http://dbd.game/killswitch
State of Wesker
When Wesker first released, it was the most interesting release we had in a good while. Not only was it the first sequel chapter, but it introduced a specific type of dash archetype that the fans seem to really like. And honestly, it was great. However, over the years as we have gotten more killers to fit this niche in various ways, I notice a decline in enjoying playing Wesker.
As patches have gone by, there has been a number of nerfs and bugs that have been holding this killer down for years. I'm talking about frustrations like not hitting / vaulting a pallet / window because you didnt time it EXACTLY as the survivor finishes their animation. The nerfs to his hinderance being from 8% to 4% with zero compensation. I'm talking about the fact that his token recharge rate is TWICE as long as Ghoul's when enraged and STILL longer than Ghoul's when not enraged.
Wesker is in a sad state right now where his enjoyment comes from the fact he can grab and throw survivors. But with so many little issues I just cannot find myself to enjoy him, especially with how funky some maps can be with him. Looking at you Mother's Dwelling bushes and random hidden rocks on Coldwind.
But I want to know what you all think, is Wesker okay? Does he need any changes? I'm writing a suggestion titled "Changes I Would Like To See on Wesker" so you can judge me more on what I think should happen there.
EDIT: In case you're curious check out my suggested changes in "Changes I Would Make To Wesker" within suggestions where after writing I realized yeah thats a lot of buffs oopsie
Comments
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I 100% agree. He has fallen off quite a lot since his release, and honestly, I don’t think it’s majorly to the fault of any nerfs or anything. He hasn’t really changed too significantly since his release, so I really think it’s just a case of his power being a new archetype, which took a little while for people to adapt to, at which point he settled in his place amongst the other killers. Honestly I feel like modern map and loop design is what hurts him most. Having so many loops cluttered with random tires, barrels or weirdly shaped obstacles makes his linear dashes very difficult to use. Even with the hug tech, it’s still feels pretty weak at loops that aren’t just a quadrilateral of some kind, especially when considering the counter play to hug techs themselves, and how high the execution requirement for some of them are for minimal reward at times.
His vault bug is so annoying, it’s a common case where if you dash at a vaulting survivor (on a pallet or window), you’ll be too late to hit the vaulting survivor, but too early to vault after the survivor, and so you’ll just awkwardly hump the window and do nothing.
Similarly, if you do manage to vault a window or pallet after a survivor, they can very easily walk into you and vault straight through you. He is supposed to have the same mechanic as Kaneki where he automatically hits you if you’re too close to him when he vaults but from personal experience, this mechanic seems to be bugged on Wesker, or extremely easy to avoid because I’ve had people vault through me numerous times.
Another thing I’ve found quite frustrating is his inability to cancel his power between dashes. If you use his first dash, you have to either use his second dash, or wait for 2 seconds (3 if you’re using egg) before your power goes on cooldown (which is another slow and long animation). I really wish it was similar to Kaneki, with Wesker being able to cancel his dash and automatically elapse the bound window after using the first dash if he doesn’t want to use the second. It would make using his power for mobility much more feasible in more clustered and enclosed areas.
I could go on forever honestly. His collision, his bound charge time, charge movement speed, movement speed between bounds or his power cool down all feel like too many weaknesses for very few benefits. I get that people believe he is very well balanced, but I can’t help but constantly feel limited by his kit. Ignoring all the bugs and unintended issues affecting Wesker, the numbers on his kit make him feel really sluggish and honestly makes his power an inconvenience to use as the killer at times, especially when you compare him to other killers with much more flexible mobility like Kaneki, Blight or Hillbilly. Hell, from what I've seen of the new Pig ambush, it genuinely looks like its better as an anti-loop in many situations than Wesker's dash, but idk that might just be me.-1 -
My current issue is that this crazy fast Flash-like, virus-infested superhuman is currently slower than an overweight, wheezing alcoholic serial killer and that feels lore inaccurate.
In all seriousness, Wesker, based on his character, should have way better mobility, if nothing else. That's always seemed odd to me.
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Very power crept killer his cooldown needs to be reduced significantly
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Hey y'all please feel free to check out "Changes I Would Like to See on Wesker" in Suggestions to get an idea of maybe something I personally would like. However there are definitely other ways to go about making Wesker feel better, either by leaning towards his speed as a superhuman or perhaps leaning into the idea of him being a Mastermind by increasing information and calculations (blocking the pathways of survivors).
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I definitely understand how you feel in this post, its like he became outdated and its really sad to see because grabbing survivors is awesome. I would 100% love hug tech to be an accepted and managed feature in the game (increasing accessibility) as well as being able to cancel power between dashes. Definitely needs some work under the hood as well (survivors vaulting not interacting how you would expect, him just slamming his face on pallets / windows)
Curious on what you think of my suggested changes though I did forget some things
https://forums.bhvr.com/dead-by-daylight/discussion/453402/changes-i-would-like-to-see-on-wesker/p1?new=1-2 -
I think it's more of a case that other killers need to be brought down (or up, and no higher) to his level and the overall game needs to be balanced in such a way that match time is standardized (important distinction from "slowed down"…no gens don't need to take 1250602 seconds) so they can actually balance things (in this case killer powers) sensibly. I don't think Wesker in particular needs a bunch of buffs (definitely bug fixes), and certainly nothing that changes the core of how his power designed (so nothing like "he can cancel his bounds manually now").
