How do people enjoy playing Wesker?
I'm absolutely baffled how underwhelming of a killer he is. His power takes waaaay too long to charge up, it's useless at almost every loop, he's extremely slow in between Bounds, and on top of all this they nerfed his Bound attack hitbox significantly - now you pretty much have to be as precise as Nemesis' tentacle strike, BUT EVEN HIS POWER IS MUCH FASTER AND EASIER TO USE.
Bummer. I was looking forward to playing Whiskas, but in his current state I'm unable to enjoy him.
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I don't think people are actually having fun with him. He's a weak, unoriginal mess. Kinda like that other RE Killer we got
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I love him because he's Wesker, basically. Like any killer I adore, I love them more for who they are than how they play.
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They screwed him up. This is clearly not what they wanted him to play like. Right?
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I play enough M1 killers to know when to not use my power lol
Sometimes my Bound value comes from the Cooldowns rather than the ability injure.
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I hate him. Not a single minute passes by where I wouldn't rather play Demogorgon
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I get that he is the shiny new toy,, but im tired of seeing him every single match
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Then don't play him and play Demo instead, or is someone forcing you to play Wesker?
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You should really avoid release weeks then idk what to say to that
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Or you can play killer and ensure that he won't be in the game.
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I enjoy him a lot and probably my favorite killer since Blight. The only thing I'd complain about is the same thing I'd complain about with Blight - He occasionally gets snagged on random collisions so learning how much you can hug corners is important.
I'm having zero issue landing bounds as I've adjusted to the collision already - It could be slightly bigger but at the moment I have zero issue. I do feel that with how tight the collision is those using controllers will likely have issues playing him though.
You just shouldn't expect to be able to use it at loops - it's not that kind of power. You can use it to vault pallets to save time and force survivors to run the opposite direction - For that it's pretty good.
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Wesker’s survivor collision size maybe needing to be a bit larger (which will probably happen since the devs confirmed they’re still monitoring it and the feedback seems to be pretty universal it’s a bit too small), Wesker’s ability has some nice features
- The two Bounds combined have a max range of about 21 meters, slightly longer than Deathslinger’s shots. Like Deathslinger or Huntress you probably have to lead your Bound slightly toward where you think the survivor is going versus where they currently are, but players who can consistently hit at long range with Deathslinger could probably use similar muscle memory to hit at long range with Wesker.
- Bounds can go around corners. This lets him potentially hit shots that other ranged attackers can’t.
- He can occasionally get instant carries on full health survivors who are also fully infected. Yes, there are about a dozen antidotes, but after a few minutes when five or six antidotes are used up it becomes increasingly more likely one or two of the survivors won’t have one in time and will become fully infected, and the longer the game goes on the more likely this is. Also fully infected survivors are Hindered 8% on their movement which is definitely noticeable.
- Although his ability to vault in a Bound is situational, the places where it’s useful happen to be strong vaults and god pallets in larger loops where the survivor can’t quickly loop back to the other side when Wesker vaults after them. So even though this part of the ability is less frequently used it happens to be strongest where basic attack killers are typically weakest.
- His Bound is also somewhat useful for long distance map traversal. He does lose access to the Bound for an attack afterward, but that’s not much different to how Blight loses access to his Rush after traveling with it (other than obviously Blight can go farther on multiple Rushes than the 21 meters Wesker can Bound.
I remain convinced that once the collision size is ironed out he’ll be mid- or maybe high-A tier. And I also suspect players who don’t try to overuse his Bound at tighter, smaller loops but use it as a zoning instrument similar to how Deathslinger or Demo or Pyramid Head can zone people away from strong tiles will have good results with him versus the players that try and land Bounds on literally every chase and loop.
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I think he's being way under utilized by many players right now, I actually think he's really fun and definitely better than he's being given credit for. He's not a simple anti-loop killer by any means, I would consider him more of an m1 plus style killer, like his power to catch players out in the open is great provided you bring perks for strong loops (or their aren't particularly strong tiles on the map).
