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The Mastermind’s Refreshing (yet very punishing) Gameplay.

The love/hate relationship the community, especially killer mains, have with Wesker is quite embarrassing for the quippy and obnoxiously confident superhuman we know and love. His current kit and playstyle are fun for survivors but extremely flawed for the killer, bringing me to making this list of fixable flaws and hopefully more of a chance for the devs to take note of them.

(Note, for whoever is reading this: For anyone who's played Wesker, we all know the point that so many others have pointed out: the bound's depressingly small hitbox. I've read on another post that the devs have acknowledged the problem and aim to fix it! ^^)

-The punishing fatigue state. First off, the fatigue cooldown is obnoxiously long, at 3 seconds just using 1/2 charges. Other killers, such as The Legion and Nurse, may have the same fatigue duration, but it's a different story in their cases. The Nurse's 3-second fatigue is after she uses all 3 charges, while Legion's is at any point you get stunned, miss, cancel, or hit a survivor after a potentially long streak of chaos against the whole other team. When it comes to Wesker, his power is always going to have that 3-second fatigue, whether you hit it or not. While this may not be bad in cases of using his power for mobility, having it happen in chases is extremely daunting to what would otherwise be downing and/or infecting them. Even if you do finally hit them with that scuffed hitbox, the cooldown will enable them to run off and leave you far behind. Missing the survivors is even more of a nightmare, if you miss even a pixel and fly past them, you're left in the dust and have to chase them down all over again. Either way, you have to face that fatigue every single time.

-The tight window between the charges. The window between using the charges can put the chase in jeopardy. Let's say you are in a chase at an L and T wall, or practically any jungle gym. The survivor is in front of you and turns at the last send as you use your first charge and hit the wall. They turn a nearby corner into a flat wall, where if you manage to get around the corner in time you'll be almost guaranteed to hit them. But as you just make the turn and click/hit the button to use your remaining bound and FINALLY hit that survivor, you hear a 'harumph' and have to devastatingly watch as this survivor jumps a window and runs off into the fog as you're left suffering with 3-second fatigue and a memento of what could've been in the form of scratch marks. This happens all of the time. And boy is it annoying. Even with the addon that adds 8% movement speed to the window, it happens so often that you're always forced to m1 the survivor in chases, especially in ones around tight corners. And when I say always, I mean that on the wrong maps you hit the bound 1-5 times max.

-The cooldown. Although this isn't as much of a problem as the others, it should be discussed. His cooldown for the bound is also extremely long. After you hit (but let's face it, you're almost guaranteed to miss) the survivor, you not only have to face a 3-second punishment but also recharge 1-2 charges! And as much as this isn't a problem when you have multiple survivors already infected, the usual lack of said infections + the uselessness of using the first short bound in chasing forces you to have to simply run after the survivor that's so far away from you! This forces the killer into a dilemma of having to use the last charge (if you have one at that point) to catch up or to save the charges for another failed attempt of infecting the survivor. Almost always, you're pushed into a loophole of constantly missing and recharging your bound or simply being an m1 killer. It reminds me of the old legion, where even if you use your ability the best you can, the chances of making it useful other than mobility are little to none.

-The Addons. Wesker's add-ons are mid at best. Such as his red add-ons, as while they are supposed to be game-changers, the only one that somewhat accomplishes that is the Lab Photo, which breaks palettes and walls when you collide with them. But the Uroboros vial is useless. It makes it so survivors become exposed when fully infected. Which, by the way, happens only maybe once or twice a round, and by the time you find the survivor who was infected, they likely just used the spray and made off. That and if you were already in a chase before this, you likely both lost a survivor trying to find this exposed one and lost said exposed one. The whole point of the infection meter is to push survivors to find spray before it's too late. But the way that you're most likely not even going to hit a bound on the infected survivors in the first place just leads them to care little about the 'pressure' it creates. there are many more, such as the Uroboros virus (Purple) is just a more useless version of the Helicopter part, and both are just about the equivalence of Nemisis's Jill Sandwich. There are many more, but the add-ons that do 'fix' the problems with Wesker's kit only do so a little.

I'm not saying Wesker is the worst killer (as much as it sounds like it), I'm just noting the underlying problems he has. There's a lot of playing talking about how he's 'so powerful' when in reality he's far from that. A big reason he's fun to survivors is that he's so easy to win both chases and matches against. Which, let's face it, is a reason demo is 'fun' to play against. If and/or when they buff him and fix these problems, survivors are gonna hate him.

Wesker has amazing potential to be a fun killer for both sides, he just has to have the right tweaks. With the right balance of his power, he has the potential to be both powerful and fun for both sides.

TL/DR: Wesker's fatigue is super punishing, his bound window is extremely short, his cooldown is a semi-problem, and his add-ons don't make up for any of it. or maybe just read the post I spent hours on.

Possible fixes:

-Lower the fatigue, even by a half second.

-Make the window a little bigger, or make Albert move faster during it.

-Lower the cooldown or raise the speed increase provided by the survivors.

-Rework some of the add-ons.

I hope people can agree with me on some of these points, they really do affect the fun killers have with Albert.

Especially RE fans.