Wesker was nerfed too heavily

Wesker is objectively one of the better designed killers, he has a simple yet effective power that does not render loops completely useless and gives him enough room for map control, though...

Since the last nerfs that he received, he suffers from an useless passive slowdown that survivors do not seem to bother anymore. I suggest that the infection from the hook should stay at a decent rate (20% would be ideal) but 1% is honestly ridiculous considering that the slow is only 4%.

I also suggest to make his slow 6%, as 4% is not enough to pressure survivors into vaccine.

Comments

  • Elan
    Elan Member Posts: 1,684

    True, Wesker fell down massively. I'd even go further with new killers being so powerfull.

    → Give him 3rd dash

    → Make slowdown 8 % again

    → Off hook there is 30 % infection

  • ControllerFeedback
    ControllerFeedback Member Posts: 619

    The infection nerfs are whatever, the main point about infection has always been to force people to run around getting sprays and giving you info with killer instinct. To that end it still serves its purpose adequately.

    The problem I have right now is that his dash numbers were tuned for map design that doesn't include random rocks/junk that spawn every 6 meters. It's very rare that you can actually use the dash to do anything between tiles these days (outside of like zoning, but even that's not all that consistent or useful), and on top of that some new tiles are also terrible for his power too unless you're a timing/mechanical god. And even then it's sometimes up to the survivor to screw up (and if they don't and you miss it's GG, you're way out of position and have to wait for your cooldowns) and then you have to hope that the game doesn't bug out and deny you the damage (or you bump on a pixel of a wall) or that they don't get thrown into nothing because oops, the only place you could've gotten a hit with your power just so happens to be the place that such a thing happens.

    All of that is to say that his power is just incredibly hard and downright situational to use these days, and even if you get past that learning curve, you can still just be arbitrarily robbed of value by factors outside of your control. It's a bit like Pinhead chains in that regard, but unlike Pinhead you have no box to crutch on. It's so much effort for statistically so little reward. My enjoyment of him these days is almost entirely based on him being one of the only displacement killers in the game.

    All that being said there are a ton of other killers that need worked on more than Wesker, so if they never get around to adjusting him that's probably logical. Personally my main pet peeve is that the camera sensitivity slowdown while dashing feels extremely outdated, especially on controller, so if that could be adjusted that'd be awesome. I think it'd open up some crazy displacement/urobend stuff too, which could make him more consisent in the right hands. But it's whatever.

  • Haening
    Haening Member Posts: 13
    edited February 15

    I'm concerned this much change won't be beneficial. But I certainly believe that he needs buffs. I would personally think that 20% off the hook or even 25% is good enough - and that 6% slowdown would hit the sweet spot.

  • Royval
    Royval Member Posts: 1,224

    I agree and I do believe that Uroboros should have an secondary effect like blurry vision or doing gens slower.

  • Elan
    Elan Member Posts: 1,684

    Indeed. Full infection can easily cause exposed, rather than only instant grab. And infected survivors can be hindred and suffer incapacitated.

  • Wa_H00
    Wa_H00 Member Posts: 15

    I'm a former blight main and I liken Wesker to a "Less skill needed, slightly weaker Blight".

    Blight has to choose his pathing carefully and swing, Wesker just gets to fly across the map. I lost count of how many times I left Wesker looping himself at a jungle gym 4 tiles away, he uses his ability and catches up to me like he never lost the chase at all, and sometimes his collision is so trash he will grab you even though you've already turned a corner. Blight would have to perfectly aim for that hit.

    I don't want a killer who takes less brain power to use to have as much strength as someone who does take brainwork to use.

  • luvPizzadwight
    luvPizzadwight Member Posts: 4

    I used to play wesker until they did something to the maps now its almost impossible to use his power

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,530

    I think the nerfs were about the fact that most of the wesker players use the infection to continue tunneling right off the hook. And once the full infection goes through the tunnel target is even easier to tunnel. They removed the infection from krasue for the same reason, but kept weskers so they are forced to go use up the limmited amount of sprays rather than the infinite mushrooms. Buffs to anything off hook will just cause more tunneling. So maybe the buffs should focus on other things like control wile holding the dash, or adding a curve to his dash or something.

