ThatOneDemoPlayer
ThatOneDemoPlayer
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He's got Trickster's run animation
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Hell no
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/344942/why-does-rpd-have-a-triple-pallet
The map is messed up for both sides. You will probably get nasty 3gen in main. Also there are not many loops in map so pallets are your only choise.
Overall I don't really like the new version
It got Haddonfield'd
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He'd probably have a better basement camping potential than Bubba if he had all Traps at the start of The Trial
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Yeah it's a bit much
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@nValentine said:
https://forum.deadbydaylight.com/en/discussion/comment/3170521#Comment_3170521
oh demo, i wasn't saying you're a camper :(
lol alright let me explain even tho i did ?
i've played with it and against it. and as i've said, on its current state it only encourage for more camping. 6 meters is so close it pretty much giving free hit (benefits STBFL) which will lead to a trade or just leaving teammates on the hook. 30 seconds of reassurance can be countered with 30 seconds of dead lock on gens, which will keep us on the same circle. the point of the perk is to force killers to split pressure which is the healthy way.
And let me explain even though I already did:
It's really annoying on Maps with different floors. RPD is bad enough but having people activate Reassurance above me with no nearby stairs is too much.
On normal Maps, Reassurance is balanced, on Maps with multiple floors, it's overpowered. If you want to buff it, you'd have to remove the overpowered aspects.
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@Canas said:
Can someone please enlighten me why survivors can cleanse his status effect up to EIGHT times (4 first aid sprays with 2 uses each) if you only infect a single person on average within a match? That's absolutely ridiculous. The hitbox is extremely awful and the windup and cooldown times are equally abyssmal. Demogorgon is better in every feasible way, that's no joke.
Wesker is on the same level as Sadako when it comes to being the worst licensed killer in the game. Congratulations, yet another underwhelming killer release.
Aren't there 6 First Aid Sprays?
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@nValentine said:
https://forum.deadbydaylight.com/en/discussion/comment/3170493#Comment_3170493
but that's the point of the perk tho, it punishes campers for camping. one survivor doing absolutely nothing should be in your favor so i don't see what's the problem of increasing the range and duration? you can simply pressure gens and other survivors
"Don't camp !!!1!"
I wasn't even camping, I literally just finished the hooking animation, but go on, tell me how Reassurance is "bad"
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3170408#Comment_3170408
Most survivors didn't adapt. They just swapped to less stressful role which for a first time in dbd is killer. Hence incentives and insta-survivor lobbies.
Also you can't change people. So "grow a pair" means you are long-term satisfied with current state. I for one am not. But all I need to be happy is "vote surrender" button (requirement to be unanimous) to be not forced to play lost game (which I presume would not be to the liking of most camping/slugging/hard-tunneling killers)
Most Survivors have indeed adapted. Games are harder than they were a few days after 6.1.0's release.
I can't change people, only they change themselves, but they don't want to, so they should get punished. Simple as.
A surrender option wouldn't be bad, but it wouldn't be good either. "Oh wow, a Nurse. Let's surrender" is something that will cross a lot of people's minds
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It's really annoying on Maps with different floors. RPD is bad enough but having people activate Reassurance above me with no nearby stairs is too much.
I wouldn't be against increasing its range and duration if it was unable to be activated while on different floors and during a chase
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I think the first penalty being 5 minutes is fine, but the second one should be 30 minutes and go up from there
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3170373#Comment_3170373
Don't need to be so rude dude lmao. Of course I've played him. Didn't have a whole lot of trouble. Think before you make comments like this next time
Of course I've played him. Didn't have a whole lot of trouble.
Basically just proving my point. I don't think anyone played Wesker and honestly said: "No bugs here".
Think before you make comments like this next time
Didn't stop you from wanting to nerf Onryō lol
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3170392#Comment_3170392
Revert 6.1 killer buffs and DC will be gone.
You can't change everyone. The game is no longer fun for casuals in soloQ. You need to mitigate this somehow and harsher punishments for DC (because cheaters, game crashes, bugs and stuff like steam maintenance) would only mean you need 200%+ BP bonuses for survivors at this point.
I think ban system would be still very soft "killer nerf" that would actually make DC's way better - even for "crybabies". Just a little longer wait time for much higher quality game. I call that win/win
Most Survivors already adapted to 6.1.0. The patch didn't even change that much.
The game is no longer fun for casuals in soloQ.
That has nothing to do with 6.1.0, it's because of bad players that can't take losses.
Cheaters are rare. I haven't seen one in a while, and you probably haven't aswell.
Game crashes don't happen anymore. I've yet to see anyone complain about crashing and then getting a DC penalty.
Game-breaking bugs are really rare, if they even exist anymore. Wesker is really buggy but I've yet to get a game where I've had to DC.
