Wesker's Hindered Is Excessive and Only Promotes Tunneling; Limit to Only Instadown

I think Wesker's hindered is excessive and unnecessary. It only guarantees downs as an eventuality due to the fact that survivors sheerly can't run away anywhere because of how slow they are, and that feels incredibly awful to play against.

Wesker's dash is incredibly strong as it is; the instadown from full infection is threatening enough.

The only practical purpose the hindered serves is to guarantee an eventual down that a survivor can't beat out no matter what skill is brought to the table.

When unhooked, if the Killer decides to tunnel, the hindered makes it incredibly easy to eventually catch up right off the hook. The Killer Instinct reveal on using the Spray also just broadcasts an Unhooked survivor's location to the Killer, making it even easier for the Killer to tunnel off the hook.

If the infection was limited to ONLY an instadown effect when hit with his power, that would discourage tunneling as using the power is more useful on fully-healthy infected survivors, so recently-unhooked survivors are less likely to be easily tunneled out (while infected injured survivors can still give him the stacking power recovery cooldown for each infected survivor).

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    Yes, it is almost like killer has control in the 1vs1. what is the point of instant down if survivor is already injured? A survivor carrying the spray from very start of the match is unlikely to ever be fully infected in isolation towards regular gameplay. Instant down is not threatening enough because it would be possible to just stay injured entire trial and entirely ignore the passive.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    Serious question: Does Whiskers need the hindered effect? His power seems to be really strong, even without hindered to slow survivors down.

    I'm not saying he doesn't need it, I'm just curious to hear what people who actually play him think. I've never touched the dude.

  • Skillfulstone
    Skillfulstone Member Posts: 1,151

    Hindered or not, Wesker players that want to tunnel will still excel at it (although Wesker is not the worst tunneller but his high pickrate gives that illusion) purely because of how sprays work.

    If sprays didn't trigger Killer Instinct (just gave an auditory notification that someone sprayed) then Wesker would lose most of his ability to tunnel since the Survivors's location wouldn't be revealed.

    The Hindered effect takes a long time to kick in, and if the Wesker only gets you because of the Hindered effect then at least 2 gens have popped during that time if your teammates were doing gens (and getting downs only because of Hindered is a good sign that the Survivors are way better than the Killer player).

    If the infection only insta-downed (after ages mind you) then decent Survivors would simply never use sprays and stay injured while using Endurance perks/items to take hits anyway since it would simply be more efficient.

    The only change Wesker could use is to remove Killer Instinct on spray uses to mitigate his ability to focus down one or two Survivors.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,916

    While I’d like to see the infection changed in some way to limit its strength for tunneling, removing the Hindered effect and leaving it at only an instadown would mean it has no direct impact on injured survivors and I don’t think that’s a good thing. While they would still reduce his power recovery time for being infected, I don’t think that alone is enough since it’s more of an indirect effect and not something actually debuffing the survivor.

    They could either make infection not progress when getting off hook until taking a conspicuous action (making it worthless for tunneling), or replace the Hindered effect with an action speed penalty or something (eg. significantly reduced repair and heal speed) when fully infected, which has no real effect while being chased. But there needs to be a direct incentive to still get rid of infection while injured imo.

  • NotJared
    NotJared Member Posts: 790

    The hindered effect does give more reason to go after injured survivors, however playing as survivor, it feels terrible to die to the Hindered effect and there's nothing you can do as survivor to avoid going down to it.

    It is so strong that survivors die to being slow as an eventuality - you can't run around any tiles or loops fast enough. At that point there's no skill involved in chases anymore, it's handed to the killer for free just because they landed one hit 2 minutes ago.

    I think it would be nice to see some effect/incentive stay for keeping injured survivors infected, but the dash alone is pretty strong and I think even without the hindered effect, Weskers will still use their power to get downs.

    Even without the hindered effect, the instadown will still be an upcoming threat once an infected survivor is taken off the hook and that alone is worth infecting injured survivors for.