Xenomorph / Ellen Ripley Chapter (PTB 7.2.0) initial thoughts?

I'm curious to know what everyone's initial thoughts are about the Xenomorph and Ellen Ripley.

My first thoughts on the Xenomorph is his design is very well done and interesting, but I'm not sure if he'll be very strong, which is okay.

Xenomorph perk #1 Ultimate Weapon: I think this perk is average to above average. It's a good stealth perk for sneaking up on survivors, but does have the big disadvantage of telling them you're coming by making them scream.

Xenomorph perk #2 Rapid Brutality: I think this perk is going to be a game changer and become an automatic pick for a lot of killers. At first the numbers don't seem too crazy, but if you crunch the numbers then this perk saves you SO MUCH TIME! I'll post the breakdown in a comment below so as not to crowd this post with too much information.

Xenomorph perk #3 Alien Instinct: Meh. This perk sucks because it only activates when you get a hook, and the information it gives is so specific and not super useful. It could maybe go well with Devour Hope to get away from the hook quickly and keep the pressure up.

And now Ellen Ripley's perks:

Ellen Ripley perk #1 Lucky Star: I think this perk is also going to be a game changer! Along with Quick and Quiet, this can be used in chase to completely vanish. You could pair it with Inner Healing, and Deception and/or Head On for some big plays even while injured! Or pair it with perks that hide scratch marks like Dance With Me to really confuse the killer! The aura reading is okay, but the strength of this perk is in the stealth aspect and synergy with other perks, in my opinion.

Ellen Ripley perk #2 Chemical Trap: This perk seems pretty bad. You have to complete 50% of a generator, and then find a dropped pallet, and then attach the trap, and then it only lasts 120 seconds, and then the killer has to kick that pallet when they already probably just walked around it earlier. And then they might kick it when nobody is around so the slowdown essentially becomes useless. It's way too situational.

Ellen Ripley perk #3 Light Footed: I'm really not sure about this one. I doubt there are very many killers that use footsteps to track survivors, plus it doesn't mask your breathing or environment sounds like grass swishing. Maybe it could be used in an ultra-stealth build with Iron Will, but it seems kind of useless.

ShaunaTheDead,
ShaunaTheDead avatar

Here's a basic breakdown of the math of why I think Rapid Brutality is going to be a game changer.

Killer base move speeds: 4.6 m/s or 4.4 m/s
Killer move speed after hit: 0.575/0.55 m/s for 4.6/4.4 m/s for 2.7 seconds
Killer distance after a hit: 1.5525/1.485 meters

Survivor base move speed: 4.0 m/s
Survivor distance after being hit: 15.48 meters
Survivor distance gain on killer: 15.48 - 1.5525/1.485 = 13.9275/13.995
Survivor distance: ~14 meters

Killer base catch up time: 23.3/35 seconds for 4.6/4.4 m/s killers
Killer speed bonus with Rapid Brutality: 4.83/4.62 m/s for 4.6/4.4 m/s killers
Killer catch up with 7.3 seconds of Rapid Brutality after hit cool-down: 16.87/22.58 seconds for 4.6/4.4 m/s killers

Killer time savings per injury: 6.43/12.42 seconds for 4.6/4.4 m/s killers
Killer time savings with 12 injuries (1 per survivor per hook state): 77.16/149.04 seconds or 1.286/2.484 minutes for 4.6/4.4 m/s killers.

So this is why I think this perk is an absolute game changer. Assuming you have a perfect game where you injure, down, and then hook every survivor for a total of 12 hook states, then you'll save ~1.3 or ~2.5 minutes on chases.

Considering it takes 450 seconds or 7.5 minutes to complete all of the generators individually with no perks accounted for, and BHVR have said the average game time is around 10 minutes, that's HUGE time savings! Plus the pressure it puts on the team after getting your first hook. I mean, there's a reason that Lethal Pursuer and Corrupt Intervention are so popular, getting your first hook slows generator progression to a crawl.

And all of that's not even taking into account how this perk might prevent survivors from getting to the next safe loop, or prevent a timely body block, or trigger a Jolt or Pain Resonance explosion before a generator can get completed adding even more pressure and time savings on top of everything listed above.

Unless I've grossly misunderstood exactly how it works, or made some kind of mistake with the numbers, I think at least for 4.4 m/s killers this perk is going to be a necessary perk to run and we're going to be seeing a lot of it.

Xathonn,
Xathonn avatar

Otzdarva posted some testing to twitter, rapid only saved like 2 seconds if survivors just run in a straight line.

icicle12,

I think the biggest thing about rapid brutality is that it only triggers on basic attacks, so only basic attack killers will benefit. However, basic attack heavy killers are very vulernable to not having bloodlust - killers like pig and wraith could be very hard to play on certain maps without it. Thus, I don't think rapid brutality is as amazing as its made out to be.

With regards to 4.4 killers, who would use it? It doesn't trigger on hatchets, and for spirit, catching up to survivors isn't really super impactful as you have power. Maybe hag, but once again, as hag you're focused on trapping and primarily rely on traps to get hits rather than longer chases.

I think rapid brutality is really strong on paper, but when you asked the question of who specifically wants to use it there are only a couple candidates who would use it well.

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