Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Wesker is too strong
Comments
-
if i was content creator and not someone that just writes post on forums, that video is pretty good breakdown of the stats. The part that I really loved about his breakdown was 19:00-20:30 where he is talking about how most of killer are smack in the middle and balanced, but most of killer that are in the middle have glaring gameplay issues. that was my favourite part about that video. he talks about a lot of valid points and very observable patterns in statistics.
0 -
Sorry to disappoint you but killrates have 0 to do with killer strength
1 -
That's why I posted it here. Also the fact that stealth is stronger in lower and mid rankings makes perfectly sense.
Yesterday I had a Pinhead match where the killer used the Iri Box addon which makes it invisible outside of the chain hunt. That was a nightmare even with my swf buddy because the other 2 were solo. And many people don't understand the box spawn logic either, making it very difficult to deal with efficiently.
0 -
I think he's fine.
0 -
Since when is 65% almost 70%?
1 -
New killer, so course the pickrate will be high. The high winrate is because people don't know how to counter him that well yet and he has passive slowdown.
2 -
I'm still very used to see only one killer in my matches. Back in the day (like... 4 years ago) once you got into red ranks, you basically only saw Nurse and Billy or Spirit. Nothing more.
Yeah it gets boring, but back then it was because these killers were the only ones who could keep up with strong survivors. Wesker is new, fun and a popular character, so his pick rate doesn't surprise me. And his kill rate isn't even as high as Freddy's kill rate was after his rework (it was 75% is I remember correctly).
1 -
That would make him clunky and unfun. And his "dash window" is really not that long either (2s base or 3s with the Egg) and the longer it is the more punishing it is to NOT use your 2nd dash.
His dash is fine just look at him to determine if he is still between dashes or not and position yourself well.
It's not that hard.
3 -
Sounds like a weskin issue. I've been weskin Wesker constantly since the PTB and I know many others have as well
His counterplay is basic as hell and you have a surplus of sprays to use while gens are pumped. There are countless scenarios where you can easily force him to be an m1 Killer, how are you struggling
1 -
i think that is something i said long time ago about stealth that it is noob-stomper. Dredge prove my point and otz highlight that in the video. I was just blind to the pattern even though I knew it was true from just playing the game. I do not need stats to tell me that.
I assume its because you were trying find the cube. the cube is pretty easy to find with 24 meter aura reading but my advice is to just ignore cube because cube does nothing for 90 seconds which is enough time to do 3 gens. When the cube timer does go all the way, then you just need one person to pick cube and other 3 survivors lose chain-hunt. The add-on does not work when chain hunt begins. as a result, the aura of the box is shown globally on the map. this makes entire add-on irrelevant and pointless. if pinhead has hoarder, he will chase after you because he wants to trigger the chain hunt for gen slowdown, so at that point, its just about looping pinhead with the box by side-step his active chain ability.
If he is not chasing after you, you get hold the box hostage and solve the box at the appropriate time. He is so simple to go against. He is another noobs-stomper. I play him sometimes because most survivor do not know how to play against his chain-hunt and just spam pick-box which is just free game-delay if I down them with the box though his chase is not that good if the survivor is skilled at dodging/mind gaming his chains. The killer is playing hard mode nurse that has rewards of clown pink bottles for landing his chains and half the time, the chains do not even do anything for me landing the ability. In certain instances, missing the ability is large distance gain for the survivor. what an amazing risk vs reward diagram for killer. the stats do not really tell story for that killer at all. all that say is that survivors are really bad at playing vs chain-hunt.
0 -
I don't know how to approach this question I thought everyone knew how to round
0 -
Why are you rounding whole numbers?
4 -
It depends what you're rounding too, so you can round say 1.1 to 1.0 so the nearest 1 or you can round 47 to 50 or 44 to 40 (The nearest 10) as examples. If the number ends in 1,2,3,4 you round down, if it ends in 5,6,7,8 or 9 you round up! Happy to help.
1 -
But why are we rounding whole numbers? I don't need an explanation on how to round, I want you to justify rounding 65% to 70%.
Because as far as I see, there's no reason to other than to make a specific killer's kill rate seem worse than it is.
7 -
"I want you to justify rounding 65% to 70%". Sure. If a number ends in 5, you round upwards. As I was rounding to the nearest 10, I rounded 65 to 70.
0 -
You're not showing why we should be rounding to the 10s. 65% is already a number rounded to the 1s.
If we go by let's round killers to the 10s, then Wesker has 70% kill rate and every other killer has 60% kill rate. Which is just a pointless thing to do. You are only taking away by rounding this way.
