rework. I feel like Xeno should’ve been more of a Stealth/Trap Killer. He should be able to crawl walls and ceilings while having face huggers attempt to latch onto survivors. Also from my experience from playing as and against, he feels pay 2 win & pay 2 lose at the same time in my opinion. On one hand, he can easily put survivors in lose-lose situations when in crawler mode (either you get hit by the m1 or the m2). But on the other hand, the turrets easily give you away and easily knock you out of your power. And even tho lambert’s star map and the emergency helmet help, breaking turrets are a lot harder to do (bc Behavior can’t program hitboxes). This would be my ideas for a possible rework (I’m no game developer so don’t tear me apart):

    1. Remove Tail Attack: This is one of the two most problematic parts of Xeno. Instead, I would replace this with a pounce attack that is only accessible in crawler mode. This pounce now has an audible sound cue and can be shown from the stance Xeno takes.

    2. Replace Flame Turrets w/ Motion Trackers: Instead of the annoying Turrets, now we have motion trackers from alien isolation.

    3. Basekit Stealth: Crawler Mode grants Xeno Undetectable. Xeno can also crawl on walls and ceilings. Whenever he charges up a pounce, saliva now drips from the ceiling, referencing an iconic scene from Alien.

    4. Facehuggers: Facehuggers can only be accessed when inside a tunnel. Facehuggers move as fast as Victor but you have a third person view like Chucky. Facehuggers can pounce and latch onto survivors, impregnating them. I say they have to get hit by three Facehuggers before they can get mini-mori’d via chestburster.

    Reply
  10. So I made a mistake in this video, I name dropped Lambert's Star Map but described a green helmet add-on; I got them confused because they're typically ran together and have similar end results: a slight immunity to turrets. Just thought it would be worth correcting!

    Reply
  11. I like all these changes, but another really necessary change is to give Xeno's tunnels priority over chests and other interactable objects. His tunnels are supposed to spawn near generators but so often spawn incredibly far away in the middle of bumfuck nowhere—severely hampering not only his mobility but also his ability to quickly attain crawler mode—for no other reason than because a chest or totem or something spawned where one of his tunnels should've.

    Reply
  12. How I'd make a "Xenomorph Rework":

    Flame Turret changes – Flame turrets are removed. Would be superfluous to the changes ahead.

    Tunnel changes – Entrances to tunnels can now be activated for a set amount of time by Survivors to act as Radar, beeping as the Xenomorph comes closer; the timer is indicated on the tunnel. Tunnels are placed a bit closer to generators to allow Survivors to hear the Radar and allow Xenomorph to get the jump on unprepared Survivors. Otherwise, Tunnel mechanic unchanged and still restores Crawler mode quickly and offers undetectable/footprint sensing.

    Crawler mode changes – Xenomorph Tail Whip now ends Crawler Mode immediately, hit or miss. While in Crawler Mode, the Xenomorph is Undetectable, but will still be detected by Radar. Additionally, while in Crawler Mode, Xenomorph can climb over dropped pallets equal to its vault speed. If Xenomorph stays within range of an active Radar for too long, Crawler Mode will prematurely end and the Tunnel will be blocked for a short amount of time, preventing the Xenomorph from reentering it. Crawler mode will deteriorate over 6 seconds while within 12 meters of an active Radar.

    Radar – Has a detection radius of 24 meters. When the Xenomorph is within this range, it will begin to beep to alert Survivors of Xenomorph's presence. The closer the Xenomorph gets to the Radar, the faster it will beep (the same as Flame Turrets). While within 12 meters of an Active Radar, Xenomorph will have its Crawler Mode deteriorate. Xenomorph can Tailwhip an active Radar to shut it off and prevent the Tunnel from closing. Beeping also occurs while the Xenomorph is within Tunnels, however Crawl Mode will not deteriorate while Xenomorph is underground. Once a Radar's active time ends or it is disabled by any other means, it will be put into a recharge state for a period of time, being unable to be reused until that time is up. While unable to be activated, the screen on a Radar will show Red, while it is Active a timer in Green will be displayed, and while it can be used but is not active it will display in a neutral white. Activating a Radar takes 5 Seconds. Radars by default take 60 seconds to recharge, and are active for that same amount of time.

    Killer Instinct when exiting Tunnel – Removed.

    Terror Radius increased to 40m when not in Crawler Mode, 0 while in Crawler Mode (Undetectable).

