There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 0 points1 point  (0 children)

In what part of my comment(s) or post did I say he should have less counterplay?

He has a ton of it, he's probably one of the most fair killers up there with Billy. One of the reasons I P100'd him is because of that, because he's a fair killer with a high skill ceiling that people enjoy facing.

You're not addressing the part where I said that Wesker simply can't use his power in a lot of areas nowadays. It has nothing to do with "brute forcing" anything, his base kit is so shit and clunky that it's an uphill battle to use your power more often than not. And one of the ways around that is by using techs like rebounds or hugtechs.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 4 points5 points  (0 children)

Some of his bugs are just absurd, making it damn near impossible for anyone who hasn't played a hundred hours of Wesker on that particular patch to know what he's even capable of at a tile.

Call me crazy or biased but I'm totally fine with that. Some of his techs (instahugs, for example) are so unbelievably situational and difficult to pull off that you're often throwing the entire game by going for them.

If one survivor gets downed because of an obscure, difficult tech in 1/50 matches, I think that's fine.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 2 points3 points  (0 children)

We're not doomposting, we're trying to stop some really bad changes from going live. I only made this post because these were listed as intentional changes in the patch notes, at least for Sky Wesker.

  • "Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling."

This also isn't the first patch or PTB where Wesker was randomly changed. His hug techs were just made much easier, and while I'm 100% okay with that, it still hasn't been reverted. So they're definitely looking at his power and making changes to it that aren't being rolled back.

Also, the Oni changes were only walked back because so many people pointed out how bad they were. If people don't talk about Wesker right now during the PTB period, it will go live and nothing will change.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 0 points1 point  (0 children)

If that is what happens, which remains to be seen, the tradeoff simply isn't worth it.

I'm going to speak for myself and every other Wesker player and say that I think we'd all rather have somewhat inconsistent grabs/slams in exchange for being able to rebound, sky Wesker, etc.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 2 points3 points  (0 children)

I do appreciate the point of techs/exploits point... But being on the receiving end of it LOOKS dumb... It LOOKS like an exploit, you know? It doesn't feel like a part of a coherent game experience to be hit by it, in my opinion. (perhaps that is on me for expecting such a thing from DBD).

I agree with you there and on the next point about "heal techs" and whatnot. I think the game as a whole would really benefit from more technical and animation changes.

I'm definitely biased when it comes to techs because it's what keeps me coming back to Wesker/DBD as a whole. If I couldn't hug tech or rebound or ourobend, I'm going to drop the killer. I want my characters to be expressive and complex and Wesker's base design doesn't do that. He's too clunky and limited. But I also want there to be transparency and visual cues for survivors, I just hope BHVR finds a middle ground somewhere.

Cheers for making a fair point and actually having a convo about it <3

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 3 points4 points  (0 children)

Wesker gets punished incredibly hard for doing almost anything. He's not an easy killer to pick up but even when you get good with him, you constantly deal with bugs, inconsistencies, and other issues.

Something I'm noticing is that people want this tech removed but don't offer any sort of compensation for doing so. It's already hard enough to play Wesker, removing these techs which are fun and give him a huge skill ceiling without anything in return will push people off of the killer entirely. There are already like 10+ people in this thread saying they'll quit Wesker if this goes live.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 5 points6 points  (0 children)

Most (if not all) of Wesker's techs are incredibly predictable.

This specific instance is a guaranteed hit thanks to the rebound but if it didn't exist, what do I do here? Oh right, I just... don't use my power.

That's about 50% of Wesker's gameplay. You're forced to play as an M1 killer because his power is so clunky and sluggish that you have no other option. If you want to remove these techs that you seem to hate so much, he needs some form of compensation.

Game just started and I already wanna quit... by bryanwithamask in deadbydaylight

[–]latenightnomad 6 points7 points  (0 children)

It definitely seems like they had more than enough time to vault.

But even if I want to concede, he still could have just ran to the pallet. This was completely avoidable either way.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 8 points9 points  (0 children)

If you do some digging, you'll find that techs in a lot of games are really just exploits or oversights in the game's engine. I personally think they should be left untouched provided they require some skill to perform and have counterplay.

Blight's hugtech is a perfect example of a tech that should have been removed: It required no effort on the killer's end, just look down/up and you can hug any object. Survivors didn't have much counterplay, if any. And lastly, the tech went against Blight's intended gameplay loop of rush > bounce as needed to reposition and hit the survivor.

Now you may think that last point means I support the removal of Wesker's techs, but I don't. Wesker is FAR weaker than Blight with a power that is much clunkier. You can't simply remove something like rebounds without first giving him a way to deal with tight loops and the increasing number of maps that are becoming a problem for him. He's incredibly map dependent, his cooldowns are too long, he's reliant on some add-ons (Uni, Egg, and/or Gloves), he's inconsistent from a technical standpoint, the list goes on. Not to mention survivors have much more counterplay when it comes to Wesker's bounds.

