Devs, I think 30 cm hitbox for wesker is the best and why

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So this is the difference between live and ptb

ngz8kioftdl91.png

And this is if it was 25 and as you can see even though it covers more of his body and more reasonable hitbox it is still not enough for using his power for long range dashes because that's what his power is designed for and it explains the long 1.5 second charge time, it was designed for using at jungle jyms and long tile safe loops like shack. Even if it would make catching people from up close slightly easy it doesn't matter because if you are actually close to them then you might as well go for a basic attack anyway so they would still go down and I'm sure most of the DBD community can agree 30 cm is reasonable and suitable.

@Mandy thanks for reading this post

Comments

  • you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.

  • @scenicpickle said:

    you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.

    FYI Mandy already confirmed the devs have determined the survivor collision box is currently too small because it's leading to instances where Bounds literally seem to pass straight through survivors. She said they're going to be splitting the difference between its current value and the PTB version, which implies it'll probably be about 30 cm like the original post is suggesting.

  • @scenicpickle said:

    you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.

    You just showed that you didn't play Wesker.

    In my opinion 30cm isn't going to be enough because of desynchronizations, lag spikes and probably because they aren't getting rid of his feet collision detection and giving him the close detection like Demogorgon has. The fairest of all must be between 35 and 40.

  • @Albert_Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169366#Comment_3169366

    You just showed that you didn't play Wesker.

    In my opinion 30cm isn't going to be enough because of desynchronizations, lag spikes and probably because they aren't getting rid of his feet collision detection and the close detection like Demogorgon has. The fairest of all must be between 35 and 40.

    i mean i played him ptb and day one and I'm currently p5 with him and put roughly 10 hours into him. he seems fine to me actually improved cause the ptb i was just headbutting every wall i was near but ok

  • @Romovati said:

    https://us.v-cdn.net/6030815/uploads/AV8XPKN3Z0W4/image.png

    So this is the difference between live and ptb

    https://us.v-cdn.net/6030815/uploads/GFDAXEACF0D2/ngz8kioftdl91.png

    And this is if it was 25 and as you can see even though it covers more of his body and more reasonable hitbox it is still not enough for using his power for long range dashes because that's what his power is designed for and it explains the long 1.5 second charge time, it was designed for using at jungle jyms and long tile safe loops like shack. Even if it would make catching people from up close slightly easy it doesn't matter because if you are actually close to them then you might as well go for a basic attack anyway so they would still go down and I'm sure most of the DBD community can agree 30 cm is reasonable and suitable.

    @Mandy thanks for reading this post

    I definitely think 35cm will be the sweet spot.

  • @Albert_Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169366#Comment_3169366

    You just showed that you didn't play Wesker.

    In my opinion 30cm isn't going to be enough because of desynchronizations, lag spikes and probably because they aren't getting rid of his feet collision detection and the close detection like Demogorgon has. The fairest of all must be between 35 and 40.

    Those reasons hurt survivors more. So by your own reasoning - make it 25 cm (I think 30 would actually be sweet spot). If you played survivor and got e.g. hit on a Pale rose when already down on the ground (and walking for good 2 meters) after jumping from the top of the main boat - and killer swinging at you there (on top of the boat) - you would understand how frustrating it is to get lag hit. (And this example sure is extreme one, but getting hit 5m away from a window is not that rare).

  • I want to throw my values in here as well:

    Environment : 16cm

    Vaults : 24cm

    Survivor : 32cm

    My reasoning is, they are evenly spread values in the order or priority. Right now they are all at the same size, causing a gamble as to what gets detected first. With these values the cpu has enough time to compute a detection in the first box with a valid hit. And the server can respond to it.

  • @scenicpickle said:

    you're asking for buffs and you are saying it is reasonable but is it? Your asking to increase the hurt box and not increase collision... why cause people are 360ing you or because you can't hit them?? if your coming to the table with a proposal for change come with something more than i can't hit my bounds. I'm all for killer buffs but don't be those people who were like Billy too hard make chainsaw hit box huge and decrease collision maybe learn to play before asking for buff without actual justification only saying its "covers more of his body and more reasonable hitbox" and "I'm sure most of the DBD community can agree 30 cm is reasonable" like why how come you think this? these are just excuses, if you think he's hard to play just say so. maybe he does need a changes but not giving any actual reason and just showing pictures of the hurt box doesn't help.

