http://dbd.game/killswitch
Why does Wesker have only watered down versions of existing powers?
Wesker has awful gate exit prevention, awful anti-loop, and awful mobility compared to killers who excel in these areas, quite literally the definition of "jack of all trades, master of none" but in DBD being 'meh to ok' with all abilities means you are a garbage killer, another killer who fits into this role is Sadkao. She has "meh teleporting", "meh insta kill mechanic", and "meh chase abilitiy". BHVR please, please stop thinking that making a killer who is kinda of 'meh' in all categories is better than a killer who excels in any one area. Mobility + mobility/chase is by far the best power in this game and trying to make jack of all trades leads to extremely bad/meh killers like the last two you have released.
Let's as an example explore PTB wesker from live wesker. PTB wesker excelled in that if he caught you in certain loops with his power he had a chance to basically smash you for a health state. Live Wesker is extremely bad in that all of the loops he was previously trash at, he still remains trash at. He has the bonus now, of previous loops he was good at can now be countered by side-stepping intelligently. Wesker is a bad killer and will remain bad until you fix the ridiculous PTB patch(Really, -50%???, why? who suggest this and who agreed to it in code review?)
He is not as fast as demo in dashing, he does not have quick turn radius/move-speed to take advantage of his 2* dash so he cannot react to sidesteps/dodges like Blight can. He cannot go through cover or over walls like nurse can. His vault speed is normal/bad without perks to back it up. I have no idea why you gave Wesker the abillity to vault pallets when without bamboozle/fire-up/etc, at 90%+ of loops the survivor can literally just walk around and make it to the pallet to vault over it again before Wesker catches up in time for an M1. The survivor has to be extremely bad/confused to not understand they can just hold 'w' and make it to the vault in time in almost all loops before Wesker catches up.
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How is it meh? What his power does is it forces you to 1) have to cure yourself or risk instadown, and 2) position yourself in loops awkwardly just to avoid his grab, reminiscent of how you'd play against Blight or Nurse.
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give him more than a couple of days and you'll figure it out
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The game has been standardized to a degree. Killers can only be so different in so many ways.
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In regard to point 1, what good team can't co-ordinate 6x chests with 2x uses for a grand total of 12 first aid spray uses?(
Honestly your point interested me so did some math.
100 infection required to fully infect and get insta down.
20 charge initial infection + 20 charge on grab.
.8 infection rate naturally.
If you down any survivor with 2 slams you will be at 60/100 charges. At a rate of .8 charge per second that means 40/.8 = 50 seconds to first aid spray(4 + 5 to search and apply = a 9 second investment once you find a chest). Weskers infection is so low threat/non-threatening you have to be extremely bad/have throwing teammates to run out of first aid sprays(6 * total chest * 2 per use = 12 total first aid spray usages).
Keep in mind the above is the best case scenario for Wesker ignoring tunneling. If Wesker only lands one hit it will be 60/.8 = 75 seconds before becoming fully infected.
With the math above I think it proves that unless the Wesker is extremely hard tunneling you should easily be able to heal infection even if you were double slammed(if we assume triple slamming that would be 20/.8 = 25 seconds to find and use first aid(this scenario is arguably the rarest, you healed after getting unhooked and were caught out again before applying first aid)
for point 2 Blight and Nurse have almost thousands of more interesting permutations of the use of their power than a small linear dash with an extremely tight window(1 second) + secondary linear dash with perhaps the smallest hitbox in game.
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This. There are only so many ways to build fundamentally different killer powers given the framework and gameplay of the game.
For example my idea for the last 3-4 years was a spider killer with it's special being able to crawl on all surfaces coupled with the copy of the demo pounce.
The pounce is a 1 to 1 copy from demo since you can't really change something so fundamentally basic as a pounce. (Victor is nearly exactly the same).
But the wall crawling alone would break the game in way completely unknown. The killer would be able to ignore loops, dropped pallets and much of the given map geometry.
The devs would need to give it severe drawbacks like less than 100% movement speed or something at which point it would just feel sluggish and annoying to play and therefore isn't an option.
And another example with this killer idea would for example be the clowns or nurses outdoor maps (can't remember the names, i think crotus prenn or something for nurse). Just imagine a spider killer climbing on the outside of the main structure up to the top an then pounce across half the map. Quite a nice jumps are in the beginning but evidently broken once the first excitement would've died down.
There is just too much restriction given by the existing gameplay of looping around some piles of rubble and dropping pallets. We already have multiple killer with traps, projectiles, short range attacks and multiple versions of 2dimensional movement.
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I disagree, I feel he is great at countering hold W and his power is quite unique. The issue, as usual, is more that the survivor can dictate how his power is used. So in practice, sure, he is a bit more lackluster than we were anticipating. But comparing him to Sadako? Get yo mind right!
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It's very likely that his grab's hitbox will be buffed. Not my opinion, but I've heard that him having Hindered as well as his instadown from full infection makes him OP.
The biggest thing I'm concerned about is how clunky he feels in that when you want to Virulent bound, whether you're using it once or both times, it doesn't come out when you want it to. It's too slow. And when you vault something with it and slow to a snail's pace? It's like a teleport killer, because the survivor gains as much distance on you as you do on them. All this, I gathered from playing my first 2 matches with him, which I had not played before I made my first comment.
So for the most part I agree with you that he's underwhelming and buggy, but surely once all of those are worked out, he's gonna be a solid A tier like I've said from the beginning.
