DredgeyEdgey
DredgeyEdgey
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@kaskader said:
https://forum.deadbydaylight.com/en/discussion/comment/3166512#Comment_3166512
Think about the 30cm hitbox, i think it would be an ideal middle of the road size.
Same hopefully they keep the environment collision the same
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@pocajohnny said:
The way Weskers power is behaving shouldn't be surprising to anybody. This game is still running on an ancient and very badly written code. Sooner or later they'll have to put some time and money into fixing the game engine/code itself. You can only keep an old car running for so long. Eventually it'll just give up.
I'm pretty sure
They have been changing their old code updated at a time so they might have the frame of a old car but the engine and parts of modern car
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@Raccoon said:
According to SteamDB....and the game is currently (as always) in the top percentile on Xbox/PSN metric sites.
RIP game :(
I guess Year 7 is the Death Knell!
You also have 2 gens of console playing the game as well on x box if you have game pass you can play it there
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Nurse she would never fall or step on your feet
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No there's too many bugs to use him consistently and his collision is to small where they can doge you In a doorway
I have gotten better with him but I only land like 3 or 6 bounds a game before its over
I would have to see what he's like when they change his collision in the hot fix
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Funny the person who plays the sick and insane people
is the most sane and healthy for the game
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@EntitySpawn said:
I barely ever see them, I'm still seeing 10x more nurses than I am wesker.
Today alone I have had 6nurses out of 10 games with only 1 wesker... I'm not even bothered about nurses balance I just want to experience different killers especially when new chapters drop.
Wait untill the hot fix that changes weskers collision and bugs
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3167679#Comment_3167679
This currently what is being said the hit boxes are.
https://us.v-cdn.net/6030815/uploads/P7O6RWJ5Q219/image.png
an additional 4cm will encompass the arms and hands which is all he needs for the hit box
I'm thinking 30cm is around to his wrists and 25 is his triceps
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3167664#Comment_3167664
I believe they are going to increase the hitbox to be 24cm
Nah at least 25 maybe 30cm
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First the windigo
2sd the pyromaniac
3rd the Shamen
4th and 5th don't really stand out to me
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Please let this change be good I'm getting tired of missing a surivors by like 2cm.
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@Malkhrim said:
Wesker's pallet vaulting seems horribly buggy right now. After a when a survivor drops or vaults a pallet, it seems like you can't vault it right away. Dashing towards the pallet right after it is dropped only makes your power go on cooldown and get you stuck into the recovery animation. Against a god pallet, that can make you waste a ridiculous amount of time while the survivor gains distance. The worst part is, it's not even clear how much you have to wait right now. I just had a match where a survivor dropped the god pallet at Ormond's main building, I waited a second after the full dropping animation was completed, I dashed and... still couldn't vault it, had to wait for the recovery animation and THEN break the pallet normally, which wasted a lot of time. Then, my power was on cooldown.
So how I know when i cab vault is when the pallet makes the second bounce noise
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3167190#Comment_3167190
Survivors animations are not centered on the visual representation of their model at all times, it would be more accurate to say they are centered based on the part of them that is planted to the ground and adjusts with their center of gravity. Many animations in the game involve leaning forward to some degree, which is why things healing other survivors require you to aim behind where the majority of their visual representation is located. Its more noticible there because it becomes blatantly apparent.
When they did the changes from PTB, they reduced wesker's "hitbox" while also reducing survivors "hurtbox" to the move by the same value as well. What should have essentially been a 25% reduction due to one value being halved thus became 50% due to both, and opens the way for that afforementioned visual disparity to become a more extreme example, which is why its possible for him to fly through the survivors visual model and hit nothing. This is on top of other unavoidable factors like latency, it basically just added another thing to go wrong in a formula that is already full of them.