Stop making up excuses for bad players. They either grow up, or get a DC penalty (and should probably get a van aswell if they DC too often)
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Nerf: Hyperfocus now loses all of its tokens if the Skill Check dial hits anywhere except the Great Skill Check success zone.
That's way too much of a nerf. Its synergy with Stake Out is fine.
Buff: To compensate for this loss, Hyperfocus now has the ability to increase the bonus wiggling progression speed by an additional 8%/9%/10% per token gained, and can now gain tokens while wiggling.
Do you really want a Boil Over situation again?
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Hell no. Grow a pair and stop DCing
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@Regulus47 said:
Honestly I'm with OhTofu on this. People are just used to demogorgon style hitboxes where they don't have to aim all that well. Cool that he's getting changed I guess
You're ok with nerfing every Killer, you've already proven that. Your feedback on a Killer that you've never played is unnecessary
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@[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
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Old DH
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It affecting repair speed would be too strong
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Artist is fine
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3170007#Comment_3170007
"Survivors don't need anymore stuff for free," they said, after one of the most killer sided patches in history that increased gen times, buffed basic attack recovery speed, buffed gen and pallet kicking speed, added a base percentage progress reduction to gen kicks, buffed bloodlust, and nerfed survivors' post hit speed burst.
In return, survivors got 10 seconds of endurance and haste after being unhooked. And, their biggest incentive to not get camped (the bp bonus from BBQ requiring that you hook each survivor once) got removed.
You need a reality check bud.
Killers are tunneling and camping more than any time in recent memory, and solo queue is miserable because of it.
There's a reason why the queue bloodpoint bonus stays on survivor for 95% of the day, where as previous to the mid-chapter patch, in my area, survivor queues would be good during the day, while killer queues would get better at night.
Solo queue needs help, and badly. They've partially addressed the tunneling problem, but have done nothing about camping, and actually made it worse by extending gen times and changing BBQ. And I shouldn't have to bring a mediocre perk (behind a paywall) every game just to have some small way to discourage it.
The 10 seconds on Generators mean nothing, it's borderline a QOL improvement.
Hell, you don't even feel it against good Survivors
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The increase in DCs isn't because of the SBMM, it's simply because people are bad at the game
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Skill issue
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I don't mind it. I don't mind anything that increases a Killer's skill-ceiling as long as it isn't broken
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I don't want it nerfed because it's too good (because I don't think it is), I want it nerfed so every Demogorgon would stop using it. It's a massive crutch and hinders Demogorgon's learning process
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The base-kit BT and speed boost already make tunneling harder. This isn't needed imo
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His mobility is pretty good, but Map dependent. It's almost useless on Lery's, The Game and RPD, but good on the rest of the Maps.
His 1v1 is a straight downgrade to Demogorgon's Shred, and the hit-box isn't even the problem.
It's the fact that his charge time is too slow, which makes it useless at anything but 4 lanes and T/L walls, 2 tiles even M1 Killers can somewhat reliably get hits at.
His cooldown is too long even with all 4 Survivors infected. 10 seconds (same as Blight's rushes or Demogorgon's teleport) is too much for an ability that does this little.
His infection is about as rare as Onryō's Condemnation. It simply charges way too slowly without Add-Ons (even with Add-Ons tbh) and it regresses whenever a Survivor gets hooked.
His throw is utterly pointless. You more often than not get punished for using your Power correctly, but because the Survivor made a mistake and ran into a dead zone with nothing in it, they get away basically scot-free.
Vaulting Pallets and Windows is also pointless, because he goes into 1 cooldown and then another one if he used up both of his Bounds, and it's just not worth it with the amount of Windows and Pallets that just chain into each other. It's mildy useful on God Pallets, and even that is inconsistent because they can just leave the loop and get to another Pallet.
The only way Wesker is ever going to get a hit using his Power, is through Survivors making huge missplays. If, however, the Survivors are good, Wesker is an M1 Killer with inconsistent mobility
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Yeah, snowmen sucked a lot, but they were fun for the first Trial
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3168332#Comment_3168332
Deadlock and pain res gives value always. Deathman switch can be countered after survivors know you have it. But with no way out you can still tunnel and get the tokens later.
PR doesn't always give value because of RNG.
Just because something always gives value doesn't mean it's good value. Deadlock gives mediocre value.
No Way Out is a non-Perk until the last Generator gets popped. If the Survivors are good and do Generators efficiently, you'll have 2, maybe 3, Tokens
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PR/DMS is a Perk combo that only works against bad Survivors, Deadlock gets countered by splitting up on Generators and No Way Out gains Tokens by not tunneling and is only active once all 5 Generators are finished.
The Killer is basically playing Perk-less if Survivors are smart, which you and your teammates apparently aren't
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@K139K05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168102#Comment_3168102
We aren't talking about Reassurance, we are talking about Resurgence (Jill's Perks) 😅
My bad, it's hard to read and play at the same time
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It needs both a buff and a nerf.
