Wesker's is not that good anymore.
Was once a balanced and fun killer for both sides is now becoming weaker. And this is not about his recent nerfs. Those were good changes to stop tunneling. But the main thing that his making him weak is the new maps and new map variants. All new maps and variants have just been adding clutter everywhere, making it hard for wesker to use hit power. If your not a cracked wesker who can hugtech than good luck trying to get a hit. Remove clutters from these maps then wesker will be okay again.
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He just doesn't hold up anymore. He's not viable vs good survivors. If you miss at all with your power, or they're going around a loop forcing you to fake and keep cancelling your power, you lose. And with tiles like jungle gyms, shack, even rock loops, that's especially true. Sometimes you physically won't be able to get them with your power, and are forced to play M1 trash. He has like 5 useful add-ons too. The rest, you might get use out of them, or none at all.
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I think he is honestly quite fine atm. A few tweaks in addons could be nice, but he literally has 18 usable addons out of 20. Some are less strong than others, but still impactful enough to bamboozle survivors. They are not even "might get use or none at all" because you will definitely get use out of them if you dont tunnel.
And that kinda is the main issue with 90% of weskers I face, they tunnel. They dont need to, and they have addons that are amazing at giving them early kills if they simply dont tunnel.3 -
Oh, brother.
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he was good at tunnelling. other than that, i do not consider him good base-kit killer. his tunnelling was wildly powerful but now they nerfed it. he's a killer with poor base-kit that relies on sliding techs to be relevant.
he always had tunneling as crutch when going against strong survivors. Now he has no crutch so he is m1 killer vs talented looper.
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He's the gold standard.
High skill-cap and accessible.
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The only time I ever thought Wesker was good was at the beginning of Resident Evil 1.
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Wesker is fine, when they change map tiles it also forces you to re adapt your map knowledge on how certain areas spawn, once you get used to it again it will feel just like it did before, I think just about everyone has a little hiccup when the maps first get altered unless you're in bot matches forcing yourself to adapt before you play public lobbies.
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I’m having the same problem and have been forced to go afk on certain maps because I know it’s gonna be impossible to get hits with bound he needs gloves basekit.
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The skill is not what he said why Wesker is getting frustrating to play as. The problem is maps like new Ormond variants it’s almost impossible to get hits in bound because it’s loops then random trees and small fences.
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He’s a gold standard when maps aren’t full of garbage. New map variant Loops are too short and allow survivors to round corners before he can charge his bound. Huntress has a similar problem on the new maps where she literally can’t land a hatchet at these new variant loops because how short they are.
These new variants are very bad and abysmally survivor sided against certain killers. Not to mention throwing clutter everywhere gutting all ranged killers.
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The new variants are absolutely horrendous. Wesker can’t ready a bound in time at those small high wall loops to get a hit so he is forced to M1 as a 115 killer. Huntress can’t land hatchets because it takes too long to ready up and they can round the corner easy so she is forced to M1 as a 110 killer. They need to remove those map variants. The amount of added clutter is horrendous.
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that is just result of his poor base-kit numbers. as i said, BVHR balances killer to play on the map. Not the map for the killer. strong killer able to mitigate their faults through player skill in some capacity.
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I agree, a lot of the new maps and redesigns simply don't compliment his power very well. Tbh, I still think it would be a good idea to tie map clutter generation to the killer in the match. Cluttered, cramped spaces with LoS blockers works very well for stealth killers, but ranged and dash based killers feel supremely inconsistent when comparing Azarov's to Gideon's, for example.
How feasible tweaking the map generation is to a specific character, I'm not sure, but this issue should be tackled one way or another.
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Even if you ignore the tunneling/hindred nerfs its still a nerf. It doesn't metter if you tunneled before or not, it is objectively a nerf and he is weaker then he used to be.
I personaly miss the grap when you downed someone next to pallet vault or window. That felt good when you grabbed them with your power but they removed it like a year ago.
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Map reworks are hard when it comes to killers though. Less clutter means stealth killers struggle, more clutter means ranged killers suffer. I don't think anything they can do will make things perfect for all killers. I'd say maybe make certain maps accommodating for stealth, others for ranged, etc, but even then there's a huge push for the devs to get rid of map offerings so it all comes down to RNG anyway
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He's far from weak.
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He really wasn't that good from the beginning, of course he will be even worse with nerfs
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Some pretty wild takes in this thread. Fun read.
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Im kinda glad I'm not seeing Wesker every match let him fade
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