http://dbd.game/killswitch
The Mastermind Update - Suggestion V2
As Wesker keeps getting continuously power-crept by new additions following a similar power design to the killer roster back to back (i.e. Houndmaster, Dracula's wolf form, and now Kaneki) I would like to give out a few suggestions to improve his feel-good aspect while retaining the same identity and improving the experience on the survivor side furthermore.
Having said that, let's start with my proposed changes to his infection mechanic:
- [NEW] Infected survivors can see the auras of survivors holding a Spray Can.
- [CHANGE] Supply Crates count reduced to 4. (from 6)
- [CHANGE] Spray Can maximum charges increased to 3. (from 2)
Supply Crates have been reduced in count to decrease environmental clutter on top of Spray Can charges being increased to compensate for it and encouraging teamwork by giving needed info of their teammates whereabouts to infected survivors.
- [CHANGE] Successful Bound cooldown decreased to 2.7 seconds. (from 3 seconds)
- [CHANGE] Missed Bound cooldown decreased to 2.5 seconds. (from 3 seconds)
- [CHANGE] Ending Chain Bound Window cooldown decreased to 2.5 seconds. (from 3 seconds)
- [CHANGE] Letting survivors go off of ledges cooldown decreased to 2 seconds. (from 3 seconds)
- [CHANGE] Bound Vault cooldown decreased to 1.25 seconds. (from 1.5 seconds)
To bring Virulent Bound more in line with other special attacks, its cooldowns were slightly lowered all across the board to make Wesker less frustrating and/or clunky to play while having little to no affect on the survivor experience.
- [CHANGE] Reduced Virulent Bound's charge time to 1.35 seconds. (from 1.5 seconds)
After playing a fair amount of 2v8 matches as Wesker, I can confidently say that one of the most noticeable aspects shifting back to his current 4v1 iteration (aside from 3 dashes) is his wind up speed. This change would feel incredibly good for pre-existing Wesker players while keeping counterplay relatively the same on the survivor side.
- [NEW] Virulent Bound token recharge progression is preserved if The Mastermind uses a bound token before the next one is fully recharged. (akin to Nurse and Bubba's token recharge)
- [CHANGE] Virulent Bound tokens start recharging during The Mastermind's Smash Out (Slam) duration instead of after its completion.
- [CHANGE] Decreased Virulent Bound token recharge to 5 seconds. (from 5.5 seconds)
- [CHANGE] Decreased recharge reduction for each infected Survivor to 0.35 seconds. (from 0.5 seconds)
The two top changes were heavily requested by dedicated Wesker players as 3/4 of a Virulent Bound token recharge being fully wasted for deciding to use a 1st Bound early was quite frustrating. Additionally, Slams have been improved to be more in line with Throws when it comes to token recharge.
The Mastermind's Add-Ons:
Loose Crank (Uncommon)
- [CHANGE] Increases movement speed between the first and second Virulent Bounds by 25%. (was 8%)
Lion Medallion (Uncommon)
- [CHANGE] Increases the distance at which Survivors are thrown by 50%. (was 30%)
Gold Chalice (Uncommon)
- [CHANGE] Increases the Virulent Bound extension when grabbing a Survivor mid-Bound by 30%. (was 50%)
If you're already quite knowledgeable in terms of Add-Ons, you'd have already noticed that I switched Chalice's and Lion's values around.
Lab Photo (Iridescent)
- [CHANGE] Decreased Bound Breakable Cooldown movement speed to 1.15 m/s. (from 1.84 m/s)
R.P.D. Shoulder Walkie (Common)
- [CHANGE] Increases the subsequent Virulent Bound by 30%. (was 20%)
Jewel Beetle (Common)
- [NEW] Decreases the distance at which Survivors are thrown by 50%. (this doesn't replace the pre-existing effect)
As Beetle grew to be more of a problematic Add-On by heavily cutting down chase times for skilled Wesker players, I thought the best way to combat this issue while keeping the main "meme" aspect of this Add-On was by adding an extra downside to it.
Green Herb (Very Rare)
- [CHANGE] Increases the rate of Infection when grabbing a Survivor during a Virulent Bound by 150%. (was 30%)
- [NEW] Decreases the Infection passive gain rate by 70%.
Uroboros Virus (Very Rare)
- [NEW] Survivors reaching full infection are revealed by Killer Instinct for 7 seconds.
Dark Sunglasses (Very Rare)
- [CHANGE] When a Survivor is fully infected with the Uroboros Infection, gain the Undetectable status effect for 45 seconds. (was 20 seconds)
Maiden Medallion (Rare)
- [NEW] Survivors that use the First Aid Spray suffer from the Exhausted status effect for 25 seconds.
Portable Safe (Rare)
- [NEW] Survivors injured by Virulent Bound suffer from the Mangled and Hemorrhage status effect for 70 seconds.
EDIT:Removed some of the infection changes, added multiple changes and modified to the Add-On section.
Comments
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why is his infection needing to be weaker? it is already niche to get critical infection for survivors to get critically infected. i do not agree with these nerf's. bad changes.
A simple tweak to make him stronger is reduce charge time to charge virulent bound from 1.5 second to 0.8 seconds. they are buffing wesker in 2vs8 mode with a similar change.
Post edited by Devil_hit11 on1 -
[REMOVAL]Critical Infectionno longer grants theHinderedstatus effect to survivors.[NEW]Each survivor reaching
Critical Infectiongrants The Mastermind an additional 0.5 second reduction toVirulent Boundrecharge on top of the initial 0.5 second reduction for normally infecting a survivor.Thats an extremely hard nerf. Most of the games i never see one single survivor in Critical Infection.