Oh your talking about the pill hit box trust
I would rather it stay the same because you saw how well a reduction in collision went
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@ad19970 said:
Was there confirmation that they will be fixing his hitbox?
yes my post got Mandy to confirm changes are coming in a hot fix we don't know when tho
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3166512#Comment_3166512
If I might make a suggestion, decreasing both collision variables by half was likely a big part of what caused most of the issues. Considering the power is based on first person perspective with locked movement, making survivor hurtboxes smaller makes it much more obvious that they are not aligned at all with their movement animations. Its basically like the huntress hatchets dilemma, but a lot more pronounced since survivors are straight up clipping through the middle of your screen as you pass by. I think thats also why some people havent run into it as much as others, they're always aiming for the middle of the spine rather than any other part of their model since thats the closest representation of a survivor's collision. People have posted videos of literally walking through survivors while charging the power due to even how much the standing injured animation is not properly aligned.
Woah okay please explain slightly better because I'm confused as to what your saying
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3163914#Comment_3163914
They had to fix some of the bugs, because I haven't seen Wesker yeet a survivor into space or warp himself out of the map on the live release.
That said, I'm getting some real release-day-Twins vibes.
But space Victor his people needed him
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@Chocolate_Cosmos said:
I quess it's slowly coming back to normal games. I wonder what will be his avarage pickrate after he gets fixed, probably still decent.
Maybe players play him less and less because how buggy he is and also maybe getting bored of him.
Well we will see they just confirmed some changes upcoming to fix him
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@Sumnox said:
Seriously, the most fun matches are usually against Pig killers. You have the boring, predictable, always-ends-the-same-way matches versus Nurse, Spirit, Blight... Pig killers are precious. They tend to be very tunnelly and rarely give up on a chase, but they do it in a funny way. And because they're not nearly as powerful as the other killers mentioned, even if they do 3-4k it's usually after a very long, intense match full of chases, unhooks and hilarious events.
They also can get very lucky with the traps and randomly kill someone, or get very unlucky, which makes them upset and tunnel that person.
Everyone should play Pig all the time.
Because if everyone person was the pig there would be no surivors to book the snoot
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@Mandy said:
Just popping in here real fast - we are looking to make some adjustment to the survivor detection area for grabs with Virulent Bound, as you know it was too large on the PTB and it got reduced for the release...we're going to be increasing it slightly to something in between what it was on PTB and Live.
We are monitoring feedback carefully around the release, and will possibly be making other tweaks - but can confirm this one with the grab right now.
Omg thank you this is all the hope I need thanks for the good news. Have a nice day
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3164102#Comment_3164102
Sounds about right
I also tried rpd talkie the the medallion feels better to use but I cannever seem to hit someone I got maybe 2 slams that game when I did so medallion > walkie-talkie
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162934#Comment_3162934
Have the unhooked survivor completely lose collision with the killer for the duration of their endurance. Then we'll talk
Yes this is what I've been saying it's not a problem then
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@HunterTheAgud said:
For me it only works sometimes, it seems to be a bug, which should be reported.
I've already reported it as a bug don't know if it will get fixed tho
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@ElleGreen said:
I haven’t been able to get it to work once…
It only seems to work if your standing still sometimes my guess is because you can't perform a healing action while sprinting idk if this is true but this is my assumption
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@woodenEnthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/3164976#Comment_3164976
What can he do that demo can't?
Vault windows
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@RonMan32 said:
I won't full laundry list them but the big one is his bound hitbox for grabbing survivors is way too small now and you'll just brush by survivors that weren't even dodging because your angle wasn't the exact degree it needed to be at that range. Also that icky one where after a grab the survivor and Wesker get stuck for a bit.
My question is, how long do you think it is until these are addressed? Will we be waiting until the Mid Chapter Patch? If so when would that be?
Additionally, if anyone knows if the devs have directly acknowledged these issues yet I'd appreciate the info on that.
Hopefully they are changed in the next hot fix because it's a simple number tweak for the grabbing
And the others are probably just certain objects not having environmental collision due to rng
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Yeah this is a decent patch and hear me put tofu is possible rember the winter event with the snow men what if we had a re event and and tofu spawn around the map?
