Wesker Needs These Changes

Even if it takes a few months for some of these, these need to be done in order to make him so much better.

  • Major Buff: Survivors grabbed by Virulent Bound will now be hit by the whip attack if they fall out of The Mastermind's grasp. This prevents Survivors from escaping without being damaged by the attack if the Mastermind hits a wall or incline.
    • This wouldn't apply whenever The Mastermind falls off of a ledge, however, since it could lead to unforeseen and unfair gameplay exploits.
  • Minor Buff: The Mastermind can now turn at a rate of 15 degrees per second while Bounding, allowing for slightly better control over the move and more interesting plays from it.
  • Minor Buff: The Mastermind can now move immediately after vaulting an obstacle to increase fluidity, especially at heightened vaults. However, attacking is still on a 1.5 second cooldown.
  • Minor Buff: Throw damage distance is increased to 1 meter (from 0.75 meters). This is to make it more consistent for Survivors hitting objects when they are supposed to.
  • Minor Buff: While out of chase, the infection rate of Uroboros is increased to 1c/s (from 0.8c/s).
  • Moderate Nerf: While in chase, the infection rate of Uroboros is reduced to 0.4c/s (from 0.8c/s). This is to address concerns of it being used for tunneling in chase.

As for the add-ons, they themselves would need some changes, too:

  • Unicorn Medallion - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
  • R.P.D. Shoulder Walkie - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
    • The changes to the Unicorn Medallion and R.P.D. Shoulder Walkie would allow Mastermind Players to have more expression in their playstyles and just that little bit more fun charging people from across the map. It also allows these two perks to actually have synergy.
    • Pairing these two add-ons would increase the recharge time of Virulent Bound by +20%, increasing it to 7.2 seconds for one token recharge if both are paired.
  • Maiden Medallion - Major Buff: The Blindness effect from the Maiden Medallion is now permanent. This does not apply to Supply Cases of First Aid Sprays.
  • Video Conference Device - Change: The effects of the add-on are reduced to 50%.
    • Moderate Buff: This increases the infection rate out-of-chase to 1.5c/s (from 1.36c/s).
    • Moderate Nerf: This reduces the infection rate in chase to 0.6c/s (from 1.36c/s).
  • Dark Sunglasses - Major Buff: The effects of the add-on now apply whenever you injure a Survivor with Virulent Bound, on top of whenever a Survivor becomes Critically Infected.
  • Dark Sunglasses - Minor Nerf: The effects of the add-on are reduced to 15 seconds.
  • Uroboros Virus - Major Buff: Uroboros Virus reduces the charge time of Virulent Bound by -0.5 seconds (from 1.5 seconds to 1 second).
  • Uroboros Virus - Major Nerf: The Uroboros Virus no longer reveals the auras of Survivors when they are Critically Infected. This effect is somewhat redundant due to how little this occurs in-game.
  • Iridescent Uroboros Vial - Major Buff: Iridescent Uroboros Vial now grants an additional Bound token, which acts similarly to the second Virulent Bound.
  • Iridescent Uroboros Vial - Major Nerf: The Exposed status effect of Iridescent Uroboros Vial is completely removed. This effect is completely redundant due to the base kit ability The Mastermind has on critically infected Survivors.

These alterations would make The Mastermind probably the most fun Killer to go against and play as, while also trying to remove most of the negatives of either his base kit or the add-ons themselves.

If this were to be The Mastermind in the future, then I could guarantee he'd be the pinnacle of the game's design.

Comments

  • @Clockwork_Enigma said:

    Even if it takes a few months for some of these, these need to be done in order to make him so much better.

    • Major Buff: Survivors grabbed by Virulent Bound will now be hit by the whip attack if they fall out of The Mastermind's grasp. This prevents Survivors from escaping without being damaged by the attack if the Mastermind hits a wall or incline.
      • This wouldn't apply whenever The Mastermind falls off of a ledge, however, since it could lead to unforeseen and unfair gameplay exploits.
    • Minor Buff: The Mastermind can now turn at a rate of 15 degrees per second while Bounding, allowing for slightly better control over the move and more interesting plays from it.
    • Minor Buff: The Mastermind can now move immediately after vaulting an obstacle to increase fluidity, especially at heightened vaults. However, attacking is still on a 1.5 second cooldown.
    • Minor Buff: Throw damage distance is increased to 1 meter (from 0.75 meters). This is to make it more consistent for Survivors hitting objects when they are supposed to.
    • Minor Buff: While out of chase, the infection rate of Uroboros is increased to 1c/s (from 0.8c/s).
    • Moderate Nerf: While in chase, the infection rate of Uroboros is reduced to 0.4c/s (from 0.8c/s). This is to address concerns of it being used for tunneling in chase.

