Wesker infection nerf was too much and needs to be reverted.
Who doesnt know hinreder from infection reduce from 8 to 4 and infection rate reduce to 1% after hook. This nerfs makes Wesker almost unplayable against good teams, cause now uroboros is no threat to survivors AT ALL. You can still loop him with 4% just fine and instadown is no threat on most maps (cause he need not only grab you but also bump you into something) so any open maps make your power almost useless. And thats a reason why many teams just ignore uroboros and doesnt cleanse all game (so Wesker have no passive slowdown from his power). Me and my friends wanna try an experiment, we decide if we ever face a Wesker we doesnt cleanse at all and see how well we perform (of course we bring open map offerings). We play 4 games against him with this condition and hes only can get 1 kill at the last game. And he only get instagrab on full infection only once in the last game when we escape through exit and he bump my friend to it (its only time when he get a kill). So it make Wesker in very bad state cause now survivors can completly ignore Uroboros and perform well, i dont know about skill of thoose Weskers i play against (it was 4 different players) but there was no P0 around them (smallest was P6 and biggest P20) they play with meta builds and still loose with our mediocre permanent infected team.
Comments
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Or alteast buff him in other way
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Wesker infection nerf wasnt too much and dont need to be reverted
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i think the problem with wesker's infection is that it has no middle ground. it is 0 or 1 value. there is no middle ground to infection helping wesker inside chase.
In my opinion, i would change hindered to apply in set increments.
first 25% → 2%
50% infection → 4%
75% infection → 5%
100% infection → instant down.
Alternative buff. reduce number of doses on his vaccine from 2 →1.
Post edited by Devil_hit11 on0 -
I agree he lost a lot of pressure period with the nerf and they should’ve gave him compensation with basekit gloves. I never see anyone with full infection anymore.
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Agree this would be nice middle changes
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But i prefer so you can instagrab full infected survivor without bump him into something
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Wesker is in a good spot right now even after the changes, we don't need to make tunneling any easier, before the nerf survivors only lost 50% of their infection which made tunneling extremely viable for Wesker, also an 8% speed reduction was a death sentence.
The recent nerfs adds middle ground, it gives survivors a more fair chance, while still making it more challenging for survivors with full infection, 5% speed reduction now is still pretty good considering he can dash forward to close in the distance between survivors, if the Wesker player knows how to use their power properly, they will have zero problems.
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Its not a middle ground cause 4% is almost nothing you doesnt see difference between this and normal speed, and instadown is no threat cause for this wesker need to bump you into something that is really hard on mostly open maps. I guess this nerfs can be okay if you can m1 full infected survivor or make instagrab after touch full infected survivor with m2 without bump him into something.
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From my experiencethe swiffer wesk jet became my most hated killer because he was used as a tunneling machine 100% of the time since his chapter ptb. The nerf also help reduce the number of weskers as you saw them in like 30-40% of your matches- all tunnelers. Every killer sucks against good teams, even xeno. But this nerf is probably why i havent seen as many tunnel-weskers lately and i appreciate it.
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I think the anti tunnel reason was valid, but there was a lot of changes all at once not really making sense? I do think if they are going to remove hug tech from killers he should have more to his infection.
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i think you should lose a health-state on initially grab if your infected fully. so if you hit an object, you lose 1 from regular hit and 1 from object you got slammed into but that is like QOL change for him. Overall i still wish wesker didn't go on cooldown after vaulting a pallet or a window. he should also be able to vault and use 2nd bound but….Chucky got nerfed on his scamper for exactly this gameplay. Ideally, he wouldn't really need his infection to be good if such a change was implementing but that is whole other topic.
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How is 4% "almost nothing" but the world was ending and loops were "unplayable" when mft gave a mere 3% (1% less than "almost nothing")?
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Mft was problem with Hope when you can have 10% haste and its indeed was huge
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Because MFT was available instantly and indefinitely as long as you were injured and Wesker's Infection takes like 2 minutes to kick in.
Anyway the on-hook reduction nerf was absolutely needed but the Hindered % nerf makes Infection far less threatening, which it should be for how easy it is to get rid of now.
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Also 10% with Hope
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by nerfing on-hook reduction to 1%, they essentially deleted his infection mechanic making it never come into play. the problem isn't 4%, it is the fact you can't activate -4% at any point in time.
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The nerfs were justified and should remain.
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