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@AVoiceOfReason said:
Chaser doesn't work with his power. He doesn't whip survivors who slow vault a pallet halfway or go halfway through a window. You go through survivors. You can bounce OFF of survivors if you clip them. You drop them from any minor bump on the ground. Sometimes his throws will slide a character off of an object instead of impacting it. Sometimes he'll just drop a survivor for no reason. Sometimes he cannot use his second dash for no real reason. He's aggravating as ######### because of this.
Qnd and yeah chaser should of been an easy fix if legions frenzy hits count for it why dosent a slam
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@[Deleted User] said:
The issue is that map tile collision is so poorly tuned that his power won't work unless his hitbox is tuned to make him the worst killer in the game. And I genuinely think Wesker is worse than Clown or Sadako. Literally doesn't have a power at a tile.
Billy players run into it all the time when they collide with a branch or bush that isn't even in their FOV.
Map collision isint a problem now but he just can't grab people huntress has a better detection than him
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@solidhex said:
He is very popular compared to other killers we got lately. I don't think that will change soon.
Besides that he is strong too. Not S-tier, but low A-tier or highest B-tier. Yes he is no Nurse or Blight in loops but he can get save hits on vaults while he still has distance (compared to more basic m1 killers), you can also use his power to travel short distances and for zoning survivors. Throwing them around is quite fun and if you actually hit 2 it feels super satisfying. 8% Hinderance is a death sentence and survivors need to spray themselves.
But yea playing around loops is kinda difficult if there is more than a 90 degrees angle, like i said he is no Blight or Nurse for sure. Still better than Onryu and much more fun to verse than Dredge.
Like nightmare said have a shot for ever dash you miss that come close you will be wasted after 2 games
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That's the neat part you don't
But if you wanna try ive been running unicorn emblem and the tentacle addon for 5%faster mms when charging for the first dash
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@dugman said:
Mandy confirmed they’re monitoring it, I doubt they’re going to confirm if or when they’ll make any changes until they actually definitively decide what changes they are doing. It’s only been a couple of days, just give it time.
Yeah but I just want the people to know if there will be changes I don't need to know what they will be just that they will be
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3164060#Comment_3164060
It's good. The same way shiney pin for huntress and rat liver for demo are criminally under rated.
I tried them together and it was Allright but these survivors were meh suiciding on hook if they could and the map was sheltered woods
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3164017#Comment_3164017
I was using recharge yesterday with iri pallet breaking. It basically works like bubba. Chase them around the loop once. Break the pallet as they're vaulting. They make no distance.
If you don't like the pallet break. I would be using his 5 % speed when charging his power.
I'm a try his 5% addon with unicorn horn they might be a good combo
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3163956#Comment_3163956
If you've played pyramid head. Mixed in with demo, huntress, slinger. It's not hard to pick up.
You have to sorta ready your power like you do pyramid head since he's a bit clunky. Then getting hits at any given loop isn't any different then the other mentioned characters.
I find using his unicorn horn makes him a bit better to play but he's still jank
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3163932#Comment_3163932
Literally they have to crouch and he will wiff
I wouldn't be surprised
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3163934#Comment_3163934
I agreed and should specify. His hit box is a bit to small and in OPEN area. It's to hard to hit.
But in general open maps with traditional loops and set ups. He excels and is absolutely a beast. I have no problems getting hits when they're running tiles and or shack, etc. Places where they have to run in predictable fashions. I've gotten plenty of hits when they're trying to just make it to a tile as well.
In open areas themselves. His dash serves to just catch up quickly and m1. At least for the time being. But open maps just help serve for traversal. Maps like lerys definetly suck for him though.
Oh, okay yeah agreed kinda I'm still learning where to use his power in loops but in the open hrs kinds @s$
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@BrokenSouI said:
I feel like I'm not having that many issues with him. I certainly agree his hitbox needs to be a little bigger. He's pretty dominating. Especially in open maps.