    Dude this isn't a major buff it's a needed change for his power to work to his full potential and its not because I can't hit survivors or I get spun, you need to consider other things like lag and high ping survivors as well because it affects the grab and his power is not designed for using at close range it was designed to catch people at loops in long range if you position yourself right which with the current power charge time it's a bit tricky and its not even a discussion to begin with, the devs confirmed its actually smaller than supposed to be and needs an increase I've just come to a conclusion that 30 is probably the best as a lot of people had the same opinion

  • @[Deleted User] said:

    Honestly his power has so much counterplay due to all the penalties they applied to it that I'm surprised they even want to find a middle ground. People are figuring out just how simple it is to counter (just run around one of the million small rocks on most maps 4Head, then run to a loop during the cooldown) and it's becoming boring to play him.

    I feel like the infection mechanic is holding him back from being properly buffed.

    Finally, someone else pointing out his counterplay. It's so easy to beat him it isn't even funny. Even just run behind a tree or anything and he's suddenly reduced to an m1 killer. Imo 35cm would be best for his survivor hitbox. They also need to buff his charge times.

  • @[Deleted User] said:

    like idk

    Should a power that's effectively on a 12 second cooldown that has a 1.5 second windup that also massively slows the killer down while channeling & cancelling (with another long cooldown for cancelling) that also has a relatively short window to chain uses (while, again, slowed down) be a more of a skill shot than powers that don't have these downsides?

    i wish wesker was 96% m/s killer with an actual good ability.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170335#Comment_3170335

    Yeah, I'm starting to see the Nurse comparisons now. It's kinda funny how long his cooldowns are in comparison to hers despite having so many downsides that she doesn't suffer from whatsoever. They played it way too safe here.

    I'd still consider Wesker more of a Demogorgon clone than a Nurse clone, but yeah, they played it way too safely considering the fact both Nurse and Demogorgon do everything he does but stronger, faster and smoother

  • @[Deleted User] said:

    Honestly his power has so much counterplay due to all the penalties they applied to it that I'm surprised they even want to find a middle ground. People are figuring out just how simple it is to counter (just run around one of the million small rocks on most maps 4Head, then run to a loop during the cooldown) and it's becoming boring to play him.

    I feel like the infection mechanic is holding him back from being properly buffed.

    Exactly this is something that I knew since PTB but the thing is aren't you familiar with survivors community? how hard they cry every time they face something strong for killer? And not even OP it has actually counters but they still complain a lot because let's accept it the majority of people don't like facing strong stuff, they just want a weak killer and easy game going for them every time. Why do you think when you look at survivors tier list for the most fun killer to go against you mostly see weak killers on top of their list?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170335#Comment_3170335

    Yeah, I'm starting to see the Nurse comparisons now. It's kinda funny how long his cooldowns are in comparison to hers despite having so many downsides that she doesn't suffer from whatsoever. They played it way too safe here.

    a lot of threads now a days are like Nerf nurse now a days. follow up with a post that has a change that weaken nurse to terrible level. The way wesker works is kinda how I would design nurse if I was reworking her. I'm somewhat curious if weaker's design was inspired by nurse because of nurse's anxious grasp add-on..

    image.png

    this add-on makes it so that when nurse's blink go past a survivor, they scream. you can easily change this to injure and remove nurse's ability to m1 after a swing with blinks. i wonder if this would make nurse easier to play for new comers while still maintaining her go through objects like a banshee gameplay though maybe the nurse is too old for rework. never shared idea because I thought it was bad idea but then they made wesker.

    Wesker is that idea with inability to blink through objects, an infection mechanic(lore related) and for some reason, a throwing mechanic which sounds like they wanted wesker to not injure survivors every time he successfully dashes and grabs them, so second chances? throwing mechanic is so weird, it would be more interesting if you could land the grab, stand still then turn around for like 1 sec(like blight charge) and throw survivors into one another. the throwing mechanic seems like a pointless edition to his power and he works more like doomfist in overwatch where he punches(grabs) people into walls.

    He is safe character with a bunch of safe numbers everywhere to ensure killer player does not overperform. nothing more to it.

  • These suggestions are not bad.

    I think that Wesker having a sleek way of navigating the environment when dashing is good and just a tiny lil bit more grabb power would be good. Hopefully that would be satisfying those who have issues with hitting a grab, I dont have those issues at my mmr level.

    You get a vote up-