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Critical Infection is currently nowhere near as strong as it used to be before the hinder nerf against average to good players, which, mind you, is mainly why you might see some people completely ignore cleansing their infection in some scenarios. So, this infection change is more of a sidegrade aimed towards, as I previously said, giving Wesker players more room to use their power by granting them an extra recharge reduction if the survivors decide to avoid their side objective WHILE also making it so the only way to gain value out of it is by using your power (4% Hindered removal means less free M1s and Exposed removal on Iri Vial means you need to use your power to instadown no matter what Add-Ons you have equipped).
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On a side note, a shorter wind up would be a heavily risky change since it would not only do over muscle memory for Wesker players but also mess up timing for when a survivor needs to react to his 1st Bound and potentially make Virulent Bound more annoying to verse ESPECIALLY at anim locks.
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I agree on that the critical infection is not as strong as it was. However, having 4% hindered is much better than a tiny 0.5 seconds cd reduction.
Keep in mind that doesnt matter if its 0.5 per each survivor, as you are never going to see 2 or more survivors at critical infection anyways. At least with old Hindered you have a chance to get one survivor if he decides to not cleanse.
You just did pick something that is not a problem (the critical infection) anymore and just deleted it completely without reason.
Also another non-sensical nerf on the iri Uroboros Vial… At least reduce the addon rarity to green or something.
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if you have one critically infected survivor with another infected survivor you'd have an 8 sec total recharge for your power which would be decently strong in and of itself on top of all the other buffs I gave to Virulent Bound which would also be way better than what is currently needed with current Wesker by either having 3 survivors infected or 2 survivors infected + Leather Gloves (8.28 sec total recharge).
Also, having 4 survivors infected at the start of a trial is already a HUGE effect. I don't see how that effect on its own wouldn't be worth a purple at the very least.
Post edited by beerey on2 -
But unless im missing something in your inputs, i dont see a way for having everyone infected? If you pick Uro Vial they just go search for the sprays and once you start the chase with someone 3 of them are already cleansed.
Edit: Nvm i though you mean everyone critically infected at the start of the trial, which is impossible with the Uro Vial. But still, my point stands, is good of course but the exposed is also something that makes you want to cleanse it fast. And again its only active on critical infection which you are not going to see much anyways in the game so i dont understand the nerf.
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no i don't see anyone ignore it. in fact there is currently a new buff with his iri add-on that makes everyone start critically infected. I am really looking forward to playing 2vs8 wesker. I am going to be so sad when 2vs8 leaves because i wish wesker had those changes in the base game.
he is going to be like the most fun killer to play.
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Going by your logic, nerfing Critical Infection and removing the effect given by Iri Vial related to it wouldn't be that big of a deal since you rarely ever see it. And mind you, you can still instadown critically infected survivors with your power so I don't see how this would be a heavy detriment if you play Wesker like an M2 killer given the other buffs I listed.
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Iri Vial is bugged it's not meant to instantly give max infection to survivors
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But what i dont really understand is why you want to nerf or change a part of his power that already got nerfed and is not a problem anymore. People do not complain about Wesker infection since the nerfs they did to reduce his tunneling potential. Yet for some reason you want to remove some aspects of it or nerf them and also nerf Uru Vial that no one is complaining about (not counting the actual bug with it…).
If anything, since they nerfed his tunneling potential by making is infection go back to 0 after unhooking, i strongly think they should buff back his hindered strengh back to where it was, since the problem was mainly that he could easily tunnel one survivor out.
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We do not need any nerfs to abilities, some killers such as Wesker if anything need buffing for 2v8.
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I changed a couple of things around (the Edit part at the very bottom goes in details) after seeing how Wesker played in 2v8. Would be great to have more feedback on this!
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Made additional changes! Once again, feedback would be greatly appreciated.
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I really dislike the vault cooldown buff since it's already way too easy to catch up to survivors after vaulting. Some other changes I have minor gripes with but overall good suggestions, the shorter cooldowns and recharge in particular should absolutely be implemented
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Thanks for the constructive feedback! Honestly speaking, the vault cooldown reduction that 2v8 offered wasn't that noticeable and my proposed change would effectively be half of it. Alongside this, I think the current vault cooldown is too slow and is in no way shape or form effective enough for catching up to survivors on short and/or mid-length loops.
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I found it very noticeable and have found the current vault cooldown able to consistently get hits at structures like shack and even at fillers less consistently through 1v1s, even if it wasn't already the case there'd be no reason to say it's currently too slow unless you wanted it to be easier to get cheesy hits like this
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I promise you that your chase times would quintuple against decent to good survivors if you only went for power vaults as Wesker.
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I actually 1v1d a pretty good wesker player while playing wesker myself and since they're good at wesker you'd expect them to be good going against them, but just by going for vaults i was able to get chase times on par or even better than trying to go for skillful plays. Assuming you're a decent wesker player which i assume you are based on your commitment to them I don't see why you want less skillful parts of his power to be made better, and again even if this isn't a problem currently I don't know why you'd want it to then start becoming a problem by buffing it
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I think we can agree to disagree on this one.
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we can agree to disagree, but if youre the one saying so then its my suggestion that should be actually implemented in the game since its the one that can stay backed up
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Well my suggestion is a mere suggestion. It does not affect how Wesker currently feels in-game and is all up to BHVR's live balance / design team to decide on it.
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RIP @Devil_hit11
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I feel like a buff to his first dash via distance may be needed too, it seems a bit too short if you ask me :/
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