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Romovati

Romovati

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Romovati
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  • lol that's simply a skill issue my friend he's actually very balanced. I've never had problems facing him he's quite fun to play against as well. If you are having problems facing wesker then you probably have problems facing every other strong killers and comparing him to old nurse with mega blinks is the punch line for the proof you are being dramatic

  • @Nos37 said:

    Title.

    Gens are too long for 20 second chases.

    Why is it not possible to have gen times change dependant on MMR?

    Well because your survivors are bad it's that simple same as nemesis where bad survivors get destroyed against him and say he's op when they don't know how to play against him

  • Maybe just a small cooldown reduction after using his power or faster recovery after you vault a pallet but other than that I think he's fine where he is

  • @GravelordNito99 said:

    Thanks for making the hitbox on Wesker's bound bigger. It feels better now. However, I don't yet feel we've reached the sweet spot. Here are some suggestions for additional Wesker tweaks:

    1 - I feel as though a 35cm survivor hitbox will be the sweet spot.

    2 - Wesker still needs some help to perform at higher mmr levels. My suggestions for this would be to decrease the time to charge his power, and lower the amount of time it takes for him to recharge tokens of his power.

    3 - You should also consider adding a 3rd bound token.

    4 - Wesker still sometimes simply bumps into vaults when survivors are vaulting them. He should be either hitting the survivor or vailting after them.

    5 - Increasing the speed of his second bound would allow for more fun plays.

    6 - Reduce the time it takes for him to recover after vaulting a pallet or window, so his power feels less clunky.

    7 - Also, he still does not have any brutality scoring events. This means he still gets almost no brutality points in a match. His power grants 3 scoring events, and all 3 of these are deviousness. Just make one of them brutality instead and the issue is solved.

    8 - The new Hud effect is really bad. I'm not sure why you added this. It just makes it hard to see when using his power. Makes me feel a little motion sick.

    9 - Wesker still throws survivors at things such as the edge of pallets or a rock, and the survivor will slip through/around the object instead of splatting, meaning he doesn't get damage when he clearly should do.

    I think if he would need any buffs is faster recovery after using power or vaulting a pallet other than that he's actually fine

  • @kizuati said:

    https://us.v-cdn.net/6030815/uploads/PSHG0YAOOQQV/weskerneedstodie-281-29.gif

    https://us.v-cdn.net/6030815/uploads/PSNKPHUC1O81/weskerneedstodie-282-29.gif

    His hitbox for survivors should not be bigger than his environment. MF got the phasing through the wall ability. This is a bunch of crap.

    Dude it's because that's a ping issue it happenes with every killer if the survivor/killer ping is high that's not because of his hitbox

  • @Taxman232 said:

    Is it just me or does Wesker's bound attack have a hit box the size of a semi trailer? Feels like despite being in cover he smashes through the wall/whatever else unbreakable objects are there and hits me. Thoughts?

    No the hitbox is actually fine now I tested it with my friends in customs the if you get grabbed around corners while you are not even supposed to get grabbed then that's a ping issue, both survivor and killer ping affects the grab

  • @Oddbox_geo said:

    Is anyone else experiencing almost all killers confirming hook stages and tunnelling people out? Tonight was possibly my worse gaming experiences. I want to try out fun perk builds as survivor but it seems that I have to put on an anti tunnel build which is pretty boring :/ and gives the game a lot less variety.

    the bp insensitive is always on survivor. Do people not like playing survivor so much anymore?

    killers tunnel more now they know ds has been nerfed. It’s just constant comp mode.

    i don’t play that often so I’m not very warmed up when I play so I’m not built for these sweaty games. Maybe if I constantly played I’d be able to evade the conforming hook followed by the tunnel I don’t know.

    I’m on the EU server. I’ve heard it’s one of the sweatiest.

    Im wondering if I missed the dbd being a party game era.

    Killer don't tunnel because DS was nerfed this is one of the most misguided thing people assume, It's actually because Killer's best slow down perks got nerfed to the ground to a point where they are useless. So before the perk rework you would get rewarded to go for hooks because you has ruin/pop to constantly create a snowball effect of slowing down the gens for hooking people but now you don't get anything from that and the gens fly so Killer's tunnel so that they get one person out of the game quickly to have a chance. Unfortunately BHVR didn't think about this when they decided to heavily nerf Corrupt/Pop/ruin

  • @SirCracken said:

    1. Survivor throws and wallsplats after a bound are extremely inconsistent. Certain surfaces cause survivors to slide across them, rather than splatting onto them, which doesn't damage them.
    2. His bound randomly doesn't deal damage to survivors.
    3. His bound will never deal damage to survivors if Wesker falls off a ledge, allowing survivors to deliberately avoid taking damage if they position themselves near a ledge.
    4. Some objects cannot be bounded off of. Whereas some can. (E.G the generic hill tile can usually be bounded off. Whereas the top of the saloon in Dead Dawg Saloon cannot)
    5. Sometimes he is unable to vault a window or dropped pallet by bounding into it. The angle of the bound doesn't prevent this from happening.
    6. Bounding into a dropped pallet or window while a survivor is over half-way done vaulting it will neither damage the survivor nor let Wesker vault it.
    7. His bound hit-box is absurdly small and unnecessarily punishing to learn.
    8. Sometimes his bound will pass through survivors.
    9. The logic that determines if a bound will stop or slide off an object is highly inconsistent.
    10. His 1st person animations frequently bug out. Especially after throwing a survivor.
    11. Bounding into a survivor the moment they drop a pallet is extremely buggy, and can sometimes result in the survivor dropping the pallet, not stunning Wesker, and then being carried by Wesker despite being on the opposite side of the pallet. Sometimes comedically long distances without stopping.
    12. Charging up and releasing a bound whilst regenerating a bound token will completely reset the token cooldown. Unlike Nurse, whose token charge remains even after blinking.
    13. His power description doesn't include info on how his power cooldown is decreased per infected survivor.
    14. Bounding into a pallet as a survivor drops it will not allow Wesker to vault it, instead he will stop at the pallet and waste the bound token.
    15. Bounding into a healthy survivor at the exit gates will block them. But the block is completely useless. As downing the survivor will simply knock them into the escape boundary. And the gate block doesn't last long enough to down the survivor with either a basic attack or a bound before they can escape.
    16. Vaulting a dropped pallet with a bound will sometimes not damage a survivor even if they are very close to the pallet.
    17. Hitting a survivor with a bound while they are close to a pallet or window will sometimes grab them but not slam or throw them. Causing them to take no damage.
    18. Bounding over a dropped pallet that is next to a downed survivor will sometimes cause Wesker to hit the downed survivor.

    EDIT : Added 16,17,18

    Did I miss anything?

    I agree with most of these problems and they should be fixed

  • @Steal2k8 said:

    Can we nerf his movement speed idk how him and the trapper have the same it make no sense and I’m tried of going against him every game lol legit might as well rename this resident evil…

    Do you prefer going against a killer who's balanced and doesn't have broken add on and also has many counters or going against nurse and blight with their broken add ons and no counterplay? Because I would prefer the first option until forever

  • Hey guys look i played against the below 0 mmr survivors that one of them has TECHNICIAN and I got 4k killer is OP as hell

  • @supersonic853 said:

    Every wesker I've played against today has done exactly that. Sometimes fake leaving to just rush back. To say this is one of the most boring release days from a survivor experience would be underselling it. Which is sad because i looked forward to this patch. I hope everyone else has had more fun though.

    Sadly when you realize wesker is currently not able to do much with his power and has to go for m1 most of the situations then yeah I'm not surprised they camp and tunnel

  • Because they are using anonymous mode

  • @Nos37 said:

    You'd have to go afk in the corner as Pinhead to lose against solo q

    This is just for trolling right?😂😂😂

  • @[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?

  • @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

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169115#Comment_3169115

    Taking off 2 stacks will not be a "nerf". It will still have 6 and because of the update, you get 2 stacks technically for free from the overall buffs from the patch itself. Adding those in, you will always have "8 stacks" after you get 6 stacks because of the buff. 10 stacks is ridiculous and this is coming from me playing killer. They get no time to get ANYWHERE at that point now. At most, I've seen.. 6 steps before going down after the hit. That's just not fair. I'm not EITHER side. I will speak for whatever side needs to be looked at at the time. I don't have a favorite side.

    I get your point but then again both sides have some really strong stuff going for them and if you nerf one side it's gonna be unfair for the other side. Either nerf every single busted perk/add on/item for both sides or don't touch one side without nerfing the other that's Mt opinion as I think is the most possible way to keep the game balanced

  • @AVoiceOfReason said:

    I'm on PC and this is just a reminder about the perk, STBFL. Its obnoxiously fast now with 8 stacks plus the 2 free stacks from the update. Reduce the perk to 6 stacks to even it out but make it so you only lose 1 stack per hit and make it so special attacks take away 1 stack also since its a mini buff.