Increase its range and duration but make it so it deactivates during a chase and it's impossible to activate through floors
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Very rarely do I go out of my way to give someone Hatch, mostly only if they got screwed by their teammates on purpose, like getting sandbagged.
More often, I just can't be bothered to slug the 3rd Survivor and search for the 4th, unless I'm playing Demogorgon with Leprose Lichen. If they get Hatch, they get Hatch
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Not a bug
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Yeah, no. Wesker needs no nerfs
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@Rokku_Rorru said:
I honestly feel Wesker's issue is the servers can't keep up with high mobility/fast projectiles. I think his dash is the fastest attack in the game movement speed wise (nurse stops then lunges, blight lunges at end of rush).
It's revealing a flaw in the games way of handling hits, and it's not ping related either as I've seen it whiff without any of the warning signs or grab through thrown down pallets etc despite the connections being fine.
Demogorgon has the fastest attack in the game, and Shred has a functional hit-box.
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3163482#Comment_3163482
this is his iri add-on. it breaks pallets instead of vaulting, but breaking pallet is pointless if the survivor get to the next tile for breaking a pallet. he has pretty long cooldown post-break pallets so there is no point in using the add-on. its same as just kicking them normally. Demo is not really that much better then wesker in regards to pallet breaking.
https://forum.deadbydaylight.com/en/discussion/comment/3166954#Comment_3166954
demo is shred is better then wesker but it still has charge time. it is albeit lower but people can play safe against demo. like instead of looping a pallet twice, you can loop a pallet once and then put down pallet. he breaks it, he goes in cooldown, you go next pallet, rince and repeat. he's not really that much better but at least he's pallet eater, a slow one at that, but he will break all pallets eventually. too slow for gens though. demo is just wesker lab coat add-on base-kit with slightly better parameters on shred with portals.
There is no potential, because his Power is unusable at even the most basic loops
well I wouldn't say no potential. with right changes. he has potential. -0.25 cast time on bound, ability to use 2nd bound after vaulting pallet or window, slightly bigger hitbox on bounds, faster dash speed on 2nd bound, 20% less recharge rate on the ability. then you'll see everything i talked about come to life in his kit.
then you'll see survivor main complain about him. complaining that he's new nurse, better than blight. S-tier!. He'll have tile set anti-loop, anti-shift w, mobility and some minor 4vs1 with infection sprays. Now he's just m1 killer with minor 4vs1 infection mechanic. He gets some hits here and there with the bounds but mostly relies on survivor mistakes. Just average middle of road cookie cutter killer with limit skill-ceiling.
he's not really that much better but at least he's pallet eater
Demogorgon is probably the second best Pallet eater in the game, right behind Bubba, and that's base-kit wise. Barb's Glasses makes that even faster.
well I wouldn't say no potential.
I worded that poorly.
Wesker has potential, it's just that he'll probably never reach it.
There's basically a 0% chance the devs will buff him enough to not be an objectively weaker Demogorgon
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Ever since the nerf, you can wait it out on most Killers
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3166047#Comment_3166047
It's a killer that literally has AI helpers doing his job for him. I love going against a tunneling, camping Nemesis that's still able to pressure gens on the other side of the map because of ######### zombies.
https://forum.deadbydaylight.com/en/discussion/comment/3166075#Comment_3166075
He's still among the least fun killers in the game to go against. Between literally all of them hard tunneling and camping, the obnoxious anti-loop power, his audio and animations being broken, and zombies winning chases and pressuring gens for free, I would honestly rather just play against Nurse.
https://forum.deadbydaylight.com/en/discussion/comment/3166153#Comment_3166153
It is really not that difficult to hit tier 2, at which point you have an incredibly obnoxious anti-loop power.
The gens definitely won't all get done if you just spend the entire match chasing one person and then standing in front of their hook.
You mean the 2 brainless idiots that barely ever pressure Generators and more often get stuck on oxygen molecules? Yeah, they need nerfs
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@Nos37 said:
Double the range, hide the white aura and sacrifice meter from the killer, and boost gen repair speed while the perk is active.
Sure, and NOED insta-kills all Survivors if 5 Totems aren't cleansed
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166910#Comment_3166910
The difference is that demo would have no counterplay to strong pallets being down he has to break them and give them distance while wesker has the option to use his power to make them a lot weaker and deny strong predrops/pre vaults.
Why do you keep pretending his power is unusable at tiles? It's not like demo can do magic around circular tiles he goes in a straight line as well, but only once. If you don't see how wesker will be strong once his issues are fixed I don't know what to say everyone else can clearly see his A tier potential. Decent zoning anti loop that can counter very strong windows/pallets, some mobility, and a passive slowdown you can't ignore.
