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Nerf wesker
Guys, I could be wrong, but it seems that Wesker has no cooldown or punishment in his power since in my games I made him make mistakes and even made him use his power in the wrong way and even so he still managed to hit me, I honestly don't I like him in the game because the character already has the techs, the contamination, and now it seems that his cooldown is almost non-existent, in my opinion his recovery should be greater and more punishing when he makes a mistake but that's not exactly what happens
Comments
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you each have an impressive story, but facing this character is too complicated and so I'm not a dbd pro but I know a little about loops but it's difficult to avoid a character with tech, and almost no cooldown at all. And do you have any great tips and suggestions
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Doesn't he have like 12 seconds cooldown if both charges are used? That's not really non existing..
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Wesker is just a Giga Chad ;)
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Just another person who doesn't actually know anything starting a thread like they do.
"No cooldown and no punishment for his power"
Like.. #########. PLAY HIM. PLAY HIM. Learn something.
His power has a cooldown, every charge needs to recharge. If you "pull up" your power at the wrong time and then want to "disarm" it and continue with a normal chase its agonizingly long to wait before you can swing your weapon.
Also, if you miss with his power you will be sent flying a few dozen feet in the wrong direction, at which point the survivor gets a chance to extend the chase.
Those are all punishments for using his power badly. However, Wesker is a very good killer, and IF you use his power right, he is a monster. But he CERTAINLY has counterplay. Give me a tight loop against Wesker and I'll make him an M1 killer all day long.
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The people who complain about killers having no cooldown often have never played that killer to realize that the cooldown exists. Happens all the time.
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I’ve played wesker a few times and no he does have cool downs and his techs (which I also find unfun to play against) are nearly impossible for me to do without becoming a laughing stock
and on top of that wesker is the most balanced killer in the game he’s literally what nurse and blight should’ve been when they were created
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you survivor mains literally said the same thing about xeno and he got hard nerfed. this is the type of stuff bhvr needs to NOT listen to
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skill issue, git gud
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At minimum, they could read the wiki before start showing his ignorance in the forum and start asking for nerfs.
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The only thing about Wesker I'd change is his infection going up in chase. He gets rewarded for losing. That's not good game design.
Therefore, I'd make the following changes:
-infection no longer goes up while running or over time
-infection increases while performing actions, e.g. repairing, cleansing, healing etc.
With this changes in mind, he'll keep is slowdown. Survivor will have to take care to cleanse themselves, but Wesker will not be rewarded for playing chases badly and tunneling one survivor out.
To his tech, it's up to the devs if they want to close holes in their code or keep them. it allows more depth to the character and once you learnt them, they're easy to counter. Very similar to Blight's hug tech.
His cooldown seems fine. Wesker mains using Jewel Beetle to trigger the throw cooldown earlier and two tapping survivors. They should adjust the cooldown starting when the survivor hit an obstacles, not when throwing. That's s small thing that could be adjusted imo.
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OK, let's go, firstly, ignorance is not necessary and secondly, I am not forced to spend money on an assassin that I have no interest in playing and I already know how it works from YouTube and Twitch to show me how the character plays, and I mean, Wesker doesn't seem to have a cooldown since in the game I made him make a mistake, I covered a considerable distance and he stayed close to me, in another he jumped over a pallet and managed to damage me in time, that is, it's fair the character doesn't suffer these consequences with the power where even if it doesn't contaminate you, it can reach the right distance to cause damage to you? I already mentioned this there, I'm not a professional and maybe I could be wrong. But is this ignorance necessary?
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Dude it is 12 seconds, so your feeling of a non existant cooldown does not really matter... It is 6 seconds per charge and gets decreased the more people are infected... What do you consider considerable then if he was able to hit you close after?
I don't really see what you mean there, are you saying he should be slowed down massively after missing his dash? That would basically remove its capability for map traversal...
He get's slowed down rather much, or how much do you think is a good amount?
As for the ignorant part... If you get told the concrete number and still insist on your feeling it not being a cooldown at all, that kind of fits the definition, soooo don't know what to tell you there buddy.
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Bro, he has longer cooldown than Nurse. If I remember correctly she has both her blinks back before Wesker can even think of having a single dash back. BTW it's 6s per dash. And he has a M1 cooldown of about 2 seconds after an M2, which is about the same as other killers.
It's a bit more difficult but manageable. Most Weskers leave me if I am fully infected and take them on a short chase. Always surprises me again.
How about timing the pallet throw correctly so you stun him? Pre-dropping does not work against him that well. But if you did, just vault in his face so he bumps on the pallet and then quickly vault back.
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The only nerf h needs is for infection to drop to 0 on hook and/or not progress until you do a conspicuous action. when it comes to cooldown and punishment of his power thats pretty balanced . His only real fallback is the second token which while being textbook second chance, is equally as hard to land and is doubly punishing for a miss. Also unless he throws you then his cooldown is 6 seconds per token (a throw starts the cooldown when you leave his grasp, so it essentially happens 3 seconds sooner).
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Yeah, very tight loops are pain, but depending on the surrounding terrain you might be able to bounce or slide right to get the hit. Most filler pallets are like that and maps which have lots of these can be quite difficult if the loops connect.