I think he has a good mix of mechanics, grabbing survivors feels great (I don't have any issues with the collision or how it works personally, but I haven't experienced any bugs that make me literally go through anyone so if those exist, I'm unaware). His hindering mechanic feels adequately powerful, and I like that he has a good trade off with plenty of add ons that work while fully infected or if you chose to spray. I also like how versatile his main power can be, from anti-loop (yes, there are some loops where it's a great idea to vault, actually) to mobility, to insta-down (essentially), there are soooo many great ways to utilize his power.
I played on one of the new variations of RPD, and there was a survivor trying to run me off another injured survivor down the staircase leading from the rooftop with the two generators and a pallet on either side. I used my power down the stairs and grabbed the survivor, throwing them all the way against the wall to the opposite end of the alley... Unfortunately for the survivor, the hole in the wall you enter the building through was a few feet before the end of the alleyway. This meant I was literally standing between the survivor and the doorway. By just using my power at the right time, I threw the survivor into a situation where they could not escape me... On RPD. That felt amazing lmao favorite killer in a long time, and I literally came back from a break to play him
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I think he's being way under utilized by many players right now
The main complaints I see about his strengths are seemingly from people trying to play him like other killers - Most notably Demo. I get it they both have dash attacks but both need to be used in completely different situations.
If I were to simplify Wesker by the most basic factors.
- Wesker is an M1 killer
- His power is great for cutting survivors off out in the open and for forcing them to run the opposite direction at certain pallets
- Infection can actually be used as a game delay tool where you encourage survivors to waste time going for First Aid Sprays
Overall though - I agree with you. His power is fun to use and I feel in a great spot right now being not too weak and not too strong. The only factor I'd complain about is the bugs his power has along with some collision snags on various maps. For example I personally find it difficult to hug walls on Ormand and Dead Dawg killer shack. Both have a lot of stuff that will snag you so using the power there is a bad idea generally at least in standard situations.
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I genuinely feel like you should just equip STBFL and use his power to zone exclusively.
It's too unreliable to use for hits right now. It was bad on the PTB, because there wasn't really any Survivor counterplay but now it's bad in the opposite direction.
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Voicelines are cool
Throw survivors haha funny
He go vroom for long distance
Edit: his power is also extremely satsifying to use when it lands. The sounds, the voicelines, NOT the buggy animations, etc. I just wish they’d fix his bugs, but I’m sure they will.
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probably huge buff next patch
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How are they unoriginal? What other killers have a medium ranged attack, or a command grab?
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Freddy does.
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But does it damage people?
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Mentally, emotionally and physically.
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I've enjoyed playing him so far, but I'm also not facing against pro survivors yet I don't think.
I will add though that he is definitely buggy, there have been MULTIPLE occassions where I actually literally GRAB a survivor, see the animation go off, about to slam them into a wall or object or something, and the game glitches out and the survivor is not only dropped but they don't even take any damage at all.... it counts as if I didn't even land my grab at all, despite actually seeing the animation successfully begin to go off shrugs
Honestly if they would just fix the bugs with his grab, and maybe add a TINY bit more hit box for it, I would be overall pretty happy with him as a Killer, I think he's fun. Reminds me of a weaker Blight that's easier to play lol, don't have to dash into walls and #########.
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I am enjoying him a lot. And I am positive others too. He can just be unnecessarily frustrating at the moment because of his bugs and inconsistent hit box, but other than that, I think he is absolutely amazing.
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He needs his hit box and bugs looked at. I don't even think the hit box size is the problem, it's just that the hit detection on his dashes seem to sometimes not work properly. Maybe the hit box also needs to be increased just slightly, but not higher than 25 cm in my opinion, but the biggest problem seems to be that his hit detection is just a bit bugged.
When it comes to balance though, Wesker is in a pretty much perfect spot. And do not mistake, I am sure most people agree with that, considering many people agreed that he was somewhere in A tier during the ptb, and he had more trouble at loops there because of his bigger collision box.