    Well how about all of those offensive bodyblocking and endurance stuff survivors use? STBFL is the counter to those I wasn't a huge fan of STBFL but after perk reworks I realized that I need to use it on my m1 killers since some survivors like to bodyblock with their of the record or styptics or dead hards or even mettle of man and remember this perk is for killers that are mouse 1 and mostly weak because their power isn't oppressive in chase and it's actually a reason to play them and not being forced to play only strongest killers at high lvl so this perk doesn't need changing imo since it's serving the right purpose

  • @ThiccClaud said:

    I have played this man for a good day now and have some feedback for his main power.

    First of all the infection should not progress while in chase, this would make it very easy to tunnel with this killer. It is meant as a passive slowdown, not an active tunnel mechanic.

    Secondly I don't think that his hitboxes are that bad, survivors have the opportunity to dodge his power because of it. What I would like to see is making his power more effective and risky at the same time. Wesker should be able to move sideways faster after the first rush and get stopped completely in his tracks if Wesker misses his second rush. This would give the survivors more time to get somewhere. Right now I feel like you don't really need to hit the survivor to get a hit anyway. You just need to be close enough and then go for an m1. This killer has the potential to become a new Nurse/Blight/Billy/Huntresslike killer with a lot of depth. But right now I find the best option for him is to sometimes intentionally miss, so he can zone you away from safety.

    Also bring back skybilly, please, thanks for reading

    Wesker is a killer that gets beaten by any good team and "his hitbox isn't that bad?" Who were you playing against? Below low mmr survivors that doesn't even look at their back to dodge? If they slightly move to sides you miss and this is a fact no one can deny because everyone has agreed his hitbox is bad due to the footage people like Dowsey shared its just not even a discussion to think the hitbox needs fixing or not because it 100% does

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166125#Comment_3166125

    So something I should be clear about. I'm pretty sure I play wesker very differently from most. For one I use the Unicorn Medallion always and two I only use my power for downs with one token. This means that If someone is trying to juke, they'll wiggle so much that I'll just hit them with an M1, otherwise I get an easy hit with his power.

    I only use 2 tokens when I'm traversing the map, catching up, or I'm positioning myself to block access to a window or escape path. If others were playing wesker like I am , they would see how strong he is.

    Even then it doesn't justify his hitbox they just need to increase that 100% as probably 95% people who played wesker agree on this because his hitbox is just not realistic it's not ideal to be smaller than his body every other killer with similar power has better hitbox

  • @Wolff_Bringer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164821#Comment_3164821

    I actually had no issues playing him, never had a sliding effect happen to me. o-o But if that's an issue they should obviously focus on that!

    Go to dowsey's Twitter which is Dowseytv and then watch the post related to every issues wesker has and btw you realize the hitbox issue as soon as you run into a survivor that tries to dodge your bound then you easily miss

  • @soulfire22 said:

    i dont enjoy the new rpd (its also the only map i get sent to ever)

    i dont enjoy the bugs still in the game (staircase in red forest main building has an invisible wall) (downing characters can clip them into a wall making you unable to pick them up) not sure if wesker only.

    wesker can m1 you across pallets because he has marth grab reach m1 attacks.

    they buffed haste and endurance status on survivors so instead of being face camped now you just get proxy camped from a distance and forced to trade off hook every time, if he doesnt decide to try and tunnel still.

    all of rebeccas perks were nerfed? ######### lmao

    survivor is NOT FUN! its not fun soloq, its not fun in a swf, its DEFINITELY NOT FUN SOLOQ. and its MEGA NOT FUN with crossplay turned on. its not even worth the 100% bloodpoints reward for queueing up.

    i am legitimately irritated at the state of the game and its to the point i actually just logged onto stardew valley because its just more chill and fun i really dont know what to say.


    Other than wesker situation they are doing quite good. They did so many positive things and we should be grateful I just hope they fix wesker's bugs and increase his hitbox detection and then this chapter is almost perfect

  • @konchok said:

    I'm landing more than 75 percent of the hits that I go for, which is comparable to my Blight hits to be honest.

    I bet you didn't play Blight on the PTB. That was the most frustrated I've been when playing a killer.

    Well you need to see if they are even dodging or not because if they do you easily miss but if they play bad and don't even pay attention you can land the hit because they are going in a straight line. This shouldn't be a thing to rely on survivors playing bad and not dodging so you can hit them. Then what does skill matter with him?

  • @SgtMittens said:

    This is unreal. It's been 2 days. Buff this, nerf that, rework those...I would love to see the crying that would occur if the original Mega Man were released today.