In my mind he really is the gold standard of what a chase power in DbD should be capable of, and I don't think he needs to be injected with balance steroids targeting his lethality (like Clown was recently) just because they refuse to address the inherent problem of "how do we make a slower/more linear killer work in a game where people are used to facing Ghoul/Nurse". Making killers more directly lethal by just buffing their numbers to the point where their main counterplay is to minimize engaging with them at all is just a horrible design philosophy. We need a baseline understanding that chases should be fun for both sides, and I feel like a lot of killers & killer buffs have completely thrown that idea out the window. But I digress.
I would like to see Wesker's bound camera sensitivity reduction removed in favor of a max angle restriction. It'd be a lot more comfortable (especially on controller) and it'd open up his ability to manipulate survivor positioning (Urobending) with more consistency.
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I do think Wesker is a really good ideal killer in dbd, through his animations, power design being simple, and personality through voice lines (though not every killer needs voice lines). I will say I have to disagree on the idea his core design shouldnt be changed, specifically how infection works. I made another post regarding changes I would make under Suggestions and I give a rework infection idea. Though, I did list a lot of buffs I would like on him (though most are QoL tbh as compared to other killers he can be a little clunky). Honestly I am curious on your thoughts on the changes I bring up.
Do note I mention wanting being able to Cancel his bound during the chain window, however originally I was thinking you needed to wait 0.8 second before being able to cancel it (as opposed to instantly or just waiting the full 3 seconds). So let me know what you think. (Actually imma edit that in now)0 -
I think he is in an acceptable state, tbh. Still slightly overtuned, but better than he was before the Infection nerf.
I mean that balance-wise, of course. I still strongly despise Wesker, would be the killer I hate most if it wasn't for Ghoul.
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Im curious as why you hate Wesker so much and find him overtuned? He had a big nerf to his infection (which I think should be reworked to do something else rather than hinder) and the buffs he did get were fairly minor (except the one from 3 years ago that made him nicer to play).
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What i dont understand is the shadow nerf on his survivor vaulting grab animation.
When he was released he could hit (or grab) survivors that were on the vaulting animation like every other M2 killer can. Then time after that a bug did arise where he was able to grab survivors when they were already on the other side of the window and actually "teleport" them with your grab on your side again.
Then behavior fixed that bug but for some reason they also hard nerfed his grab when trying to grab a vaulting survivor. Now to grab a survivor you need to grab them at the moment the vaulting animation starts (while literally any other killer can also hit the survivor with their M2 while mid-vault, hell sometimes even when the animation is finishing and the survivor is at the other side of the window), so now most of the time you try to grab a survivor in the vaulting animation Wesker just "bumps" in the window, literally going through the survivor body but not hitting them.
At the meanwhile, survivors can STILL go through Wesker when he vaults a pallet and vault it back before Wesker can attack. Its just not as easy as before, but still doable.
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Ideally he should be slapping them but unfortunately he just be bumping. Out of everything related to Wesker that is the #1 thing I hope gets changed / fixed because it feels awful to miss a hit or vault because I used my ability slightly too early. I kinda wish he could do what Kaneki does and grab survivors within a certain range of the window but that might cause problems with other thin walls…
On the topic that survivors can still go through Wesker after vaulting; really hope they increase the time in which he can injure because its so annoying, or make him more physical?1 -
Well, my friend, it is mostly because of how bloated his kit is for a dash killer. A killer whose primary power is movement based cannot have so many things in their kit, otherwise there is very little you can actually do to stop them.
Wesker gets dash, injury on windows, passive slowdown with the infection, killer instinct when you remove the infection, and he can throw you on a random direction which no other killer can do. It is too much, way too much, for a power that is primarily movement based.
That doesn't make him impossible to beat, of course, but it makes him utterly miserable to go against, in my opinion.
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Wesker is one of the more simpler killers in the game? You just described three parts of his power into 5 different parts. His dash allows him to injure on windows (when it works) and his passive slowdown is minimal compared to someone like Singularity and not as long lasting as Pig.
I dont mean to come off rude but would you describe Nemesis as a bloated killer? He has passive slow down with his zombies, killer instinct when curing infection, and the ability to damage over objects and break pallets. Other examples I can imagine bringing up involve Pyramid Head, Pig, Knight, and Skull Merchant. Of course Lich and Dracula but those are easy to argue as having deliberate different forms / abilities.
Im not trying to invalidate your opinion I would just like to play defense lawyer.0 -
-Fix these stupid collisions that makes you lose a token because Wesker hit his pinky onto something.
-Fix bugs like survs being able to vault back pallets and windows after he vaults (and survs call it Skill Expression).
-Decrease token recharge time.
-Fix this crap that sometimes when the 2nd token is between 1 to 99% charged and you use 1 dash you lose the entire 2nd token charge.
-Make possible to cancel his 2nd dash even if it costs a little more of cooldown to his M1.
-Add-on pass like they did to Pyramid.
-THE MOST IMPORTANT: add the unintended effect of the Gold Egg (much better maneuverability between dashes) basekit.3