    Add-on changes –
    Flame Turret specific add-ons would all change to reflect the bigger focus on Tunnels being important instead.
    Cereal Rations – The auras of active Radars are highlighted in Red. Active Radar tunnel exits are blocked, but can still be used as an entrance. (The aura reading is active at all times unless afflicted with Blindness status effect)
    Drinking Bird – The Xenomorphs Terror Radius is reduced to 24m, but it does not gain Undetectable while in Crawler Mode. Deviousness Bloodpoint gains are doubled.
    Ripley's Watch – Radars disable after ending Crawler Mode. Tunnel will still close.
    Ash's Innards – Reduces the active time of Radars by 10 seconds.
    Brett's Cap – It takes Survivors an additional 2.5 seconds to activate a Radar. (50% increase)
    Lambert's Star Map – Reduces the initial detection radius of Radars to 20 meters.
    Light Wand – Radars take 15% longer to recharge.
    Emergency Helmet – Radars take twice as long to end Crawler Mode, however the full Radius of detection will degrade it.
    Molted Skin – After climbing over a downed pallet in Crawler Mode, all Survivors within 12 meters of the pallet will be hindered by 5% for 2.5 seconds.
    Self-Destruct Bolt – Active Radars do not detect the Xenomorph while it is in tunnels.
    Harpoon Gun – All active Radars will begin beeping when the Xenomorph is detected by any Radar. If a Survivor within the radius of a Radar the Xenomorph is not being Detected by leaves that radius, they will scream and reveal their location to the Xenomorph.
    Cat Carrier – Disabling a Radar with Tail Whip will not end Crawler Mode.
    Semiotic Keyboard – The beeping of Radars will not increase in frequency as the Xenomorph gets closer and will stay at the same frequency the entire time the Xenomorph is detected.
    Improvised Cattle Rod – Tail Whip will down Healthy Survivors, however the ability to Basic Attack and Lunge Attack while in Crawler Mode is disabled.

    Reply
  13. As a Chucky Main who has been fighting an uphill battle about how his and Skull Merchants changes were unjustified, I’ve seen Survivors arguments first hand and would like to make some changes.

    – The Tail Attack should be more reactable and takes a split second longer to wind up giving the Survivor more time to react, as well as giving both a better audible and visual indication like maybe have Xeno loudly hiss or screech when winding up and also have the tail raise itself prominently before striking down. The compensation will be that Xeno’s tail has a longer hitbox at maybe 5.5-6 meters.

    – Xeno’s turrets will beep at random intervals or completely not detect you when you Undetectable above ground. It would be unfair if it was also in the Tunnels as you automatically become Undetectable when inside them. This will create interesting scenarios where you either sacrifice mobility within the tunnels for stealth above ground, and vice versa.

    – Lastly this is a problem not just with Xeno but also with Sadako and Plague, but Chests need to stop taking priority over Killer Spawnables (Turret Stations, Fountains, TVs, etc.). It’s unfair that Coin Offerings and recent Event offerings mess with your power as it will instead spawn chests near Gens instead of your literal Power making it to where Plague has to go across the map to get a Corrupted Pool, and Xeno and Sadako have no way to pressure those Gens as effectively, and in Sadako’s case makes her Condemnation nearly impossible to apply.

    Reply
  14. Finally a Xenomorph rework video that doesn't ask for them to become something they're not. Here's my opinions:
    1. I think a cool option would be to make it so turrets only react if Xeno is in the tunnels. This presents a risk / reward on where they put turrets (either near gens for tracking at the cost of them being destroyed easily or in loops) and also gives Xeno a reason to walk above ground and use their smaller Terror Radius, especially alongside perks like Monitor & Abuse.
    2. Hard agree. No other comment.
    3. Emergency Helmet should be PARTIAL basekit. It's crazy how strong Emergency Helmet is. EH should be 15% extra and your base resistance should be 20% stronger, imo.
    4. It's an interesting concept but I doubt this would happen, if only because they'd have to rework Ripley's Watch. It's a good idea conceptually but I think leaving a used turret in a bad area can sometimes be a tactical choice.
    5. Hard no, but if I can offer a compromise: I think the effect of Cereal Rations where you see the turrets after exiting a tunnel could be made basekit. This would let you plan around if survivors lead you to a turret, but wouldn't give you unnecessary information for free.

    Additionally I'd like to propose one more thing:
    6. Turrets can not be placed within (8 meters?) of eachother. This would remove the strategy of placing two turrets beside each other for a guaranteed power knockout. This is already a mechanic that exists on the Demogorgon's tunnels, so I don't see why they couldn't copy code from Demo onto the flame turrets.
    If this is an issue they can make it so flame turrets can be placed in tighter spots, on top of providing more clear cues for the power being used.

    Reply

Leave a Comment