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The Wiki don't cost money, and it gives you all the numeric info you need for anything in the game, including Wesker:
Movement Speeds:
- Walking: 4.6 m/s
- Bound: 14 m/s
Bound:
- Power Charge time: 1.5 seconds
- Power Recharge time: 6 seconds per Charge
- Reduced Power Recharge Time bonus for Infected Survivors: -0.5 seconds per infected Survivor
- Minimum Bound distance: 1 metre
- Below this threshold, a Bound will not be initiated.
- Chain Bound Window duration: 2 seconds
- This refers to for how long after a first Bound, a second one can be initiated.
- Bound Survivor-Grab duration: 0.86 seconds
Bound Durations:
- First Bound duration: 0.5 seconds
- Second Bound duration: 1 second
- This Bound is also referred to as the Chain Bound, since The Mastermind can chain it to the first Bound.
Bound Ranges:
The Mastermind's Bounds do not have a fixed range, only their individual durations and their shared Movement speeds are defined in code.
Due to this and the Bounds having acceleration curves, an exact calculation of their range is not possible without in-depth developer-knowledge, only approximations.
- The first Bound has an approximate range of 7 metres (the actual range is shorter due to acceleration).
- The second Bound has an approximate range of 14 metres (the actual range is shorter due to acceleration).
Bound Camera Modifiers:
- Yaw multiplier: x1
- Yaw refers to left-right movement of the camera.
- Yaw limit: 140 °
- Pitch multiplier: x1
- Pitch refers to up-down movement of the camera.
Infection:
- Maximum Infection level: 100 Charges
- If a Survivor reaches this level, they will enter Critical Infection and receive the Hindered Status Effect.
- Passive Infection gain : 0.8 Charges per second
- Initial Infection level: 20 Charges
- This refers to the amount of Infection a Survivor receives when they first become infected.
- Infection Incubation threshold: 20 Charges
- Below this threshold, the Infection is essentially non-existent.
- The HUD icon and Passive Infection gain only start appearing / taking effect once the threshold is reached.
- Infection Healing multiplier: x1 (base used for Add-ons)
- Infection Removal Interaction duration: 5 seconds
- Infection Removal Killer Instinct duration: 4 seconds
- Infection Penalty when grabbed while already infected: +20 Charges
Cool-downs:
- Bound Cancellation cool-down: 1.5 seconds
- Bound cool-downs:
- Vaulting an obstacle: 1.5 seconds
- Slamming into a Breakable Wall or Pallet: 2 seconds
- Letting the Chain Bound Window elapse: 3 seconds
- Dropping from a ledge: 3 seconds
- Completion with or without hitting a Survivor: 3 seconds
- Completion with throwing a Survivor: 5 seconds
Collision Detection:
This refers to the Collision Boxes used to detect environmental objects or Survivors during a Bound
- Horizontal angle: ±10 °
- Vertical angle: ±20 °
- Size for Environmental-Object Detection: 20 centimetres
- Size for Survivor-Grab Detection: 30 centimetres
Throw:
- Throw duration: 0.6 seconds
- Throw Damage distance: 0.75 metres
- If a Survivor is thrown into an obstacle within that distance, they receive damage and are immobilised.
- Throw Movement Block duration: 1.9 seconds
- This refers to how long after being thrown, Survivors are unable to move for.
Hindered Effect:
The value is applied as a multiplier to the Survivor's Movement speed.
- Strength: -8 %
Next time, look at it before posting things like that. And you should start playing killer, even if it is to get knowledge of how the other side play so you can adapt better when going against that killer. As a killer main, that helped me with my survivor plays.
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I would not put infection to 0 upon hook as this would be a free first aid spray. It should be at 1/100 charges so you have the full duration till you get slowed. This would be about the equivalent to OTR's duration, which is enough.
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Getting tunneled is not fun independent of the killer. Stop pretending that it's just Weskers doing this. I have had more tunneling Blights with sweaty addons than Weskers.
Still had a lot more fun in the Wesker matches.
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You recover the charges during the animation ending, and the CD is reduced the more people are infected. With a throw in a corner being a 5s CD where you can still move to cut them off from reaching the pallet/window with minimal slowdown, you often have a charge fully recovered by the time they reach the jungle gym (if you weren't able to cut them off in the first place which is more often the case). Also the sound cues for the cooldown starting instead of using the 2nd bound are very quiet, and knowing DBD, are bugged silent more than half the time, similar to the silent Nemmy tentacle.
Honestly the issue is more the lack of an obvious tell, than the CD itself. If they were to touch the CD though, all power CDs (across Killers) should be normalized to start recovery AFTER the usage CD. I don't know why Nurse gets to recover during Fatigue, Blight gets to recover when breaking a pallet/wall (but not normal hit fatigue or all tokens used fatigue), and Wesker gets to recover before he has even retracted his Uroborous Tentacle. Its even more odd since Killers like Legion used to not recover during fatigue, and instead of normalizing to no fatigued CD, they decided to partially normalize to recovering power during fatigue, which hardly helps a 20s Legion CD, but massively helps a 6s Nurse CD.