    If we let go and forget about any other buffs he still needs his bugs fixed and an increase to his hitbox detection for survivors as the current hitbox is smaller than any other killer in the game that has the similar power. Any attempt from the survivors to dodge his power makes you to miss your bound even if you are precise

  • @GravelordNito99 said:

    Hi, some of Wesker's changes are good. It feels good to be able to slide off of things somewhat now, and to be able to hit survivors while they vault. Although not all the issues I addressed on my popular PTB feedback post have been addressed (which has strangely disappeared for some reason; perhaps the entire section of the feedback archives was deleted), I'm glad at least some of them have.

    However, there are still many issues. In fact, I'd say that Wesker is not only weaker now than the PTB, but he is also 100x less fun. This is a massive shame, because I had the time of my life on the PTB.

    Despite the apparent buffs, Wesker is definitely weaker overall than he was on the PTB. This is in its entirety due to the reduction in survivor hitbox size with his power. On the PTB, it was 40cm, which was a little excessive. However, now, it is only 20cm, which is excessive in the opposite direction.

    With the current 20cm hitboxes, you will often slide off of survivors, making hitting them even at point blank often extremely difficult. Coinsidering how punishing missing a bound can be, I don't think this is healthy. This one enormous hitbox nerf has turned what on the PTB was the most fun killer you've ever designed, to one of the most frustrating to play.

    Even in narrow corridors, where the survivor has barely any room to move, Wesker will usually just slide round them if he is not 100% square on with the running survivor. This means that any survivor who makes an effort to dodge can be almost impossible to hit, since a bound becomes guesswork for the killer.

    This current hitbox also makes it so that long range bounds are not a viable tactic against decent survivors, since they can very easily dodge it by moving randomly. This is an enormous issue since -

    these long range bound hits are where the excitement and satisfaction of playing Wesker comes from.

    Therefore, my suggestion to fix this issue is not to revert to a 40cm hitbox like it was on PTB, but instead to -

    make the hitbox a nice happy medium of 30cm.

    This would allow for better feedback playing Wesker, giving back some of that power he had in the PTB, and it would also allow for some leniency for survivors, since it wouldn't be as unmissable for Wesker as it was in the PTB.

    Another issue worth bringing up is the fact he lets go of survivors at strange times still, even worse than on the PTB. I grabbed someone on a corner, who became infected, but for some reason Wesker let him go without injuring him. I believe this is a bug. It once happened twice in a row, grabbing people in the open and just letting them go. This occurs almost every game, making it quite an issue. I just recently had a clear slam on the wall outside of PRD, but because there was a chest there or something, Wesker simply let the survivor go that I was slamming. I decided in that moment that I was done playing Wesker until something changes.

    Another huge issue with Wesker is his BP gain. Currently, he has absolutely no way to gain brutality points. When he lands a bound attack, he receives 3 point scoring events - all 3 of these are deviousness events.

    At least one of these should be made into a brutality event, so that he has more than 2000 brutality points in a long match.

    Here is a youtube clip demonstrating the issue with the awful new hitbox. It has sucked a lot of the fun out of playing him - https://www.youtube.com/watch?v=pFI5zUNgUO0&ab_channel=TrueMortal

    The current hitboxes have him around a high C tier killer at best. He feels incredibly weak. I'm disappointed that you nerfed him, when he desperately needed buffs. Wesker went from being the most fun I've had in any game in years, to the most frustrated I've felt in over a decade.

    If you want Wesker to truly be the ultimate introduction to the best your game has to offer, then you have some work to do. I would suggest making his hitbox on survivors bigger, and reducing the time it takes to charge and recharge bounds. This would easily put him in the high B tier.

    Your opinions on how to make wesker viable are brilliant @Mandy @Peanits please read this post wesker needs some changes and most importantly fixing his bugs and increasing his hitbox detection for survivors

  • @Wolff_Bringer said:

    Hello people of the Fog,

    I have played a lot of Wesker since he is released and yes I know it's only been 2 days. I want to share some feedback.

    Wesker is pretty strong. His second dash feels a little bit too strong with his distance traveling but overall I think he is quite fine. I also played some rounds against him and dodging his dash feels quite nice. No phantom grabs or stuff like tha on my part. If other survivors have this, Im sorry.

    The things that I dislike about him is something that some killers also had. Animation "bugs" or more that some of his animations doesn't feel right because the sound doesn't match up or the animation. The only animation that works flawlessly are the breakable walls. Damaging a generator or a pallet seems very unpolished.

