Does Wesker Really Need... All Of That?

I'd like to be upfront and say this is a discussion, rather than a declarative statement. I want to know what other people think about this topic.
So, I've been thinking a lot about Wesker recently, and specifically about how much stuff he has in his kit. Just to run down the list, as neutrally as possible, Wesker has:
- The ability to damage survivors with a dash/lunge mechanic that can curve around objects
- The ability to displace survivors with that dash mechanic
- Hindered via his "infection" mechanic
- Instadown capacity via that same "infection" mechanic
- Tracking via Killer Instinct on survivors who try to avoid that "infection" mechanic
- A larger terror radius, which may be a plus or a minus depending on your build
- Deep Wound for colliding a survivor into another survivor (this one doesn't really matter, it's just a cute gimmick, but I'm being thorough here)
If you stop and pull back a little, and look at all of this while remembering how good Wesker is in general, this really starts to look like a bloated kit to me. Damage, mid-chase mobility, movement speed reduction, instadowns, tracking… sure, some of that's harder to reach but it's still more than a fair few killers get.
I'm curious to know if anyone has an argument for all of this stuff being necessary to his kit's strength and identity. I'd also put forward for discussion that the combination of Hindered and tracking being on the same mechanic + one of them being guaranteed to happen depending on which one you choose to counter makes him quite good at delayed tunnelling, EG, chasing someone a short time after an unhook but before they can actually get back into the action.
What do people think? Is Wesker's kit bloated, or does he genuinely need all of these mechanics?
Comments
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Infection is kind of a non-issue after the nerfs. It will likely never fully complete unless the Survivor deliberately neglects it.
He has his dash and he has a bit of slowdown from having to remove the Infection, but it is very rare to get any sort of value out of the Critical Infection these days, and when you do, it's because the Survivor missed the incredibly generous window to remove it.
In terms of whether he needs it, I think from an identity standpoint it'd be weird for a Resident Evil character to not have an Infection mechanic.
His 40m TR, while enabling Coulrophobia shenanigans, is probably necessary due to how high his burst mobility is. You can see how it would be if you take into account pre-nerf current Billy when he was still way faster in Overdrive. He'd pop out of nowhere and you'd have basically no time to react to the TR due to how fast he was, especially with engravings.
Wesker overall is completely fine imo.
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I think he is mostly fine. The only thing I wish they would remove is his Killer Instinct. He really does not need it and it is just slapped on him because for some reason the Devs give every Killer some form of Killer Instinct. But especially Wesker does not need it.
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I've never considered Wesker's kit to be bloated. His original infection mechanics and 8% hindered were a problem but that got the nerfs it needed. I feel like Wesker is completely fine the way he is right now, he is a very interactive killer for both sides, has a strong chase power with fair counterplay, and the infection mechanics are quite lenient for survivors now after the changes which I think is okay. He is in my opinion one of the most well-designed killers in DBD.
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I think there's a difference between a kit that has a lot going on and a kit that is bloated.
Bloat feels unintuitive.
A Killer can have a lot going on, a complex with a lot of moving parts; but if it blends together nicely, then it can work very well.
The inverse, however, is also true. A Killer with a simple power that has a lot of moving parts (SM post-nerf), that does NOT blend well, can feel bloated and unrefined.
I think Wesker's design is BHVR at their best. A Killer that has a lot going on, but who never really feels that way.
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I also think capcom had a lot of design say-so which is why his kit feels cohesive even though there’s a lot to it.
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Wesker is fine and requires a good amount of skill to get his full potential. And where did you get the idea that he can curve around objects with his dash? His dash is literally completely straight.
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He gets two, so he can go to point A then point B to get around things.
Maybe "curve" is the wrong word. He can go around, though, rather than it just being straight like a Demogorgon Shred or something.
