Detrimental Issues with Wesker

The newest Chorus of Sin patch has introduced some serious issues with Wesker that make his gameplay feel noticeably more clunky, delayed, and server dependent. His grabs and hits seem to rely heavily on server validation, resulting in situations where an interaction looks like it should connect but either doesn't register or feels delayed. For a killer whose power revolves around precise movement, timing, and positioning, this can be extremely frustrating. Wesker's gameplay should feel responsive to the player's inputs rather than dependent on inconsistent server interactions.

Another major issue is the apparent 2-meter restriction bug with his Bound. There are situations where Wesker cannot properly use his dash if he is roughly 2–3–4 meters away from an object he is facing, which becomes especially frustrating when maneuvering around corners or trying to hit a survivor who is positioned against an object. You can clearly be aiming toward the survivor and attempting to Bound, yet the power fails to trigger because of the interaction with the nearby objects. This can completely interrupt the flow of a chase and LOSE you chases, especially when trying to perform tight movements around pallets, walls, and other objects.

There is also the issue commonly referred to as "Urosnaps." If you hard flick the camera after Wesker's first Bound, the camera can suddenly flick somewhere else while Wesker continues moving in the direction he was traveling before the flick. This creates a disconnect between where the camera is currently facing and the direction Wesker is actually moving, which can make the second Bound extremely inconsistent and difficult to control. All of these issues together make Wesker feel much less responsive and consistent than he should be.

Lastly, before patch 10.0.0 Wesker was able "side step" which basically meant that if you held a right or left directionally with movement stick or keys whil spamming dash/bound you could slightly step to the side but for some reason got removed next patch in 10.0.0 for 0 reason, side stepping was a small little mechanic for high level play with his "techs" and added depth and skill expression to Wesker. Same with dashing off elevations, why can blight, oni, demogorgon go off ledges but Wesker can't? Its not fair and feels clunky and awful.

Source from my video talking about the current issues and my frustrations with Wesker

  • SaltNest
https://youtu.be/M0xstbwjqdQ?si=92CpTX9toqvmIRZE
Tagged: Killers

Comments

  • It’s true, Wesker has felt a bit off for the last six months, but things have gotten even worse since the latest patch.

  • The last six months he feels so clunky honestly. Also to add one more issue that's been there since All Kill chapter, after fixing "sky Wesker" he's not able to hit survivors on even smallest inclines, rocks and bumps. Like the grabbing animation begins but then the survivor slips out of ur arms. Which is annoying because it's logical that after moving forvard the killed shouldn't just stop at the edge (even Blight travels further during his ability). It literally ruins looping some structures like ledges of Crotus main building. Almost every game I run into a moment where Wesker feels uncontrollable and hard to maneuver because of all the small and not so small issues. I am really hoping that all this mess gets fixed.