Wesker’s Mechanical State Post-9.5.0: Overview of Power Bugs & BetaHub Reports
Hi everyone,
First off, I want to say thank you to the development team for your continuous work and for pushing out the fixes for Wesker.
However, it’s been quite some time since the major Wesker changes in Patch 9.5.0. While it is great to see some of the massive issues addressed, a significant portion of his mechanical toolkit remains heavily bugged or clunky.
Below is a compiled list of critical mechanical bugs currently tracked and their BetaHub version. Some of these have been under investigation for over two months now. Wesker Community would greatly appreciate an official update or an estimated timeline on when these core issues might be fully resolved.
1. Dash Direction Delay (Community knows it as "Urosnap" Bug)
- Description: Wesker's power dash direction is delayed by 1 frame compared to where the camera is looking. Even if we qucikly turn and use our power and our camera will register it by capping max turn rate speed, our acutal dash path will be determined by a previous frame which is highely problematic.
- BetaHub Link:
- Reported: April 1, 2026 | Status: Open
2. Key Input Priority Removal (Sidestep)
10.0.0 PTB PATCH - NOT WORKING AT ALL AS OF 10.0.1
- Description: The fix mentioned in the 10.0.0 PTB patch notes was unfortunately only partial. Sidestepping now works when executing two dashes while buffering(doing one right after another), but it is completely missing when executing dashes separately or when rebounding and sending the dash instantly after.
- BetaHub Link:
- Reported: March 17, 2026 | Status: Fix Incoming (Partial fixes made)
3. Inability to use Power After Facing Walls
- Description: Wesker is completely unable to use his power for a brief moment(aprox of 4 frames) after facing a wall or ledge, even if you turn completely away into an open path.
- BetaHub Link:
- Reported: March 1, 2026 | Status: Under Investigation (For over 2 months)
4. Loss of Camera Mobility Between Consecutive Dashes (Flicking Issue)
10.0.0 patch LIVE: - FIXED IN 10.0.1
- Description: This issue was supposedly addressed in the live 10.0.0 live patch, but the fixes either did not make it to the live build or changed nothing regarding that issue sadly. Camera movement remains locked between chained bounds and "reseting hand" animation has not been adjusted neither.
- BetaHub Link:
- Reported: May 7, 2026 | Status: Fix Incoming (Ineffective on Live)
5. Bound Stopping on Minor Obstacles
- Description: Wesker's power path feels entirely flattened. He frequently comes to a full stop on tiny curbs, ground pixels, or slight upward slopes, treating them as solid walls. The vertical threshold for power stop is way to small as even road curbs on Springwood can stop you.
- BetaHub Link:
- Reported: May 6, 2026 | Status: Under Investigation (For 2 months)
6. Grabbing Mechanism Malfunction When Off-Center
- Description: The grab hitbox feels completely disconnected from Wesker's physical 3D model. If a survivor is slightly off-center or on your flank, you will either slide right off them or get completely bodyblocked and stopped by a survivor hitbox without grabing them with power.
- BetaHub Link:
- Reported: May 7, 2026 | Status: Under Investigation
7. Power Path Instantly Stops on Elevation
- Description: Attempting to dash near any sudden changes in height (like hills or even some stairs) or elevation instantly interrupts the power and forces a clunky stop. When dashing of hills you should be able to gradualy glide down like all other movement killers can do be it blight, kaneki, billy, dracula's wolf, demogorgon and so on.
- BetaHub Link:
- Reported: May 29, 2026 | Status: Under Investigation (last status update - 21 days ago)
8. Loss of Physical Momentum Carryover (Micro-Curve)
- Description: Wesker completely loses the ability to bleed his previous momentum before the dash into the first 2–4 frames of his dash. Instead of a natural micro-curve when moving, using first dash or any other source of movement blending into the start of his second or first dash, he instantly snaps forward, making the movement feel incredibly stiff.
- BetaHub Link:
- Reported: June 1, 2026 | Status: Open
While some of these mechanical bugs are more disruptive than others, they all severely impact Wesker's fluid gameplay loop on a higher dimension. We really appreciate the hard work you guys put into maintaining the game, and it would mean a lot to the Wesker community to hear back from the team regarding these remaining issues.
If there is any direct way to help in resolving said issues I could gladly help in the process.
Thanks for your time and everything you do!
Comments
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As of the patch 10.0.1 the issue number 3 has been resolved but in process issue number 2 is back to being completely gone, not even partially fixed
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