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But that's totally fair, if he only had one dash it would be horrible. It's all his merit to use the dash efficiently and that takes skill. And you can also try to dodge, which isn't that hard since the dash's hitbox is tiny and has already been nerfed. The infection has also been nerfed, which in my opinion didn't even deserved it, because if Wesker needs 1 minute and 20s to take you down, he's the one who loses. The large terror radius is more of a detriment than a benefit. And he applying Deep Wound when colliding with another survivor is very rare.
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Wesker is powerful...yet also powerless to deal with a mere fire barrel.
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The question isn't if he's too strong or if he has counterplay, it's strictly whether his kit is bloated.
For instance, I would argue Wesker really does not need the Killer Instinct and his power would probably be healthier without it. That doesn't mean he's "too strong" in a linear fashion, but just that his kit has extra stuff in it that doesn't need to be there. I'm just curious if anyone has arguments for why those extra things should be there, which a few so far have.
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Fwiw - Killer Instinct is probably the one thing I could see being unnecessary in his kit. Not saying it's overpowered or problematic, just that it might not be needed is all.
The Deep Wound when 2 survivors collide has always been there if the non-thrown survivor was already injured (because it never downs you, so it deep wounds instead) but originally on his PTB that actually wasn't a thing for healthy survivors - they would just become injured. After the PTB I remember them saying in their dev update that they were changing it to always cause deep wound simply to make it more obvious what had happened to the survivor that hadn't been thrown (and that sometimes on the PTB it wasn't clear enough what had happened), so that's why it's like that now.
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Feels like a classic A-tier killer we solo survivors fear him and SWFs don't care. But I'm fine with him as solo survivor I like going against strong killers like Wesker. You die a lot but he's always pretty fun to face and I have respect for the killer..I like that feeling. And the times you do escape you always feel better than escaping against weak killers like Trapper or Legion. I like the mix in strength in the killer roster. No need for all killers to be at the same level/tier.
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Well, he is one of the most popular killers for a reason and I wouldn't say he is too strong for survivors. I like to play against him, there is a lot of room to outplay him.
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I'm not sure you are coming at this from a design or balance perspective, but I do think he's perfectly unproblematic after his last round of nerfs (infection fully resets on hook, Hindered effect halved to 4%).
The only thing I've always felt is gratuitous or redundant in a "bloat" sense about his kit design is the Hindered effect. He has a very potent chase ability that hardly allows survivors to abuse distance, not even medium distance plays such as looping shack or gym windows are at all safe against a competent Wesker. In that respect the Hindered feels a bit like Blight being 4.6m/s - just needlessly over the top.
And although now that it is halved to 4% the Hindered isn't as much of a sore thumb, I still think it would make more sense for it to be replaced with an effect that is not directly beneficial in chase, which would also discourage tunnelling. Such as a notable repair speed penalty (something around -30%). Hell, they could even get rid of the instagrab aspect of full infections with that, but in turn then reduce the available sprays (e. g. by reducing the available charges per can to 1) to the point that it will regularly happen that survivors have to stay infected, slowing down the game. Something like his bound movement and recharge speeds being increased in dependence on the amount of infected survivors in the match could also be feasible, as it encourages spreading out the pressure (although this might just be me wanting there to be something that can make him bound faster because it's cool).
Alternatively, a change I've always thought would be sensible is if spraying someone else were to be twice as fast as spraying oneself. Not only is this perfectly logical in terms of the time investment being doubled if it's two survivors, but it would also enable survivors to help someone being tunnelled and potentially disinfect them mid-chase/directly after the unhook.
Something I think Wesker could need as a sort of "quality of life" improvement on the other hand is just a tiny bit more "slideiness" for bounds. I don't mean full-on hug techs (which do exist but are decently difficult to pull off and only work on specific geometry), but a mechanic that prevents the tiniest of textures from stopping him dead in his tracks. The view angle for collision detection should remain the same, but these collisions should only stop the bound if they are big enough to actually constitute a "wall", i. e. if a collision is being detected for a certain extended amount of time, thus allowing Wesker to continue his bound if it's merely a thing or two sticking out into his collision angle.