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And how! People complain that all the new killers are supposedly copies of others, saying stuff like "We haven't had an original killer since Huntress" but surely they understand the limits of the game? You can't make anything too crazy or else the killer will be game breaking, which is what they accuse new killers of being anyway.
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position yourself in loops awkwardly just to avoid his grab, reminiscent of how you'd play against Blight or Nurse.
How do you have to "position yourself awkwardly"?
His Power is extremely easy to dodge because of the small hit-box. Even if it was bigger, his charge time is so slow, his Power is unusable at anything other than a 4 lane or T/L wall.
2 tiles M1 Killers can get hits on somewhat reliably
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The only complaint I have with Wesker currently is his bugs. The hitbox change from PTB was much needed because it was essentially impossible to dodge, so much that you would get picked up when you're behind him. His anti-loop isn't usable on everything, and that's perfectly fine. He can handle the majority of strong tiles with his power, however. His vault is great for god pallet loops since survivors don't have enough time to make it back around on those. He can zone people out of windows, force them away from good positions along with a lot of other great things. I think he's one of the few killers who are actually fun to play as and against. Give him time, you'll get better and hopefully come to appreciate him more.
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Okay, let's take the Demogorgon comparison. He can definitely get you in straight areas like shack and 4-walls. It's just that it gets harder when it's a rock loop or something silly like that.
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Harder, but not impossible, because of the quick charge time.
Wesker doesn't have that. He's an M1 Killer at basically every single tile in the game
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you mean like, Nemesis and Trickster? its not uncommon for killers to take some aspects from others
i have a theory Sadako was meant for the anniversary instead of dredge but they didn't want people to be disappointed by such a mediocre power, especially if dredge came before so i think she belongs in that list 2.
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What is a "strong tile'?
Let's just pick on RPD since it's so common right now.
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Art room pallet
Front desk pallet
Outdoor pallet
Police desk pallet
Back exit gate pallet
Right office(looking in from front entrance) pallet
Library pallet
Front stair pallet
STARS office pallet
Interrogation room loop
I would.love to be shown otherwise but in my experience so far, none of these pallets/loops(11) are beatable with weskers power vs non potato survivors. You turn into an m1 killer and brute force most of the above.
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My complaint is not that weskers power is similar to others. It's that it's a straight downgrade to everything else it can be compared to.
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No, he can use his power at certain tiles. He's weak, but not as weak as y'all are saying. How is he M1? All he needs is a few qol changes to his power.
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People think Weak = M1 killer.
for some reason its a new thing. People call trickster, Wesker and Legion an "M1 Killer" even if they all have a means to injure or even down with there power
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To be fair, Legion is an M1 killer without his 5th hit down. He can injure everyone, but he can pretty much only down them with a regular old M1 using regular old mind games, which survivors know how to play around.
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i think the fact that he can injure with his power still makes him not a m1 killer even if the down isn't guaranteed.
but he can technically down with his power (other than 5h down) if you want to go there.... with some annoying means
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He's M1 because, realistically, he only gets M1's and uses his Power for mobility only. Just because his Power is "usable" against bad Survivors doesn't take away from the fact his Power is useless at tiles if the entire Survivor team doesn't share the same brain cell
Post edited by ThatOneDemoPlayer on1 -
he relies on survivors making movement errors to get hits. Like technically he can window zone like tier 3 myers with his power by vaulting windows but it relies on survivors being next to windows. He can vault pallets and gets hit post-cooldown but it relies on survivor looping wide instead of looping narrow by hugging walls. He can get hits between loops, but it relies on survivor running in straight line and not trying to dodge at all.... even though its super easy to side-step his ability because of how slow his dash is+small collision at long distances.
He entirely relies on survivor mistakes for his power to be relevant. I wish my gameplay as killer meant more then the survivor messing up :/
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The funny thing about this "WESKER" is it's not true to the character. He never used uroboros until he was at the very end of RE5. He making used enhanced human powers from the injection he was taking.
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If you don't use it right, then no you can't catch people with it over tiles. Remember it's not suppose to be used on EVERYTHING. I don't really know how to explain this to you without coming up with essentially a "how to" with his power.
It's kind of like this: If a survivor is going to make it to a pallet, you can ready your bound, jump over it and make a ton of distance on them. It works at jungle gyms, safe pallets and certain window loops. You can even use it on L T walls. Aside from L T walls, all of those are pretty common and relatively safe loops if played correctly. You have to ready it before survivors go there, or else it's useless. If you do it even earlier you can potentially zone them out of it with a 50/50.
The only time the bound doesn't work is on awkwardly shaped loops or unsafe loops, The first is because you can't navigate around it, and the second is because the loop is too short to actually mitigate any real distance. The good thing is, these pallets are usually filler and can handled pretty easily with simple mindgames or just forcing the drop. Typically they'll only get about 2 loops around it before having to throw the pallet.
The rest of it is just decision making, which is too much for me to even begin to tackle due to the various scenarios that can happen. But it's a skill you will eventually learn when you know how to use the power more effectively.
So, like I said, play him more and experiment. Even if you have to lose a few games to get to know him.
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Try using the brown add-ons that makes him lunge 20% further on his first bound & the 5% speed add-on when charging his power. Those 2 add-ons alone make his power significantly more useful on loops, window vaults & people that pre drop pallets. His pallet & window vaults are pretty powerful when you get the hang of when to use them. I find he also really excels when using lethal pursuer.
I honestly thought for the first day or so that his power was garbage, but have stuck with it & I can honestly say that he's still very strong even with the bugs. Over the last 2 days/nights I've probably had about a 95% winrate on him using all sorts of random builds.
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