    On the generator the sound doesn't match up with the actual animation. He hits the generator twice but the sound of the second hit is almost instantly triggered with the first hit. It feels very awkward. He hits the pallet once but the pallet magically wiggles two times before he actually hits it and this seems also very weird. Another thing is his stun animation... Or more the lack of any head movement? I know that Wesker just puts pack on his sunglasses.. But not seeing any head movement or his sunglasses dropped also seems... Weird in my opinion. Also the last thing that I think is weird - Sometimes when I grab a survivor and should be smashing them against a wall he simply smashes them through the wall.

    Also, another thing that is for almost every killer: The shadow in first person always look sooo weird. Sadly this has been an issue for a very long time so I don't see any chance that this will be fixed.

    I know these things are just "minor" things but it's more a polishing issue than anything else. He feels very high quality because he is a character from Resident Evil but then seeing these animation bugs seems very very weird.

    I hope these smaller issues get fixed soon!


    His main issue is his hitbox detection not some animations and shadows they gotta focus on fixing his bugs and increase the hitbox detection so you don't slide off survivors when you actually should have gotten the hit

  • What do you mean? His cooldown is actually longer than any other killer's special attack in the game and its ridiculously easy to dodge and I have been in this situation you are explaining I could make it to shack pallet before he could get to charge his power I think I could have even vault the window since his power charge is slow

  • @dugman said:

    So I finally got around to playing Wesker a bit and my first impression is pretty much as I expected, he seems to have solid potential but feels like he could use a couple minor tweaks.

    • His collision box seems too small at 20 cm. Probably should split the difference between that and the 40 or 45 cm it was on PTB which looked too large and set it to 30 or 35 cm.
    • His charge time feels just slightly too long at 1.5 seconds. I think if that’s reduced to be identical to Demogorgon’s charge time of 0.65 seconds or just slightly higher possibly it would be perfect since Demogorgon feels like he has about the right amount of charge time for this type of lunge attack. (Technically Demogorgon “fully charges” at 1 second, but I think the only difference between the 0.65 second charge and the 1 second charge for the Pounce is you don’t see Killer Instinct pings until after 1 second).
    • There are a few odd times when you throw a survivor into something but they don’t take damage. Hard to tell exactly when it happens but obviously these are glitches that are being reported elsewhere too so hopefully they can get resolved. (Maybe it has to do with that change in how survivors “fall” during a bounce?)

    Other than that I think he’s great. 🙂 He’s a little similar to Demo but can Bound around corners and periodically gets instant downs and Hinders from his ability, and Bound is good for catching up to survivors at about 20 meter distance, while Demo has better tracking and long range teleportation. Bound can also snipe from 20 meter distance which is fun. And just generally his style is kind of cool.

    So yeah, just a couple tweaks and he’s great, easy A tier for me if that happens!

    @Mandy @Peanits

    I've been playing wesker since release on live servers constantly and been practicing 24 hours for being precise with his power but it doesn't matter how much you practice its still going to be a miss if they try to dodge so I agree either 25 or 30 cm hitbox Increase is needed for him to be playable

  • @Zucker_Schock said:

    Yeah, this is not a bug as far as i know, only if you grabbed one of them and it got canceled for example.

    I also thought about console and how horrible it must be for them as i evaluated the current situation with his power for myself.

    I am beginning to think something like this could be a good ratio: Collision:16cm Survivor: 32cm. Lets see how BHVR thinks this should go but many people are agreeing that this is an issue right now.

    The survivor collision hitbox is an issue no one can deny. The more you play as/against wesker you realize how many situations he/you should have grabbed you/them there are thousands of footage showing this problem

  • @SkeletalElite said:

    https://us.v-cdn.net/6030815/uploads/XPRKVB1MBDR7/image.png

    Here's a 45cm, 40cm, and 20cm box in unreal engine.

    It's absolutely tiny, you can't even skim the survivor. You have to hit them directly or else you are going to miss. For something like deathslinger shot, thats fine because it moves at 40 m/s.

    Wesker moves 11.2-14m/s during his bound...