But yeah, apart from the Hindered effect, nothing has ever actually felt bloated to me about Wesker, be it playing as or against him. Even the killer instinct on successful sprays seems sensible to me, as it creates a welcome sense of danger for a survivor that would otherwise be perfectly safe (they have gotten rid of their infection so that threat is gone, and they've obviously had the time to spray in the first place, meaning they must be in a safe spot far enough away from Wesker, regularly also healed up because people tend to heal prior to spraying if they can be reasonably sure that Wesker won't find them).
I'll agree with @Pulsar here and say that his kit factually being pretty loaded if you break it down like this but not actually feeling bloated is if anything testament to how well-designed Wesker is. I also still hold that he is in a pretty perfect spot as far as balance both in terms of strength and the "difficulty to play as vs. against" ratio is concerned.
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Maybe? infection was problematic before but it’s been severely reduced and I think in general the only thing he has going for him is his ability to throw survivors. He has stuff in hit kit but it’s hardly oppressive and he has to hit you with his power which Killers should be rewarded for. He’s a well designed chase Killer whose reward for hitting his power is displacing a survivor and then later a small amount of slowdown and info.
Calling his kit bloated when Dracula is right there with a sidegrade as 1/3 of his power would be silly to me.
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I mean, he has a massive ego, of course he needs to have the biggest terror radius in the game.
But no. Wesker isn't bloated, he is incredibly well designed and is quite counterable. You get a clear sound notification when he readies his bound (his nasty little chuckle), giving you plenty of time to check his position and get ready to dodge. If Wesker can't hit his bound, he can't infect you. And his entire infection mechanic is tied to him hitting this bound.
Insta-down? Again tied to infecting a survivor first, THEN the survivor has to not use a spray for over a minute. So that part is completely deniable and yet again tied to how the survivor plays. And if you're worried about killer instinct? Don't spray right next to him. You mentioned his massive terror radius. It's easy to tell how far away he is from you. You literally control where and when you trigger his killer instinct and trust me, if you're far enough away or he's in chase/hooking someone/found a shiny corner to practize his hugtech on he won't bother coming for you. Also: Heal first, THEN spray. Don't tell him where you are before you let your team mate heal you. Heal > Spray > Run.
Hitting one survivor into another also doesn't happen often unless you specifically target unhooks. There's an achievement for that for a reason.
Many parts of his 'kit' depend on how the survivors play and act. Learn to dodge and pay attention where and when you spray. It's very hard to run out of spray cans and usually requires a Wesker to deliberately play towards achieving that. And the ones that do are often the meme-y type or are in a meme-y mood.
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I know he's counterable and I know what his counterplay is, that wasn't the question.
Take the Killer Instinct, since that's probably the thing I'd argue is most indicative of the reason I made this thread to begin with, albeit not the only thing. Absolutely there are ways to play around it - heal first, don't be too close, as you say. Fully agreed, it's not something that will always mess you up from the survivor perspective.
…Why does he have it, though?
What's its purpose in his kit, and is that purpose actually necessary? What about his kit requires him to know when you're undoing the infection that his already decent dash ability gives on top of damage and positioning?
I'm not even necessarily saying it is too much, this isn't a rant thread. I do think it is, to be clear, but I wanted to spark a discussion about it. Why does he have all these extra bells and whistles on top of the core of his power, would he actually be considerably worse off without them, that kind of question.
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And it still isn't enough to kill Chris.
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Are you actually suggesting nerfs to one of the most balanced killers in the game?
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no he's about average bloat for a killer.
He has anti shift-w tool, A weak game-delay mechanics, a chase power for loops although i would argue that it is on weaker side. The exposed and hinder are punishments for ignoring his game-delay mechanic.
Simple killer like Ghostface are under-powered.
He has Exposed and Undetectable. 2 mechanic vs 4. 6 if included the punishments. The weaker killer need buffs/reworks and the killer with proper kits need refinement on balance.
