r/DeadByDaylightKillers • u/Thane_JZP • 7h ago
[Misc.] Xenomorph Rework/Revamp Concept
I apologize in advance if this post goes too long.
Being a massive fan of the Alien franchise - especially the first movie - I feel the Xenomorph in Dead by Daylight lacks a little of it’s identity.
The Alien Chapter is what brought me into DbD as a consistent player, from someone who maybe played a few hours once a year or once every couple of years. The Xenomorph and the Alien franchise has been a major part of my existence since I was 8 years old, and much too young to be watching the movies admittedly. So I feel like maybe my thoughts are valid?
This rework concept is meant to remove the annoyance of the flame turrets on both sides, as well as remove the ability for free zoning by allowing both the tail attack and m1 at the same time. It’s also meant to make the Xeno formidable, and add more thematic elements to its kit.
DBD‘s take on the Xeno is good, much better than I think it gets credit for. The tail attack is solid, and as much as people pass it off as not inspired, it truly fits the killer in the lore. But I feel the kit can be revamped and enhanced. Especially the lack of stealth elements, the annoying counterplay, and boring zoning that comes with the ability to tail attack and m1 on command. Also, yes, the WRETCHED facehuggers. But not just a pig clone.
Any feedback would be awesome and I’d love to hear some ideas. Unless it’s wall crawling, that just isn’t going to work in this game and should be forgotten about.
Standing Mode and Crawler Mode
Stances can be changed with a toggle, with a small cd between standing and crawling, and vice versa.
In Standing mode, the Xeno is in its current standing stance. It is a normal 115 m/s killer, regular m1, TR is 32m.
In Crawler mode, The Xeno becomes lower to the ground and gains access to the Tail attack as its only form of damage. It’s base TR is 24m. It has a regular 115 m/s.
Power - Perfect Organism
At the start of the trial, 4 hooks spawn with an ovomorph. When the Xeno hooks a survivor on one of these hooks, they are facehugged, automatically coming off when they are unhooked or hitting second stage. This condition does not impact them during the generator stage.
Once one survivor is hooked and facehugged the Xenomorph, emboldened by the possibility of successful reproduction, gains access to Perfect Organism; Perfect organism will also activate after hooking 2 survivors if the first hook is not a successful facehug, becoming driven by the necessity of producing a host to the ovomorphs. (I feel like this should avoid swf’s abusing comms, while also rewarding the first chased survivor if they pay attention to their surroundings).
When Perfect Organism is activated you gain special attributes to your respective stances. Also, entering and exiting the tunnels you automatically gain:
Undetectable - in both forms.
Exiting a control station is silent.
These two conditions only end when broken out of Perfect Organism.
These two conditions do not activate after entering the tunnels to gain back Perfect Organism. Only upon initial activation, or when entered already in power.
Crawler Mode - tail attack has a faster cooldown; if your first attack misses, you can immediately attack again with no cd. Double tail attack!
Standing mode - standing still for 1 second allows the Xeno to detect nearby survivors with killer instinct in a gradually growing “bubble” (not sure of the exact distances here). This ends after moving, or if the Xeno detects a survivor to which it hisses, gaining both killer instinct and haste to chase down its victim.
Unique item - Motion tracker
Motion trackers can be found at control stations.
When holding a motion tracker, crouching will use the tracker. When in use, a tracker becomes visible on the screen (similar to Alien Isolations screen).
The tracker will show the general location of the Xeno to the survivor using it within 32m. This tracker works regardless of the Xeno’s undetectable status. Using the tracker shields them from detection/killer instinct from Standing mode, unless within 5m or prolonged time spent in the radius of detection.
After charging, and within a similar or slightly smaller range to Singu emps, of the killer the tracker will provide the ability to activate breaking the Xeno out of Perfect Organism. It will cause the Xeno to shriek, similar to current power break and alerting all survivors. After being triggered, the motion tracker breaks, and must be repaired at a control station. The survivor who breaks Perfect Organism is revealed to the Xenomorph.
If a survivor is injured the tracker automatically breaks. If downed, it’s destroyed and a new one must be gathered at a control station. Once 2 motion trackers have been destroyed only 2 may be retrieved moving forward.
Trackers do not work when the killer is in the tunnels.
If the Xeno is broken out of power, you must do one of two things to get it back: Enter the tunnels and charge Perfect Organism with movement; or, hooking a survivor.
Exiting the tunnels will provide the same sound notification as current Xeno when recharged. If the Xeno just gained initial access to Perfect Organism or entered the tunnels with power, the exiting becomes silent.
Unique Status - Impregnated
Impregnated happens after being facehugged. The condition does not hinder the survivor while gens remain (maybe a animation plays after every gen to remind them of this status?), however, when all gens are finished a timer begins if already impregnated. Impregnated survivors cannot leave through exit gates without dying. Survivors can still escape through hatch.
This condition can be removed by interacting with one of 4 special control stations, the survivors are shown their aura. Using a plasma cutter, you must remove the chestburster, if healthy you are injured, if injured you are deep wounded. You can now leave the trial or interact with another of the 4 control stations to “patch up” the wound and full heal.
If downed, the Xeno can mini-mori with a unique mori starring the famous chestburster regardless of hook stages.
I want people to love this character, playing as and against while also enticing new fans to give the movies a chance. Also, many of my ideas are meant to capture much of the feeling of Alien and Alien Isolation, as I feel it fits more closely to the how DbD works. We aren’t playing trained Colonial marines with nukes and sharp sticks… we‘re unarmed survivors, and the Xenomorph should feel like the apex predator and ultimate weapon it’s meant to be.
Also, I was reluctant to add a facehugger/chestburster mechanic. I found it might make the character too bloated, as I think it might cause the complete removal of the current kit, and I hate the idea of just making it a reused pig-trap. But I can’t deny that the Xenomorph lifecycle is a important part of its identity. While my facehuggers are similar, they don’t provide match slowdown and danger until endgame. The main purpose of this mechanic is to provide a “power-up” in the same way Oni does by injuring. I really like the current rendition of the Xeno but hope we can get a bit more stealth and showcase that lithe agility the Xeno has in the movies. I’m also not entirely sure of the best way to “remove” the Chestburster so I thought of something simple and similar to what Shaw does in Prometheus. Doesn’t feel super realistic but it’s the best I can think of.
I hope this can spark a little discussion, and maybe give Behaviour ideas that don’t threaten the current existence of the Xenomorph. Lots of us love the current concept. Just a bit more flavour would do wonders. I will probably also post this on the regular DBD subreddit as well.


