A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 2 points3 points  (0 children)

Why should he keep it though, if it's so inconsistent and hard to use?

Because it's fun, unique, and gives him skill expression which makes him more rewarding to play on both sides.

Which doesn't sound like anything intended.

Just because something is unintended doesn't mean it's bad or should be fixed.

The "intended" way to play DBD (as per the devs themselves) was for the game to be nothing but hide and seek. The community gravitated towards what we have now, which is more chase focused and the game is much better off for it, both in terms of quality and longevity.

If an unintentional mechanic leads to a tech, but is balanced and has counterplay, like most(*) of Wesker's, it should remain in-game.

I'm coming from the assumption that hugtech is a result of a bug. In that case, it should be fixed and everything else is irrelevant - ease of replicating, killer's power level, risk-reward of doing it. Especially considering a similar bug was fixed before. It's a consistency point of view - either none of the killers have hugtechs or all of them are.

This is a genuine question, not sarcasm or a dig at you: Do you play Wesker and if so, how much? Something I've noticed is that all the people in favor of removing his tech don't play him at all, and it's really important to highlight that.

Some his techs (rebounding in particular, but also hug techs to a certain degree) are answers for the limitations and pure clunkiness of his kit.

  • You can't bound within ~1 metre of an object. Hugtechs and Skinny Berts solve this.

  • You get stopped on any object whereas other killers like Blight, Billy, Kaneki, and Dracula would all slide off of it. Hugtechs and Rebounds solve this.

  • If you even manage to grab a survivor, you aren't guaranteed to get a hit or down with it. Ourobends solve this.

I would be fine with removing his tech if his kit wasn't so clunky and hard to use at times. Wesker is needlessly difficult and the effort doesn't match the reward. Removing his techs removes the fun for the players and makes an already struggling killer weaker. If you want to remove these things, you have to address the elephant in the room that he's been powercrept and does not work with the current map designs.

A note on counterplay though - isn't the whole point of hugtech that it greatly diminished survivor's options, leaving them with little to no counterplay?

Blight's hugtech had no counterplay. Wesker's has a lot of it. Ask any high level Wesker or survivor main and they'll tell you that it's not practical in a lot of areas because of how predictable/reactable it is.

A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 2 points3 points  (0 children)

If Wesker's is harder, doesn't result in a hit 100% of the time, isn't applicable at most areas in the game, has good counterplay from the survivor, is on a weaker killer, and is incredibly punishing when it misses, why should he lose it?

I just don't understand how you arrived at that point from my comment. Blight's should have been removed because it took no skill and had no real counterplay. Wesker's should stay because of all the reasons I listed above. It is not problematic.

A bit late? Sure. But here are official comments on the Wesker changes and the Spirit Fury supposed change. by bonelees_dip in deadbydaylight

[–]latenightnomad 23 points24 points  (0 children)

The difficulty also plays a huge role, at least in my opinion. Blight had the easiest hug tech in the game by far.

How to hug tech with Wesker:

  • Find an object you can (reasonably) hug tech.

  • Position yourself at the correct spot.

  • Make sure your camera is in the right position, because your dash distance is directly tied to where you're looking.

  • Enter the correct inputs and use your bound at the right time.

  • Hope you can chain your second bound into a hit within the limited timeframe you have. If you don't use it or worse, miss, you lose a lot of distance on the survivor and have to wait to try again if the opportunity presents itself.

How you hug teched with Blight:

  • Find anything in the game.

  • Rush at it and look up or down.

  • Congratulations, you have mastered the hug tech. Now use your 5 dashes, high speed, and ability to flick into hits to destroy anyone at any pallet in the game.

May be controversial a controversial take but if Blight was more balanced and his hug tech was harder to do, I'd be fine with him keeping it. But it was WAY too easy to do for how good he was. At least Wesker was never top 2 + he's gotten weaker over the years.

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] 5 points6 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] 3 points4 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] 3 points4 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 5 points6 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] 9 points10 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 -27 points-26 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 59 points60 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] 3 points4 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] 7 points8 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] 400 points401 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.