4 -
Weskers kill rate is almost 70%. The definition of almost is "Not quite; very nearly." x
0 -
You can round to the nearest 10 as much as you can round to the nearest whole number x
0 -
Bubba's kill rate is almost 60%.
0 -
Yes, we all know that you can round to the nearest 10, but you consistently refuse to explain WHY anyone would want to do that. What benefit is there?
5 -
We could round to the nearest 100s and now every killer has a 100% kill rate.
We could round to the nearest 1000s and now every killer has a 0% kill rate.
There's no reason to do those roundings unless you want to be intentionally misleading.
If we look at the dataset, the difference between kill rate from the highest to lowest is around 9%. There's really no reason to round to the nearest 10s, because it's ultimately not going to show any major differences for practically the entire dataset. All you are doing is being intentionally misleading for whatever reason.
This is my final comment on this matter. You haven't shown any sort of reasoning besides "I can" therefore there's no more discussion that can take place.
4 -
My guy, the singles digit is a significant digit. You're rounding it to be disingenuous.
1 -
Rounding or no rounding, 65% is almost 70%. But it doesn't change the fact 65% still rounds to 70% when you round to the nearest 10.
0 -
I actually rounded it because 65% ends in a 5 and therefore rounds up to 70%.
0 -
You rounded it because you don't understand rounding principles, actually. Google significant digits I'm not going to fall for the bait.
You are also at, this point, being explicitly disingenuous. And/Or in addition to failing to grasp rudimentary math.
Pick the one that makes you feel like your bait is clever.
Edited so your comprehension doesn't become an issue too.
5 -
Actually I rounded it because 65% rounded to the nearest 10 is 70%. Why is that so complicated and controversial? It doesn't change or alter the fact that 65% Is almost 70%.
0 -
In this case rounding up like you did is a mistake. Because 5% more or not is not insignificant here.
Because then all other killers would have 60% kill rates....
3 -
They just want it looking like Wesker is OP.
2 -
The main reason Wesker's kill rate is so high is because he is still relatively new. It happens everytime with a new killer. Everyone plays them, survivors die left and right, then they adjust and the weaknesses of this killer become obvious. Wesker is a good killer, no question, but with a bit more time we'll see his pick and kill rate decrease.
1 -
Yo CoDismylife we be cell buddies now
0 -
He is strong, but my only issues with him is the collision box for his dashes are too generous. He shouldn't be able to get you when you've turned a corner as that's kinda how you counter his dashes. His power also makes him easier to tunnel with so you should lose infection once hooked.
0 -
The stats for Wesker starts the same day he releases, and covers the first few weeks of the killer existing. The stats are tainted by the fact people did not know how to face him day 1. You shouldn't be looking at a character doing well at launch as an evidence of being too strong. People get better as they learn to face him.
I wish the devs would not include stats for a killer released the exact same month. It shouldn't take a genius to see the issue of this.
1 -
He's a new killer that's why the pick rate is so high. His kill rate his high because it takes time for survivors to learn how to play against him. Over time he'll settle down to a good healthy spot.
1 -
Wesker is a really well-designed killer IMO, fun to play as and against, no blatantly busted add-ons, strong enough to be viable in most matches you'll encounter and still balanced enough against equal opponents. Depends on map and loadouts too of course, but given the base balance scenario of a group of 4 solo survivors (so no build coordination or out-of-game communication) of equal skill and experience compared to the killer, I think Wesker will do well in most configurations.
The high pick and kill rates do go to show that he is easy to pick up and perform well with, however it has to be kept in mind that the stats are from September, just after his release, so it's partially probably a case of him being easier to pick up and play as than play against, and that the MMR cap means the "top 5%" of Weskers will be facing players from the "top 50%" of MMR (MMR range is apparently 0-3000MMR, cap 1600; in reality it's probably more around 25% of players captured by the cap, at least when you ignore all players below like 50 hours total playtime). I think something that makes him a bit unique is that he has both a really good chase ability and an innate slowdown element (people have to go to boxes, retrieve spray cans and spray themselves). This proves problematic for a lot of players.
If Wesker's pick-to-kill-rate ratio will keep being this much of an outlier though, I do suspect BHVR will nerf him a bit, because while he is not OP from a base balance perspective, the stats would show that he is overperforming in the live environment. They'll then probably make him a little harder to play by decreasing the bound hitbox, and/or a little easier to face by reducing or even taking away altogether the Hindered affliction on his infection. Removing infection from hooked survivors would be a reasonable alternative.
0