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I think there's something genuinely interesting about how many people interpreted this question as a comment about strength or counterplay instead of what it was, which is killer design.
So, no, I am not suggesting anything at all here. I'm opening up a conversation about a killer power I think is a little bit bloated to see if anyone has a compelling counter argument.
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Yes he does need all of it and only barely gets by. Not joking. Wesker is seriously overrated.
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You're implicitly implying that his kit is bloated therefore should have things taken away, lets be real.
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Yes, I am.
I'm also asking people for counter arguments. This isn't a nerf thread, this is me stating my position and asking people to give theirs. I think it's pretty bloated and a few things could be removed or tweaked, but I also know Wesker has a reputation for being very well designed, so I wanted to invite some discussion on the topic.
I'm interested to know why people think the stuff I would call unnecessary bloat is actually necessary and healthy for his kit.
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He's not bloated because survivors only need to do two things to counterplay him:
- Don't get hit by the speedy megalomaniac.
- If you do get hit, use the spray, and try not to get hit again.
That's it. There's a lot of little details concerning Wesker's power but they don't matter to survivors most of the time, they're just fluff and fringe cases. As far as survivors are concerned, just dodge the smug jerk who wears sunglasses at night, and you'll be fine.
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I don't like the idea of removing bloat when that means nerfing a killer though, i just think the priorities are not right there.
To directly address your points though :
- First two are essential to his kit being fun and unique and i don't see them as problematic
- Needs the next two points otherwise survivors have no reason to cleanse. He has an infection mechanic because it's Resident Evil.
- Killer instinct on cleanse is mainly QOL for the killer so they can keep track of when first aid sprays are being used. It makes it so that infection doesn't feel useless, and rewards the killer for hitting bounds rather than basic attacks.
- The design choice is up for debate as to why they even did it but it's generally not a positive for the killer considering terror radius perks are not meta.
- This point is actually pretty major when it comes to tunnelling. Other times though they did it because they want to make it clear to survivors when they recieve collateral damage. You could make a point for deep wound being unnecessary in this case but again i don't see it as problematic so i don't feel there's a need to remove it. Even when it comes to tunnelling there's other killers that can do similar damage and i don't see why wesker in particular should lose it.5 -
Are people really upset about first aid sprays giving 2 seconds of killer instinct? Really? All the other problems in the game? You realize you can just wait to first aid spray until a pick-up or if your teammate is just being chased. Wesker has arguably the most balanced power in the game.
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I feel like I'm gonna be repeating that I want to talk about whether Wesker's kit is bloated and that I don't think it's actively overpowered or anything quite a lot, at this rate.
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Well, I'm not really suggesting anything at this stage. If I were to suggest changes, I'd probably not stop at just nerfing him. There are three things I'd probably look at as the main problem points of his kit - Hindered and Killer Instinct as the bloat he doesn't need, and infection not resetting when you're hooked as a more generic issue - but I wouldn't just stop at changing those, most likely.
The reason I think it's bloat and not an overpowered kit is that you could just change those three things and he'd probably be completely unaffected in 90% of scenarios and not even all that badly affected in the remaining 10%, but if you're already rolling your sleeves up to change him, there's no reason you couldn't tighten him up more.
For instance, the Hindered could be replaced with something a little more sensible and less directly related to the chase, or you could buff Virulent Bound directly to compensate for him losing a few things. This isn't a nerf thread, I'm not just suggesting nerfing him here. I'm not even suggesting that at all at this stage, there's just a discussion here because so many people think Wesker's design is borderline perfect.
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Because when you use a cure which is given to you for free, sometimes infinitely, the killer gets info at least. It has been this way since Plague.
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You think that his kit is bloated and that is a problem because you think he is too strong - This is where many people are going to disagree with you.
Bloat is not a problem unless it causes a problem, and many people including myself think there is no problem, so thats why trying to make this thread about wesker being only bloated isn't going to work.