It's not like demo can do magic around circular tiles he goes in a straight line as well
Tell me you don't play Demogorgon without telling me. Demogorgon's short charge time is what makes Shred usable at most round tiles.
Wesker's Bound isn't even usable at junk tiles, because it charges 230% slower.
If you don't see how wesker will be strong once his issues are fixed I don't know what to say everyone else can clearly see his A tier potential
There is no potential, because his Power is unusable at even the most basic loops
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I've had people loop around the Hook and activate Reassurance through floors. The Perk is fine
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166877#Comment_3166877
His cooldowns are based on # of infected survivors and on strong windows like shack and some god pallets they simply don't make the window/pallet again at shack and are forced to drop pallet if they vault after you. I wasn't even talking about his vaulting mechanic either which is funny you literally just play it like blight at the door where you wait for vault if they have enough time and when they do you go down the side of shack and confirm at window. On PTB his hitbox was so big you simply don't dodge it we'll see if they buff it enough for it to be as consistent.
His dodge also isn't even that slow demo's is 18.4m/s and wesker's is 14m/s except wesker gets 2.
Considering I think the killer is in an awful state rn and is barely playable I'm not driding it's calling having some hope they fix his bugs and they are looking at buffing his hitbox.
like shack and some god pallets they simply don't make the window/pallet again
Is that supposed to be an upside? With Demogorgon, they don't even make the Pallet/Window without getting injured.
I'm not driding it's calling having some hope they fix his bugs and they are looking at buffing his hitbox
Buffing his hit-box won't fix the fact his Bound is unusable at any tile if all 4 Survivors don't share the same 1/2 of a brain cell.
I genuinely don't understand what's so good about Wesker, even if he wasn't bugged, he'd still suck.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3166739#Comment_3166739
I definitely wouldn't call it "slow".
"Clunky and Easy to Dodge" is not an accurate assessment either since its not working properly currently and is going to be fixed.
Charging it takes 230% longer compared to Shred. It's also way slower, you could probably react to it.
@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166808#Comment_3166808
Why you ride demo so hard? Obviously demo can get hits at the same tiles but if someone makes window while your power is held at the door you have to go all the way around wesker can rush down to the window and confirm. You HAVE to be close to the LOS blocker to pull your power at all or you're just running the tile again while wesker has options to gain los faster around these tiles to pull off his 2nd rush.
Vaulting Windows with Bound is useless because of the insanely long cooldown, same goes for Pallets.
Why are you riding Wesker so hard?
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3166758#Comment_3166758
That's not at all what I said.
Wesker has a ton of strong points. If I use his power on the final attack, I don't have to go through a pick up animation. If I use his power, the survivor has to give away their location after getting unhooked or they give me the power to one shot them. If a survivor tries to use a window I can either hit them at the window or be immediately after them with my power. He has the ability to play around very strong pallets without breaking the pallet. You can use his power to body block door ways or windows, many times for free because survivors assume you're going for a hit.
In terms of strength he's comparable to Oni and Artist. He's hard though, skill wise he's very similar to blight. But a lot of the skill of playing Blight transfers through to him.
No, that is literally what you said.
You said you only use your Power to down people out in the open with 1 Token.
Your whole playstyle centers around 4 different Survivors sharing the same mindset
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M1 Killer builds up pressure.
#########
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166739#Comment_3166739
Shred is good but bound is stronger at certain tiles where demo would have to w key longer to get a chance of a hit. New hitbox though I'd say his power actually terrible for these hits though. PTB you could be late to window where demo would have to continue looping and just rush down shack and hit them after window vault now good luck hitting anything. If they buff his hitbox and fix his bugs he will be pretty damn good at long tiles.
Please... Show me a ######### tile where he gets a hit and Demogorgon doesn't.
Actually, don't. I already know the answer and have known it since Wesker's PTB
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@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.
So what you're saying is that Wesker is an M1 Killer with mobility.
Most people already know this
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165002#Comment_3165002
Position himself quicker for his second dash. Very helpful at loops like T-L walls.
Most importantly however, he can cover more distance than demo. His zoning potential that way can be a bit better, if you want to cut off survivors from a very strong loop. And he just generally counters holding w more effectively than Demogorgon, being able to catch up to them, and even potentiall get a hit against them, from further ranges. He is stronger than Demo in between loops.
And he also has some game delay as well, even though Demo admittedily has a bit more map pressure.
Demogorgon doesn't need to position himself, he just uses his Shred
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3162554#Comment_3162554
Anywhere using Shred is a good idea, using Virulent Bound would be a good idea, once his hitbox is fixed.
I don't know why the stipulation has to be that VB must be "better" than Shred. They're both just dash attacks, only VB gives you a window to reorient yourself for a second if opportunity presents.
Except using a Bound wherever Shred is possible is impossible.
Whta makes Shred such a good antiloop tool is because of how fast it is. Bound isn't. It's slow, clunky and easy to dodge