Really they do a 360 and you miss almost guaranteed
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@syain said:
I have somehow managed to tank my MMR in both roles and am now unable to manage/have fun in my matches with the meta perks I used to run. I've tried plundering and perk rouletting and that was a blast for a short while, but now I kinda wanna spice things up again.
What do you use to have fun in your games? Are there any perks you run for the sake of fun rather than to win? Please enlighten me.
On surivors distortion,Diversion, iron will and a perk of your
choice like flash bang
On killer idk I was thinking about it I can't think of any non meta build other than scratch mirror Myers
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3162877#Comment_3162877
He's just bugged to #########, Man. Its super aggravating. This was the one that I was super hyped for besides Nemesis. Big RE fan and I feel like I'm just getting stomped all over while trying to play as him. I don't tunnel and I rarely camp but sometimes it feels like that's my only option as him. The amount of times where I've slid past a survivor who has taken 1 step left or right is enough to make my burst a blood vessel. Why play him when you can play Blight? Blight does everything better and he can turn while bouncing and it doesn't have to be pixel-perfect. Its just bad all around. The worst part are people saying he's fine. Like get out of here. You know damn well he's worthless right now. It just makes me want to hop off the forums again for awhile like I did a few times already. Its just absurdity.
Yeah I've allready tired of playing him because of your exact reason
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@xni6_ said:
or be like me and buy both (i have poor spending habits this is a cry for help)
Step 1 cry
Step 2 die?
Step 3 question if its worth buying
Step 4 save money to repeate. Steps 1-4
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@6659Leg said:
So here's the situation. Wesker is incredibly bugged and his power doesn't work half the time. They nerfed his hitbox a bit too much and didn't fix his whole arsenal of bugs,in other words,you're in for a unnecessarily hard time when you play as him.
So instead,buy HUNK for legion(you know,a killer that actually works lol) and bide your time till they fix wesker
Lol I'm in que as him rn
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Well yes I'm actually going back to legion because at least his power is fun and works
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@AnneBonny said:
https://www.youtube.com/watch?v=yBBh_L53oSQ
i hope they fix his frenzy run/hit animation and give him a unique voice
also please make looming dread his chase theme i am begging you
Omg please please make looming dress at least mis menu music
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@HugTheHag said:
Seems legit.
Grabbing hitbox seems a bit narrow but like, it's his torso's width. It seems logical.
I think his known bugs should be adressed before thinking on increasing the hitbox. Some atrocious clips where we can see him actually going through a survivor are likely more of a glitch (impact just didn't connect) / aim dressing (looks closer than it really was) issue.
Even if this is true this is too small to go for skilled shots ( ranged ones all they have to do is side step and he misses 85% of the time
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@AnchorTea said:
What if the grab was 30m and environmental stays the same?
That wouldn't bee too bad
Ma Main issue with ptb wesker was he bumped into everything
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@[Deleted User] said:
Larger collision might help, but he still has massive issues. Basically no power at a safe pallet. A really bad Blight.
True but at least he's usable if they are not at a loop
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Wow okay so maybe make the surivor collision like 30cm and keep the environment the same I mean after all they are arms makes a Lil sense to reach for the surivor
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@N0rmanIn said:
The hitbox was on the PTB at 40cm and they lowered it to 20cm, right? In my opinion they should do 2 of the following things:
- Increase the hitbox to 30cm.
- Increase the charging speed of the M2.
- Increase the speed at which the M2 recharges.
I think that with the first and second changes, the killer would improve a lot and it would be decent and even good again.
Yes but they also made the detection on surivors smaller also
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@gatsby said:
Personally, I think the hitbox change is what makes Wesker fun for both sides.
With a smaller hitbox, Wesker doesn't get stuck on random map objects that prevent hits and Survivors feel like his power is dodge-able.
Yeah if he wasn't now going through surivors sure
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3162981#Comment_3162981
They're not even the fun kind. Victor needing to go because his people needed him was so goofy i almost wish they kept it.
True but these are character breaking bugs like clipping through surivors dropping them not doing damage when he's supposed to imagine if Victor sometimes didn't injure you if he hit you