    It is actually the most ridiculous hitbox I have ever seen in dbd 20 cm only for this kind of power that has many counters? What were you thinking BHVR? any streamer that I've watched were missing every single dash if the survivor tried to dodge, which killer is this impossible to land a hit? It definitely should be 30 cm to be fair for both sides

  • You really have problems against him? He's just very easy to dodge now because of his ridiculous hitbox and he can't catch you with his power if you actually dodge which is easy

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162276#Comment_3162276

    Here's her comment from earlier today where she talks about them watching the feedback on the survivor collision size in case it swung too far in the other direction from too big to a little too small.

    https://forum.deadbydaylight.com/en/discussion/comment/3161310#Comment_3161310

    Oh ye I saw this one I just hope they fix it, he is now more like an M1 because if you use your power and miss ( which easily happens) you get punished a lot and it makes playing him really boring as you have to go for m1 in many situations

  • @dugman said:

    Mandy confirmed earlier they’re monitoring the size of Wesker’s collision box with survivors to see if they need to increase it. Based on the feedback they’re getting so far I’m pretty sure they’ll up it to like 30 or 35 cm, about halfway between where it is now and where it was on PTB, but that’s just a guess.

    Can you show me where they confirmed this? Would appreciate it. And ye they 100% need to increase the hitbox detection

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161292#Comment_3161292

    It's actually 2 different hit boxes, the collision and the grabbing survivors hitboxes are totally different.

    The collision hitbox was reduced as Wesker bumped into so many things on the PTB - I'm not seeing that happening on the current Live version.

    With regards to grabbing the survivors, it was generous on the PTB and we could see that he was able to grab survivors that he really shouldn't have. This was also something that was adjusted, whether it's now gone the opposite way is hard to say - that's what feedback is for. But I want to be sure we're getting the correct feedback and not having the two different hitboxes mixed up.

    How is that hard to say that the survivor detection hitbox is way too small when there are so many clips showing it was nerfed too much? His power became almost useless to catch people at the moment and why? Because it's very very easy to dodge it in fact it's almost impossible to hit someone if they move to left and right a bit and thats horrible

    https://m.youtube.com/watch?v=BVOayhDfuaY https://m.youtube.com/watch?v=pFI5zUNgUO0


  • @buffcoyote said:

    I disagree, quite the opposite. His hitbox is just fine (the survivor in me is saying a little too fine, haha). From the few matches I've played, Wesker killers nearly always land successful hits when I am fast vaulting without Resilience. His M1 attack also appears sufficient, doesn't feel like an overreach. Perhaps you just need more practice with him.

    His hitbox is fine when you are vaulting but when you want to catch people in the open it's way too hard that even if you hit them you kinda phase through them if you are not pixel precise this video is the great example

    https://m.youtube.com/watch?v=BVOayhDfuaY


  • I don't know about other buff ideas but his hitbox detection is now a total disaster you literally hit people and it doesn't grab them because how small it is. It definitely needs and increase

  • @baconbitzzz said:

    First off let me be clear, I think the team did a great job making Wesker and his power is really fun and I completely understand his hotbox in the PTB needed to be brought down as it was waaaaaayyyy to forgiving. But the live version currently is so small that I am actually passing right next to survivors and I am not getting any type of grabs. The videos are links below, I saved these from my xbox so please forgive me if there is problems looking at it.

    #1. https://www.xbox.com/play/media/9VKVFG9F

    #2 https://www.xbox.com/play/media/A6ZTBLTC

    In both clips you can clearly see I go right through them. Please make the hotbox just a tad bit bigger and I think Wesker is in a perfect spot. There is some other smaller issues like his Chaser Emblem not working properly and sometimes when you through survivors an object that isn't a wall like a window, sometimes they don't take damage and just land normally like if they got thrown into nothing. I want Wesker to be playable and fair but from these clips you can clearly see his hotbox is just bit too harsh. Please consider making it abit bitter. Thank you <3

    (Also let me know if you agree with what I said or maybe if I just suck and need time to imporve his dashes but these two clips happened in the same match, I feel like its just too small of a hitbox to where you will hit someone but the game won't count it)

    Nah man it's not because you suck his hitbox is actually a joke atm I don't know how behavior thought this hitbox is the suitable one because there is just so many times you literally hit them with your shoulders and then slide off its even smaller than demo's hitbox which doesn't make sense at all they definitely need to increase the hitbox a bit so you can actually use your power it's so easy to dodge it as survivor right now because even if he hits you a lot of times doesn't count and even as survivor you understand it should have been a hit

    https://m.youtube.com/watch?v=pFI5zUNgUO0 https://m.youtube.com/watch?v=BVOayhDfuaY


  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/343696/wesker

    No. Wesker is horrendously overpowered, the last thing he needs is making even easier to hit with.

    Overpowered? Ye sure go play him right now see how many hits you can get he's just become really weak now with this huge hitbox nerf and even the streamers agree about this