Also, infection does reset to 1% after hook. If you're suggesting that infection should be removed on hook i think that would be ridiculous.1 -
I don't think he's too strong, I think he's bloated.
If I thought he were too strong, I'd have made a thread in the other section about how to change it.
The fact that the things I want to remove are things I think don't make him too strong is what makes it bloat in my eyes. He just doesn't need it, and removing it wouldn't really affect him all that much, he'd still be just as strong.
Also, yes, I think infection being removed on hook would make sense. What would make that suggestion ridiculous? That's the kind of conversation I was hoping to have, for the record, I disagree with that statement and I'm curious about the counterargument.
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He's really not an issue. It's okay for killers or add-ons to have multiple things going for them. This was my biggest complaint about the push to nerf Adrenaline Vial on Blight. "He has ALL those advantages!" Yes, but in exchange for severely limited turn rate, which PC players ignored because the devs refuse to fix mouse flicking during killer powers.
Almost every survivor perk that comes out these days has multiple effects, and they power creep killer perks. Lethal Pursuer by itself gives you 1 aura read at the start of match, and with other aura perks gives you extra seconds on their effects. Eyes Of Belmont gives an aura read every time a gen is done (5), and with other aura perks gives them extra seconds.
Wesker is yet another killer that's super overrated. His charge time on his power is almost always enough for the survivors to react and get somewhere safe, even if it's just behind a random obstacle, because for some reason killers slow way the heck down every time they try to use their power. He really wouldn't be much without everything he has going for him now. Dash attacks without infection? Who cares? The survivors can potentially be downed fast in chase, or be caught up to fast, but then he loses his slowdown and can just be gen rushed. Or infection without the health states taken. We've seen how well that works with Nemesis (sarcasm), and how often people ask for him to infect + damage with 1 whip attack. And he's got lots going for him as well, the zombies, his ranged attack, and his pallet break with that attack.
I hate to default to this every other time, but you're simply not seeing these killers y'all are complaining in tournaments constantly, or at high MMR. They're not good enough to be played but once in a blue moon at that level. I'm really just waiting for y'all to start complaining about Nurse and Blight again, because I don't know how you can keep complaining til nerf about subpar killer options like Pig, Freddy, Knight, Chucky, and Wesker... when those 2 still exist.
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Well that's what most people want. They want all killers to be on a "manageable" level of strength, where they don't have any slowdown, or don't have any ability to end chases quicker outside of M1 trash, and can be beat by any solo team. Solo teams, btw, which constantly feature survivors who will never touch a gen so long as someone is injured or on hook. When that's what you're dealing with, literally every killer is "overpowered," but these people don't see the flaw in their side. They just see, "The killer beat me, therefore OP."
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Fair enough. Here's my counterargument to your post….
Not all killer powers need to be super simple. In fact, I'd argue that this would make DBD very boring in the long run. Now, I'm not arguing for killers to have Skully 2.0 levels of stuff in their powers, but a power that has a few things going for it is hardly a bad thing. Looking at the list you made for Wesker and what he has going for him, I'll admit its got more then a few things, but all of them are fairly easy to understand and all of them can be countered by good survivor gameplay, so in the grand scheme of things, I think Wesker is more then fine as is.
My final thought is that we need more killers as engaging as Wesker, not less. And his kit is hardly bloated2 -
If you don't think he's too strong then why say
I'd probably not stop at just nerfing him
This implies that you would nerf him to start with.
The fact that the things I want to remove are things I think don't make him too strong is what makes it bloat in my eyes. He just doesn't need it, and removing it wouldn't really affect him all that much, he'd still be just as strong.
I think this idea of minimalist design is harmful to the player experience to be honest. You also haven't stated what the "need" is. The developers want killers to have a 60% kill rate and according to community collected stats (NightLight) Wesker is actually falling considerably below this.
If you throw stats out of the window though and rely on subjectiveness most people would seem to agree he shouldn't lose or gain anything.
