Comments
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Yeah, i have doubts too. High chances are, this is intentional nerf. Shadow nerf. Which is incompetent and stupid, as Guards already become slower for 1 second, when going through or near pallets and windows. If they wanted to nerf Guards, they just needed to increase the time of slowdown.
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As of 6.7.1 the sound is NOT fixed.
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As of 6.6.1 the sound is NOT fixed.
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By the way, the first change is not only a buff, but also a nerf. It limits his ability to damage a generator from afar. Consequently, it weakens his synergy with the perk Surveillance and Dead Man's Switch. But i am ready to trade that for the smoothness of gameplay the change would provide.
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As of 6.6.0 the problem is NOT fixed.
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As of 6.6.0 the problem is NOT fixed.
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As of 6.6.0 the problem is NOT fixed.
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As of 6.6.0 the sound is NOT fixed.
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They do not go through them, not around. But yes, i also confirm that. Still is not fixed.
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Are you talking about that proposal of his? He suggests to make the effect of Honing Stone basic. Very similar to my proposal. In my implementation it incentivises teamplay for survivors more: if they do not want a trapped teammate to go down or be picked up by the Trapper, they must rescue him. If rescued, the teammate…
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No, i made effect of Honing Stone basic. I did that to increase lethality of his power and incentivise teamplay for survivors. If a survivor escapes from a trap, he will be put into the Dying state. If another survivor rescues him from a trap, he will remain in the Injured state.
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I like the idea about traps that spawn near windows. Less randomness for trap spawns. A trap in a corner of a swamp map is a good example of a bad spawn. Overall, removing random generation of maps would be good.
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The more developers attack hook defence (reassurance) and singling out (basic borrowed time), the more skilful these tactics become. Now, though, they are going not just to attack killer's tactic of snowballing, but to destroy it with basic unbreakable for survivors.
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Save the best for last is a staple perk for Nemesis. It betters his lethality and complements his tentacle strikes. Tentacle strikes are for fast destruction of pallets and zoning. Basic attacks are for downing a survivor. Hitting a survivor with the tentacle is giving him a free speed boost without any damage and,…
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Thank you for such an interesting video. I mostly do not use his power for map traversal, because it is not meant for that. As for Unicorn Medallion and R.P.D. Shoulder Walkie, the downsides of those add-ons should be removed. I wrote about it in my rework of his add-ons.
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1. His power is not for map traversal, but for zoning in a chase. And if you are already in a chase, you do not need a bigger terror radius to alert you of a possible chase. He can dash in a straight line for 21 meters at maximum. He also gets stuck in a 3 seconds cool-down afterwards. If he could cover larger distances…
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Yes, his Bound Vault is still prone to that exploit. Also, a long cool-down of 1,5 seconds prevents you from punishing survivors with a basic attack for doing it. Because of that exploit and unreasonable cool-down, Bound Vault can be turned into a lose-lose situation for Wesker.
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I agree, it is not good for mobility. And when i say "mobility", i mean map traversal. In that sense Wesker does not have mobility. Also, they've put an undifferentiated cool-down of 3 seconds on his power, even if you did not hit a survivor with it. So, the cool-down eats more time than it should, when you try to use his…
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-less cast time An add-on for that would be nice. -faster recharge time His recharge time reduction system just needs to be more rewarding. It should grant at least -1 second to recharge time per infected survivor. -ability to use 2nd bound after vaulting I wanted that too at the beginning, but it is not necessary. Just…
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A good post. Thank you for pointing out important problems about Albert and not just his hitbox. Artificial limitation in a form of overtuned cool-downs and bad recharge time reduction system are his main problems. Without meaningful changes to his base kit he will remain a crippled killer with unrealized potential and…
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Yes. For example, Leather Gloves add-on would be a good choice for faster charge time, since he already has built-in recharge time reduction. Leather Gloves Decreases charge time of Virulent Bound by -20%.
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Very good, informative post. I support it. Your proposed changes should be implemented together with reduction of cool-downs, which i propose here. Then and only then Albert Wesker will be alright and "in a good spot". One thing i am not sure about though, is making Egg add-on into base kit. I think his power is more about…
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I am also a proponent of such a special ability for him. Here is my proposal: Give him special ability to run at a great speed in a way Oni does, but without being able to attack. For example: 8 m/s for 8 seconds. That ability will consume two Bound tokens and cause a cool-down afterwards. Lack of mobility is the biggest…
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I agree. His running animation is laughable and out of character.
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He should be buffed and finalized. 1. Charge time of Virulent Bound is too long for a power, that is non-lethal and straightforward. It should be the same as Demogorgon's (1 second). 2. Wesker lacks mobility. That can only be fixed by a special ability dedicated to it. I propose a dash similar to Oni's Demon Dash, but…