He is definitely strong. At some loops, his power doesn't help. The more circular shaped loops are rough for Wesker. But there are more than enough loops, like T-L walls or Jungle Jyms, where his ability is definitely helpful.
He is also particularly strong in between loops, when survivors try to get from one loop to another. A bit like Blight. His balance aspects, especially his long charge time, are absolutely essential to not make him overpowered, with too little counterplay on the survivors side. Right now survivors have a good and fair amount of counterplay against Wesker, and that is a good thing, because that's what makes a killer fun to go against as well.
I think his anti-loop is one of the best designed anti-loop abilities in the game.
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I have been having generally great results with him despite his sometimes questionable hit box. I am not even sure if the size is the problem, of if it's just a bugged a bit. I swear, sometimes the hit box seems fairly good, and I don't have to be spot on to hit a survivor. But then there the instances where I pretty much phase right through a survivor.
But your points are also good examples why I do not want them to increase his hit box in a noticeable way, where it becomes too much. He is definitely decently strong even now, if you ask me. All he really needs is his bugs to be fixed and his hit box to be looked at, so it functions more reliably and better. If they inrcease the hit box too much, I can see it becoming too much for survivors, because they should definitely still have a fair chance at dodging Wesker's dashes, when they have a bit of range to him. Anything above 30 cm would be too much surely.
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Yeah, I don't think it needs to be as big as it was on the PTB, but I've seen a bunch of clips now of Wesker just straight up passing through survivors so I think it does need to be larger than 20 cm.
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Wesker is fun when you get lucky enough to get a match where his power doesnt bug out in any of the numerous ways it can break.
Dashing through Survivors without grabbing them...
Grabbing Survivors and then just doing nothing to them...
Failing to dash up/down slopes....
Failing to vault a pallet/window you dashed at....
Not properlly hitting nearby Survivors after a vault...
So basically maybe every 1 in 20 Wesker matches is fun.
Seriously why did they release him in this state.
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Well the question here is, is that because of the 20 cm hit box, or because of some faulty hit detection that we didn't notice in the ptb, because in the ptb his hitbox had the size of a truck?
That's why I wonder if they really need to increase his hitbox, or if they just need to fix some bugs about his hit box. If they do just increase the hitbox size, I personally think 25 cm could already be enough, but I'd probably also be fine with the middle ground, which is 30 cm. Anything above 30 cm would be too much though in my opinion, considering it was 40 cm in the ptb.
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I think it's because the 20 cm hit box might be so narrow that due to latency it can appear on either your screen or the survivors' screen like you literally went through them but on the other screen you missed by just over 20 cm. If that's the case then widening the range to 30 or 35 cm would help overlap that latency gap more so things which appear like direct hits on at least one of the screens actually land. (And it would explain why when the size was 40 or 45 cm on the PTB that this issue never happened.)
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At most pallet loops, vaulting will only get you a hit if the survivor is right at the pallet. If they only have a bit of distance, they will make it around the loop back to the pallet again, before you can hit them. If the survivors play it right that is.
Which is a good thing, because that does create some nice mindgames, especially at undropped pallets, because if you as a survivor are at a pallet, you will want to predict whether Wesker will use his dash immediately, in which case you want to drop the pallet immediately, since he can't vault until the pallet drop animation is finished, or if he will wait until you dropped the pallet, to then vault it, in which case you either want to wait with dropping the pallet, or keep running, depending on the shape of the loop of course.
I do agree that his power is quite good at zoning. If they do increase his hit box size, or fix the bugs with it, whatever is causing the issues, I could see them maybe loweing his movement speed during the cooldown after using his dashes, to make the zoning part just a tad weaker. But that might also not be necessary.
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They play him cause this game's community is high on copium and always crawls back to be like "OMG new dlc! IT MUST BE SO GOOOOOOOOD" Yeah, have yall learned your lesson yet?