I think infection being removed on hook would be a bad change because it means it would basically be irrelevant when the killer plays for hooks, which is the playstyle most seem to prefer. Therefore it would only work if you slugged which i don't think should be encouraged because it's unfun and the game is generally designed around hooks. There's is also 12 cures available in total which is the same amount of maximum hooks for the killer.3 -
Infection isn't an issue Wesker only problem is his hug techs and hitbox on dash
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I'm open about the fact that taking away bloat is, strictly speaking, a nerf. It's stuff he did have before that he wouldn't afterwards, in a literal sense it's a nerf. It's not a nerf that'd matter, but it is a nerf.
I haven't stated a need because there isn't one. I've noticed before people tend to dislike bloated powers, with one very obvious example being Skull Merchant but I've seen it elsewhere before, and I've also seen people suggest that Wesker's power is the pinnacle of good design. There's an obvious contradiction there, so I'm curious about why people would think he isn't bloated.
I can understand wanting powers to have more than strictly necessary for expression's sake, but I don't really agree. I would argue that the best way to design a killer is for everything in the basekit to operate around the same basic idea for how the killer plays, with some room for variation within that space. Most killers are actually designed this way already, Wesker's one of the big exceptions in that he gets extra stuff that doesn't revolve around his overall identity.
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His power is basically a worse version of nurses power in that it can't go through walls. In return he gets:
- Built-in slowdown in his kit, if you ignore infection you could get insta-downed thus you generally have to spend time to do it as the time efficiency lost from being fully infected is worse than just not cleansing it
- Some small detection when they remove the infection
- Eventually survivors run out of resources to remove infection, meaning that there is also a clock.
His terror radius being larger is a bit of a wash. It can confuse survivors more, but in return it makes it really easy to hide from him.
Given that nurse exists, he seems fine to me.
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I personally enjoy going against Wesker more than most because of the bloat. His kit means I need to keep in mind a few things, not just "Oh, clown bottle." or "Oh, Legion mend.' Most killers are pretty narrow and straight forward. I like killers I need to think a bit more on.
That said, things floating in his bloated kit are all pretty tuned to be balanced. Nothing in his kit is truly overpowering, save his hug tech, but thats skillful imo.
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His kit is absolutely bloated. They should honestly remove the uroboros and sprays. Very little would change of his gameplay.
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Although he can be very annoying to deal with at times, he is fine as is.
I’ll take Wesker’s bloated kit over a slugging Nurse with four aura perks, any day.
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I'm opening up a conversation about a killer power I think is a little bit bloated to see if anyone has a compelling counter argument.
Reading through the thread, there isn't really an "argument". There's a feeling, basically 'doesn't this feel like too many things?'.
Without some standard way to define bloated, we're just going off feelings. To me, and it seems others, no, not at all.
He's got a couple of minor abilities that, as you said, if you removed probably wouldn't make much of a difference, but leaving them in doesn't make much of a difference either. Some killers can be A or S tier from just one ability (Nurse), others require a combination of elements.
Like is there some other killer that you would also say is bloated for comparison sake?
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There aren't that many comparisons because not many killers really have extraneous stuff like Wesker does. I didn't want to be too forward with my position because I wanted to get a sense for other people's opinions on Wesker's overall design and how the individual parts of his kit fit into the whole, but I can definitely elaborate a little on that here.
To me, it's a question of asking what the parts of a kit do for the whole. In some cases for Wesker, it's obvious- for instance, his pseudo-instadown at max infection is meant to make the Virulent Bound more threatening than it already is, and as a direct consequence of that, push survivors towards engaging with the First Aid Spray mechanic.