    As for the add-ons, they themselves would need some changes, too:

    • Unicorn Medallion - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
    • R.P.D. Shoulder Walkie - Major Buff: The negative effect of the add-on is changed to now only increase the recharge time of Virulent Bound by +10%.
      • The changes to the Unicorn Medallion and R.P.D. Shoulder Walkie would allow Mastermind Players to have more expression in their playstyles and just that little bit more fun charging people from across the map. It also allows these two perks to actually have synergy.
      • Pairing these two add-ons would increase the recharge time of Virulent Bound by +20%, increasing it to 7.2 seconds for one token recharge if both are paired.
    • Maiden Medallion - Major Buff: The Blindness effect from the Maiden Medallion is now permanent. This does not apply to Supply Cases of First Aid Sprays.
    • Video Conference Device - Change: The effects of the add-on are reduced to 50%.
      • Moderate Buff: This increases the infection rate out-of-chase to 1.5c/s (from 1.36c/s).
      • Moderate Nerf: This reduces the infection rate in chase to 0.6c/s (from 1.36c/s).
    • Dark Sunglasses - Major Buff: The effects of the add-on now apply whenever you injure a Survivor with Virulent Bound, on top of whenever a Survivor becomes Critically Infected.
    • Dark Sunglasses - Minor Nerf: The effects of the add-on are reduced to 15 seconds.
    • Uroboros Virus - Major Buff: Uroboros Virus reduces the charge time of Virulent Bound by -0.5 seconds (from 1.5 seconds to 1 second).
    • Uroboros Virus - Major Nerf: The Uroboros Virus no longer reveals the auras of Survivors when they are Critically Infected. This effect is somewhat redundant due to how little this occurs in-game.
    • Iridescent Uroboros Vial - Major Buff: Iridescent Uroboros Vial now grants an additional Bound token, which acts similarly to the second Virulent Bound.
    • Iridescent Uroboros Vial - Major Nerf: The Exposed status effect of Iridescent Uroboros Vial is completely removed. This effect is completely redundant due to the base kit ability The Mastermind has on critically infected Survivors.

    These alterations would make The Mastermind probably the most fun Killer to go against and play as, while also trying to remove most of the negatives of either his base kit or the add-ons themselves.

    If this were to be The Mastermind in the future, then I could guarantee he'd be the pinnacle of the game's design.

    No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/349217/wesker-needs-these-changes

    No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed

    Most of the buffs are more or less quality of life changes to make Wesker actually feel just a little better to play and fix some of his design issues still left inside of the game.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/349217/wesker-needs-these-changes

    No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed

    Can I ask a question? How exactly is Wesker pretty strong when he seemingly gets countered at basically every loop?

    I've been playing him for a while now, and he feels fairly weak. He gets stuck on everything at loops and his power refills very slowly.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214609#Comment_3214609

    Can I ask a question? How exactly is Wesker pretty strong when he seemingly gets countered at basically every loop?

    I've been playing him for a while now, and he feels fairly weak. He gets stuck on everything at loops and his power refills very slowly.

    Well he is hard to get right. But I already see better weskers being able to get most loops. From my experience - any obstacle that huntress can play around, wesker can too (but sure, huntress has higher range so there are situations where she is better). But there are obstacles, that huntress can't play around and yet wesker can - by going a bit away from the loop and aim for his 2nd hit.

    But sure. This one is harder, because many people still can't go away from loop to catch someone at the loop. Also his aiming is hard - meaning there is quite a high skill ceiling. But if you learn him properly, I know he is stronger than most killers (ofc nurse and blight are stronger). Because he doesn't have just strong chasing power, but also built-in slowdown and a way to win war of attricion (defending 3-gen).