These Kind of Tail Whips Make Me Love Alien – Dead by Daylight



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38 thoughts on “These Kind of Tail Whips Make Me Love Alien – Dead by Daylight”

  1. honestly love the design of the killer but the tail whip seems a bit too strong since most pallets are unsafe and the fact is if you try to dodge his whip he can just m1 you is annoying to deal with since it removes the counter play of hey try to dodge this, like if Nemesis could do that and not suffer a movement speed penalty he would be leagues above most killers.

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  2. God I love alien lmao. Though when I played against her, the biggest indicator of when she was doing a tail attack was the noise before it, which I really don't like. Maybe I just wasn't looking enough, but it felt so visually minor compared to most (if not all) other killer powers. As a very visual-dependent person, it hurts a bit to know that :'>

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  3. 9:28 I was thinking I was just dumb till I started seeing memes about it, and now even scott showcased theres so many endurance perks and addons that it feels like you can’t tell where tf the endurance came from

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  4. Hey can anyone tell me what they think of this killer idea I came up with

    The survivor is a girl who right before was in a house fire where her father died the killer is the vision of her father burning alive he moves like a shambling corpse screaming in agony fully engulfed in fire. His ability is he has to hide these burning corpses (which he spawns and throws down on the ground as if he were dropping a survivor) around the map that produce and area that if the survivors enter will slowly kill them from them gaining stacks of guilt (to make it not like skull merchant if they perform and action in these areas they gain a affliction called distracted because they'll be distracted from the guilt they won't begin to take any damage). But for the survivors to escape the match they must extinguish all the corpses and turn them into smoldering bodies (with a bucket of water or something) around the map. They can also do this during the trial but the killer can relight them by picking them up (just like a survivor at which they disappear till resummoned) or if they still want them in the same spot just smacking it and relighting it. However when exit gates are powered you can only relight a select amount before you become burnt out. Also it would look cool if all corpses where put out the killer was no longer engulfed in flame. And if the survivors fail to extinguish all corpses and try to exit the trail they are overcome with guilt and burn to death. I think it would be fun to have a killer who hides things that the survivors must complete to win but also giving the killer an area of control making it harder for survivors to hide (from their grief) in those areas. But definitely am trying to avoid making another skull merchant. Also his mori could be the survivor being ract with guilt and giving the killer a hug in which it hugs back leading to a fiery embrace.

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  5. I'm probably gonna eat my words on this for the next few games, but Xeno's map mobility really levels the playing field in terms of generator management. First time in a while where it doesn't feel like complete bullshit when a gen gets popped on the other side of the map.

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  6. This match is a perfect example of why killers have higher than 50% kill rates and why that doesn't make the game "killer sided". Always makes me laugh seeing survivor mains crying about how the game is killer sided because of BHVR aiming for a 60% kill rate on killers (and not successfully pulling it off) but then you see games like this and it all makes sense. The first death was at 10:35 the match started 11s into the video. So it took Scott 10mins and 24s to get a kill and in that time the survivors only did 3 generators. A singular survivor can do a gen in 90s sans perks, add-ons, tools, and great skill checks. So a single survivor without having to travel (which is a decent portion of time but hard to calculate) takes 450s to do all the generators and the first death was in 624s. 6pop 4painres were used before the first kill, so let's just assume for the sake of the survivors that all 4 painres got 25% that's 100% or 90s added to the time they needed to do and we will use 75% for every pop, which if anything an overestimation, and 75% of 90s is 67.5 and pop does 30% of that which is 20.25s per pop and there were 6 for a total of 121.5s added to the total. So a single survivor needed to do 450s + 90s + 121.5s = 661.5s of generator repairs and the first kill was at 624s. That is what a SINGLE survivor needed to do, now if you divide that into three or two you really start to wonder how the survivors lost this match. Edit: just realized I forgot to add the 3.5% (I think it's 3.5%) baseline pop that killers have. Although it would've been a really smart amount of time considering it applies after pop and it's only 3.5%, but if I did the math on it correctly it was ~10s.

    This was a really long comment just for me to say "If you lose a game of DBD as survivor it's almost always the fault of the survivors". I'm just really sick and tired of seeing people not using their time effectively and then complaining about how the game is killer sided and I thought this would be a decent game to prove that point as it was a pretty long game. But the survivors might not have been trying to win as much as they wanted to be chased considering Alien is new. All in all, the new HUD sucks because I can see how little my teammates are doing and people need to learn to use their time more effectively or not complain about the balance of the game. If anyone reads this and finds any mistakes in my math please let me know.

    P.S. I do play both sides, actually a bit more survivor than killer because I find survivor way more relaxing. I have over 1k hours as well.

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  7. Male survivors getting extra distance during the fast vault was crazy but since I only play as one female survivor that didn’t affect me but I liked getting the right distance from a window changing it back is lame instead of just fixing the problem with male survivors

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  8. The tail needs JUUUST a hair longer delay before getting thrown. Maybe 0.2 second more, but it's a fun killer to play and face. After the last few, a good killer was sorely needed

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  9. I managed to break down how the tail attack works, it's like nemesis with his hit boxes but instead of 5 fixed hit boxes that start from top to bottom when triggered, xeno has 1 tail hit box that can be aimed up and down and it stays activated for 1 second before triggering, basically as soon as you press the key to go for a tail attack it's active, the hit box extends behind you so you aiming it can be a little tricky

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