But then you look at the other elements of the infection and the answer gets less clear. Take the Hindered- it does basically function the same way the pseudo-instadown does, but it can't really be allowed to be too strong or it breaks the balance of his power, leaving it in this sort of halfway state where it exists, and it's potent enough to be noticeable… but only barely, and his power's designed around it not being in play much. Why's it even there? I could absolutely see it being appropriate to replace this instead of remove it, but I'm not convinced it's core to Wesker's power level or identity and I'm pretty sure just outright removing it wouldn't actually harm him very much- which isn't ideal for a killer's power.
After that, the Killer Instinct, which I think is the most obviously "extra and arbitrary" part of his power. If we want survivors to engage with First Aid Sprays, why does Wesker gets notified when they do? The clearest comparison here is Nemesis, who has literally the exact same mechanic… except for him it makes sense, because he needs to keep the infection up for his power to be capable of doing damage, leaving him a little more like Plague where you're taking something away from him but giving him something else. For Wesker, you're hit by the brunt of Virulent Bound either way, so ridding yourself infection is just inviting him to hit you with Virulent Bound again. It's nice for him to have, sure, but how does it actually tie into a coherent gameplay loop?
My opinion is mostly that the core of Wesker's power is well designed, but he has more unnecessary flab surrounding it than other killers do. I don't think it's a huge problem, to be clear, but I do think it's there and it was obvious others didn't feel the same way from how I'd seen conversations about him go in the past.
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The KI on cleanse is to encourage Wesker to split targets.
Giving soft information like that is an okay way to softly corral some people into not tunneling a single person. If you cleanse, you're probably healed and in a safe place.
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I guess, but that still feels a little arbitrary to me.
You could just as easily argue that if you're cleansing, you've recently been unhooked, because you really don't want to let it build again. I don't think it neatly cuts either way, and while generally giving some information is a good idea, not every killer necessarily needs it basekit. It becomes extra stuff tacked on in addition to the stuff that meshes for the cohesive whole… which is pretty much the definition of bloat.
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I guess my next question would be bloated for who?
Playing Wesker, the primary thing you have to worry about is the tentacle power. There are various creative ways you can use that power, but I think that's pretty normal for killers.
As survivor, you have to worry deal with the tentacle strikes and the infection. Neither seems bloated and have meaningful interactions.
I feel like you are counting multiple elements of the same thing in a way that would be true for lots of killers.
You break the tentacle strike down into: its ability to damage and its ability to displace. You break the consequences down into Hindered and Instadown, and then on the cure for giving notifications.
Breaking other killers down the same way will quickly make it look like bloat:
Plague
-Two types of attack, vomit that can hit survivors, gens, pallets, ledges, an infection that takes a healthy state and the survivor makes noise, a cure mechanic that makes noise and opens up a new power
Sadako
-A teleport, that also function as an infection, a slowdown (turning off TVs) that also works as an infection, a fully infected status that also gives killer instinct on top of death, a slow down mechanic (TVs), and invisibility and a lullaby.
I really don't think DbD killers have much of a bloat problem for either survivors (i.e. a killer which would have too much to learn) or killers. There are balance issues, and killers have bloat in that there are just so many of them for new players, but I don't think there's a killer I have an issue with because they are bloated.
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Bloat isn't and hasn't ever been purely about the number of effects - I listed them out in my post because it is important, but it's really more about how the effects interact with one another. I didn't list the ones I felt didn't fit with the others because I was hoping that would be the overall point of discussion, but I will candidly admit that obviously did not work, lol.
When you break down other killers' powers into the effects they have, it's more obvious how those things fit together.
Plague, for example, really only does two things. She has the infection that builds to Broken, and she has the Corrupt Purge. We can maybe count her ability to infect objects as a third thing, but if we do, it's obviously in service to the fact that the infection builds to Broken. That's a nasty effect to have up permanently, so survivors being Broken pushes them to cleanse… but if they do, Plague gets a very powerful chase ability in Corrupt Purge.
Her power is designed to feed into itself that way, and push survivors to make decisions regarding which downside is likely to be more damaging to them at any given moment.
