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!
Virulent Bound for Map Mobility
As the title implies, I want to ask you all what you think about using Wesker's Bound as a Map Mobility tool.
When you factor in the slow walk speed while it charges, how slow you move during recovery, and how far it actually takes you (at full efficiency since you can bump into obstacles) do you think it is truly worth it to use the two Bounds to traverse the map? I'm unsure of the numbers and stats.
Comments
-
It is worth it, absolutely. Not as good as Blight's rush, but it's still very good even taking charge/recovery into account.
Consider that using it in chase after landing a hit can almost immediately gain you back all of the distance the survivor gained from the hit speed boost, if the survivor ran in a straight line away from you. That's a lot of distance gain in a short time.
2 -
I think someone did the math that you only save about 2s with both chained bounds, but then might end up with no charges left to do something about survivors you might find and need to recharge both bounds. BUT it helps you a lot to get back into a chase when a survivor vaults after a hit or palette stun etc. and it also helps you to quickly reposition your point of pressure, so it can be a beneficial a lot to you to chase survivors off a distant gen etc.
3 -
This is precisely how I get the best value out of the power.
However (and as I probably should've specified in the original post) I meant to ask if using the Bounds for map traversal OUTSIDE of chase helps much at all. In-chase bounds are great.
0 -
2s might not sound like much, but that's 8.3 meters.
5 -
It does help, yes. Any extra time to push survivors off of generators helps, and it adds up over the course of the match.
0 -
mathematically it does help, likely a bit part as to why they gave him the extra 8m to his terror radius.
0 -
It helps with my build Distressing, Unnerving Presence, Merciless Storm, and Coulrophobia. The whole build is about turning your TR into a weapon by slowing healing, messing skill checks, and blocking/blowing up gens. It's great to screw Hyperfoocus users. I'd say my win rate is around 70%, maybe with it.
Using Weskers Bound as mobility helps keep my TR all over the place on larger maps. I'll chase and down on one side of the map, and instantly Bound to the other. This ensures if someone is healing or working on a Gen, they are going to be slowed down or get stuck facing a hard Merciless Storm, that and screwing any Hyperfocus they may have got if they brought it.
0 -
this is better with crank
0