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Looks at Onryo.
I wouldn't hold your breath.
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I'm still having fun with him. TBH if his hitbox was fixed he'd be in a perfect state imo. I wouldn't call for a decreased charge time or anything. I find him really good at loops. He doesn't have what I would describe as "anti-loop" and more like something that meets survivors at their level sometimes like Legion and just loops around fast. Using his power at a god pallet basically kills the god pallet if you charge it up right before it's dropped and release once it has been. You body block the survivor vaulting back over it and usually catch them off guard despite this probably being their 8th Wesker match in a row. From there chase ends quick, especially if they waited to see if you were going to break the pallet.
Would I support a faster recharge and charge (as in hold down to prep to use) on his power? Sure, probably only needs to be a tad faster but sure. I don't think it would break him or anything. But is he a too slow and impossible to use as is? NO WAY DUDE I GET CURB STOMPED 2 OUT OF EVERY 3 SURVIVOR GAME AGAINST THE MOFO. I won't actually call for this change, probably unnecessary and I imagine he's tuned such that it's at least possible for survivors to dodge (actually it's more than possible with current hitboxes but I'm not gonna call that a balance thing and leave it at a bug). Any faster wouldn't be broken but maybe more frustrating to deal with.
Ngl OP I think you legit just need to "git gud" and spend more time playing him before you make this kind of call.
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He is very popular compared to other killers we got lately. I don't think that will change soon.
Besides that he is strong too. Not S-tier, but low A-tier or highest B-tier. Yes he is no Nurse or Blight in loops but he can get save hits on vaults while he still has distance (compared to more basic m1 killers), you can also use his power to travel short distances and for zoning survivors. Throwing them around is quite fun and if you actually hit 2 it feels super satisfying. 8% Hinderance is a death sentence and survivors need to spray themselves.
But yea playing around loops is kinda difficult if there is more than a 90 degrees angle, like i said he is no Blight or Nurse for sure. Still better than Onryu and much more fun to verse than Dredge.
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You take a shot after every missed Virulent Bound attack.
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That's the neat part you don't
But if you wanna try ive been running unicorn emblem and the tentacle addon for 5%faster mms when charging for the first dash
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Like nightmare said have a shot for ever dash you miss that come close you will be wasted after 2 games
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When you get lucky and dont get screwed by bugs and the small hitbox he is very fun.
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Playing against him yesterday and I don't see nearly the amount of issues people have been complaining about. I'll be playing as him today to see what's good and what's not-so-good.
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Interesting to see map mobility on him being pointed out in your post. Has your experiences changed with him since this post?
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Demo is also weak killer. It is weird you having bad time with Wesker cuz he is weak but you are enjoying with other weak killer.
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I really, really don't get the complaints. I played him exclusively yesterday and I don't see most of the issues people seem to be going on about. I mean, if there is this much people complaining then I am probably in the wrong, but despite some of the casual collision issues he is still great for mobility and can cut off loops with enough precision.
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Due to his bugs playings close games are extremely frustrating, if you're stomping though he's fun. Playing Wesker against competent good survivors is an extremely frustrating thing right now due to his huge amount of bugs.
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Wesker is a very good killer. If you think Virulent Bound sucks then you're making poor use of it.
He's only hampered by technical issues, his core mechanics once the bugs are ironed out are very sound.
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Demogorgon isn't weak, he's on par with Huntress. Wesker is on par with Nemesis in terms of strength, which isn't good because they're both rotting in C tier
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Wesker has power-breaking bugs that make him weak.
Sadako isn’t bugged, she just has an underwhelming kit.
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Huntress? She is A-tier killer.
Dude i know Demo is your main but he is far from being A tier killer. He is pretty weak. His anti-loop is very countable and his teleport can be removed by survivors. Low B is good tier for Demo.
I'd ask some buffs for him.
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I value my life, no thanks.
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Mid b tier*
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Good to know you're trolling
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So people are troll when you don't agree with them. Good to know.
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