Sadako… is a mess. The previous version of Sadako worked in exactly the way I've been talking about, though. Her teleport builds her Condemned, pushing survivors to pick up tapes, which also turns off her teleport points, but holding tapes leaves them vulnerable if she's good at smacking them out of their hands. There was a clear cycle that her mechanics all played off- even her stealth allowing her to ambush survivors high on Condemned worked in service of the whole. She could and likely would at various times engage with only one part when it benefited her most, but the pieces all fit together well when she got the ball rolling.
Wesker, though, has these extra bits that don't really fit that way. He has parts that do - his M2 ability is strong in its own right, and it inflicts an infection that pushes survivors off generators to cleanse it lest they end up at more risk than normal from the M2. But, as I laid out, it also does more than just that, with little pieces that just seem to Also Be There.
For the question about bloated for who… I mean, only people talking about the killer's overall design, definitely. There's a reason I don't think it's a huge problem, after all. I just think Wesker's kit is more bloated and has far more room for tightening up than people claim.
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While I don't think Wesker lives and dies by these "extra" things, be it balance or design-wise, here's a few things you may not have considered:
The Hindered is probably there because otherwise injured survivors would suffer no real drawback from being fully infected. And sure, then one may argue they should (or would) have only applied this effect if a survivor actually is injured, but the next argument is that BHVR likely wanted Wesker to be particularly powerful and in fact have what may be argued to be a "bloated" kit.
And that argument extends into the "identity" bit: Wesker is not only the big bad in a hugely popular franchise that BHVR had already made tons of money on collaborating with, but he is notoriously versatile, using different engineered viruses, weapons, gear, technologies, techniques of attack, forms, tactics, strategies, … - I think they simply wanted him to have a thing or two more going on that make things feel more loaded as killer and more stressful as survivor. Mind you, in that regard he still came out a pretty sorry excuse for his RE self, similar to Nemesis, but that was always going to be the case to some extent within the limited scope of DbD's gameplay. I mean, "Mastermind"? He's just hurling people around in one of the sillier animations and interactions we have in the (already plenty silly) game. Granted, I'm sure BHVR also kept both Nemesis and Wesker as simple as they possibly could from a baseline, killer player perspective because they knew it would attract a lot of new players to try them out, and they're both still some of the coolest killer designs in the game I find, but yeah, they are blatantly, almost comically neutered.
Either way, the identity thing also goes for the killer instinct: Wesker is an espionage and intel gathering professional, the notion that he would have a bit of an idea about what's going on around the map with regards to people "destroying" the virus he's interested in spreading makes sense from that perspective. And as I've laid out in my first post, I would argue that it makes sense from a gameplay loop/cohesion perspective too: if the killer instinct did not exist, you would simply feel too safe after spraying, because that by design would most of the time have you in about as safe a spot as you possibly could be. This way however, spraying is something you do not necessarily want to do instantly or carelessly, you have to think more about when and where you do, whether to heal first or afterwards, weigh the risks, and the sense of danger that he will and then does know about your whereabouts adds to how oppressive he - I believe - is supposed to feel.
That all said, I think this topic is a bit too "game design" for me. There's probably an interesting conversation to be had about these things, I'm sure BHVR had the one or other more or less good idea when they tacked these effects onto his kit, but personally I do care more so about the outright gameplay balance experience it yields, and in that respect I think Wesker is in a great spot (certainly comfortably one of the least urgent killers to need addressing, that time would be better spent on various other killers). With the only thing I would readily consider changing being the Hindered effect as I've mentioned, replacing it with something less superfluously, gratuitously tacked-on (not the first time that they resort to movement speed changes as a means of pushing a design over the top) and tunnel-friendly. Well, that and the lack of hit validation for bound attacks… but the entire hit registration issue is far larger than Wesker, it's a fundamental, architectural game flaw, even if Wesker's ability is one of the most egregious offenders in that regard.
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Kinda missed the semi mobility through same dash mechanic (how he comes back to your hook to tunnel so fast)
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