  • Haening
    Haening Member Posts: 13
    edited February 16

    I don't think that this is a problem. By this logic, this would mean that we should nerf powers like Blight or even the Nurse since they allow you to instantly tunnel out somebody who just got unhooked faster than any killer.

    The reality is different; what you get from having an infection is so irrelevant that most survivors won't even spray themselves because not only does the infection take forever, but you also get only slowed down by 4%.

    I think that there should be a higher amount of infection after being unhooked, and a more impactful slow so that survivors actually worry about this mechanic.

  • ControllerFeedback
    ControllerFeedback Member Posts: 619

    I don't think that this is a problem.

    I mean that's like, objectively why they nerfed infection as hard as they did. Because people would just tunnel off hook when it was 50% on unhook & 8% hinder. I think they could've done without the hinder change, and maybe there is a mathematically sound sweet spot when it comes to unhook infection % where it's not all that efficient to tunnel an infected survivor off hook but there's still more pressure for the survivor to start thinking about spraying sooner than how it is at 1%, but I also don't think that changing infection is necessarily going to be all that game changing for him. Like it's a hard sell to say that he's fallen off because of infection rather than his dash not scaling well with how the rest of the game (and player knowledge) has evolved.

  • Haening
    Haening Member Posts: 13

    I don't think that it has to do solely with the infection while unhooked and the hindered being nerfed severely, but it definitely helped with the macro play. Whether we like to combat tunneling by multiple fashions, the unfortunate truth is, people will do it regardless of the power that you have or the killer that you most of the time if you're willing to win. My solution might sound a little bit easy on paper, but I'm just having the easiest out of all of them based on what they have done to him. They nerfed what helped him with the macro. I'm asking to get back what he had so that it doesn't feel like it just exists to exist. I do agree with you that his dash does not scale very well, and I also believe that his cooldowns are too punishing in comparison to killers who have the benefits of being very mobile too (Blight, Nurse, Ghoul and Hillbilly).

  • Philscooper
    Philscooper Member Posts: 677

    i wouldnt mind if he had faster infection and more of a slowdown (10%) when fully infected.

    i also wish they did more off the hook-anti tunneling changes for all killers so its not just a select few who are dragged down from power-creep.

    because kaneki still can bite people off hook, get power and easily dominate.

  • Haening
    Haening Member Posts: 13

    Exactly. This explains why I find the argument of "tunneling" vague, as there are far better tunnelers out there.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 356

    Adding the ability to curve mid dash would be the best thing tbh, and it's what I've been asking for xenomorph to have mid tail attack, being able to curve/angle the tail mid attack to reach spots that a "straight" hit box (rather its where you look and it's perfectly horizontal, or like dashes, it's forced in a straight path) would add more skill level but also make it easier in a way, but the main issue, maps, collision and hit boxes still hit wesker hard, which is why I stopped playing him, not because of the skill level to play, but because of the map designs, environment within the maps and the hit box and collision inconsistency that weskers bounds have with maps, sometimes you hit a small corner of a a wall that your aren't even using your dash to hit but just PERFECTLY out view, you stop entirely while others you just slide off and sometimes, the hits aren't consistent either, sometimes you hit someone when it doesn't make sense and sometimes you don't when it should

  • Rickprado
    Rickprado Member Posts: 988

    I don't play that much of Wesker but i believe that adding some of his addons as basekit (Egg, Crank, Medal) would give a breath of life to this forgotten character - and we would go back to Wesker 100% pickrate Era hahahaha

  • KingOfDoom55
    KingOfDoom55 Member Posts: 356

    He isn't forgotten, just left behind due to no major problems with balance issues with him, at least until now, demo is who we need to get some attention (poor thing didn't get a single change or QoL since a few years ago)

  • Rickprado
    Rickprado Member Posts: 988

    Yeah, i was overreacting. But considering how Wesker was present in almost every match and how hard its is to find him now, i believe he could get some love.