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Go play wesker and come back to this.
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Sorry for the confusion, thats what I meant. Dropping to 0 referred to the timer resetting though I could worded it better.
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The problem here is that you say things like "it seems".. And "Wesker doesn't seem to have a cooldown"
He does. Its been shown to you a dozen times now. How things "seem", how you "feel", and how things "are" are very different things.
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Absolutely. A Wesker that knows how to bounce around tight loops are the monsters I referred to. They are awesome, and are hard to beat. That being said a nurse would turn that same loop into a joke in 1/2 the time.
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He has plentiful cooldowns, you yourself admit you dont know the game that well. That is literally a you problem, wesker is one of the more simple to understand killers in the game (he charges you with 2 lunges). Just try playing him for even a few matches before you comment on a killer and a game you know not that much about.
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Sure, but when you get thrown in the corner of a map then you already played it wrong, because most corner don't have anything to loop, so the wesker successfully managed to zone you, soooo how exactly is doing good on the killer a problem with the cooldown?
Yeah most sound cues just don't happen all the time, huntress wind up noise, slingers aim down sights and so on...
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The problem is that isn't always the case. I can't tell you how many times Wesker has grabbed people through windows/pallets, around corners, and through walls (both as and against, I had a Dwight get hit by my power with lag hits for both hits in a row and he DCed, and I couldn't blame him for not wanting to play when the game isn't working correctly.). When you have a 4-lane as the edge-map Jungle Gym, and a VPN Wesker, you are going to round the corner on your screen, then he is going to teleport you backwards 5m into his loving tentacles, and get thrown into the edge-map wall. The Killer should have only had a wall slam on a second dash more towards the center of the map, but you get a scam hit that throws you into the corner instead, and there is nothing you can do to counter a VPN/mismatched server Killer like that. It even doesn't have to be a 4-lane, it can be certain rotations of any Jungle Gym. This was a particularly bad lag example that just shows how busted his power can be with lag, as only Huntress can reach similar heights.
As far as sound cues, similar to visual heartbeat, I think powers and gens should have an icon when the sound cue is supposed to play, that way Killers can 'hear' worked/passive/regressing gens, and Survivors can 'hear' power windups even when the sounds are bugged. That way everyone can have the proper knowledge they are supposed to. I would extent this to sound cue subtitles for everything like *locker opens* *locker closes* and so on. This would probably disproportionately help Killer, but everyone having accurate information is more important imo.
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Yeah, stuff like that happens, but that's not really an issue with Wesker, but with high Ping, high ping makes the game basically unplayable regardless, with imput delay and whatnot... So I don't really see that being especially bad on wesker?
I somewhat agree but then again I like it that there is something to look out for or listen to that makes the difference in skill levels of players, it should just work all the time and not be as buggy.
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Being in chase is called normal gameplay. I could just pre-drop 6 palettes in a row to keep a safe chase going - am I winning now, is the killer losing? Or am I causing my team to lose later on?
But, my infection rate should be paused after I get unhooked until I perfom a conspicuous action - Wesker no longer gets rewarded for tunneling and survivors can choose to play it safe or push the objectives.
If the infection no longer increases while running or on its own over time, no survivor would ever get fully infected.
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yeah but his stagger if he misses is short i think thats what the post maker means
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Is it though?
So I guess "Final bound elapsed cooldown" means you used all your charges but did not hit anything So you get slowed down for 3 seconds to 57.5%, which is a lot...
And you have the same under "Chain bound window elapsed cool down", where you have the exact same slowdown, also 3 seconds to 57.5%...
I don't think that is short...
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Ya know what the bad thing about this is? Is that BHVR does listen to this kind of feedback. Even if something is not unbalanced or balanced or whatever. As long as the community percieves it to be unfair then that's enough for them to do something about it.
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If you outplay a Wesker by predropping pallets, and he fails to zone you properly or to catch you with his ability while you're holding W, it's def on him. My point still stands: Wesker should not be rewarded for his failures.
not to mention that predropping against Wesker doesn't work, bc he can vault over pallets to catch up pretty fast. you're literally forced to loop him and dodge his ability
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I mean after unhook yes infection should not start increasing before some action happened from the survivor side, but otherwise wesker earned it by landing his power, so now the infection I creases... It is what it is, if there was not some sort of downside as massive as slowdown + instadown with power then what is the reason to get rid of infection at all?
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These downsides remain untouched? maybe increase Hindered back to 20%. It should just go up if you perform working actions.
it's an in-built slowdown. Wesker shouldn't earn a guaranteed down just for landing a single hit. He is already an oppressive chase killer who can get downs very easily and fast. Infections only benefits Weskers who haven't learnt how to use their ability effectively, yet.; in-built crutch.
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It takes 100 seconds to get to full infection if wesker only gets a single hit with his power... If you continue the chase that long the game is basically over...
But yeah sure, that would be alright if it increases drastically when you repair gens instead of cleansing, but I think it is so slow that it is not really too bad...
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Show us a clip of you playing him having no cool down
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