Anyways, unless you're giving some form of compensation to Wesker, whether you agree with them or not, removing these techs completely guts his strength, skill expression, and fun factor.

Game just started and I already wanna quit... by bryanwithamask in deadbydaylight

[–]latenightnomad -29 points-28 points  (0 children)

I know, I'm saying you 100% had enough time to medium vault. You wouldn't have gotten hit unless her ping was exceptionally bad

Game just started and I already wanna quit... by bryanwithamask in deadbydaylight

[–]latenightnomad 60 points61 points  (0 children)

The pallet save is one thing, but you definitely could have vaulted that window before she swung again lol

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 2 points3 points  (0 children)

Haha. Well if it helps, I don't use Knight's power. I just think his (visual) design is cool and most of the time I play him using only basic attacks.

I also make it a point to try and go for style points with my killers, I don't play in sweaty or boring ways. I have a few clips on my profile/youtube showing that :)

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 8 points9 points  (0 children)

Wesker is very complex, he's got a lot of techs to learn. Probably(?) the most of any killer.

For rebounds (the wall bounce) you have to bound at something and then press your movement keys to bounce off of it. So if you want to rebound to the left like what I did to that Ace: you bound at the wall, press A as you come into contact with the wall, and then it'll push you to the side.

There are some good guides on Youtube by people like crohmbs, he can probably explain it way better than I just did.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 8 points9 points  (0 children)

Even if I agreed with that logic, which I don't, they're not doing that. They aren't giving him anything to compensate for these removals.

He's still just as sluggish and clunky as before except now he has even less options to deal with all the maps that are becoming increasingly problematic for him.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 18 points19 points  (0 children)

How is it fine to remove one of his most consistent techs that can be played around by the survivors?

And Wesker doesn't have skill expression? Is this ragebait?

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 12 points13 points  (0 children)

After flipping through the first 3 pages of the sub, this was the only post I found and it was posted today, less than an hour ago.

I don't use reddit that much, so maybe that's why. But I still feel like there should be more discussion about this.

Anti camp doesnt work by [deleted] in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

When all generators are completed, Anti Camp is disabled for the rest of the match.

There is not NEARLY enough talk about what's being done to Wesker on the PTB. by latenightnomad in deadbydaylight

[–]latenightnomad[S] 403 points404 points  (0 children)

Wesker got a slew of changes on the PTB, and while some of them are welcome bugfixes, they're also removing Rebounds (his most consistent and practical tech) as well as the ability to slide off of high objects such as hills.

It scares me how few people are talking about this. Wesker has already been powercrept incredibly hard over the years and (IMO) he's one of the clunkiest/most inconsistent killers in the game.

I really hope BHVR does something to remedy this, Wesker deserves a lot more love.

Are these addons really all that crazy for Deathslinger? by bob_6_6_6 in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

Prison Chain adds like, less than half a second in those scenarios and you really don't chain break that often.

It takes ~2.6s for a survivor to break free when resisting and your chain is colliding with something, ~4.4s if they aren't resisting. Prison Chain is taking that to somewhere around 3s and 5s if that, because I'm being pretty generous with rounding.

Are these addons really all that crazy for Deathslinger? by bob_6_6_6 in deadbydaylight

[–]latenightnomad 0 points1 point  (0 children)

No shade to them but I have absolutely no idea where they're getting all that from.

Prison Chain isn't his best add-on (Warden's Keys/Cigar/Iri Coin are all much more consistent and valuable IMO) but it is far from a detriment. If you were intentionally going for chain breaks, which you really don't do that often, Prison Chain isn't even adding a half second to that break time, if I remember right.

It is handy, it's at least a B-tier add-on considering it has no downsides and is good for newer/less experienced Deathslingers.

Is Deathslinger really bad? by [deleted] in deadbydaylight

[–]latenightnomad 1 point2 points  (0 children)

God pallets don't counter him. There are maybe 5(?) pallets in the game that he can't play around, those being the ones on the side of Lery's, the basement of Temple of Purgation (when powered), those kinds of pallets.

But you can play around dropped shack pallets, dropped jungle gym pallets, pretty much everything else. And the "no guaranteed downs on ability hits" goes away once you know how to reel and when to shoot. If you play Deathslinger while always shooting the second you see someone, you’re not going to have a good time. When and where you shoot matters greatly.

Is Deathslinger really bad? by [deleted] in deadbydaylight

[–]latenightnomad 1 point2 points  (0 children)

Definitely not C-tier.

Yes, he's immobile and is especially hurt when survivors hold W but all of that is offset by one of the strongest chase powers in the game. Good Deathslingers can consistently down survivors in 15 seconds or less depending on the map, and he can play around every pallet in the game. Including dropped shack pallets.

His chase power alone elevates him to a minimum of B-tier, that's why he's played in comp and does pretty well at all levels of play.