JoejoeD
JoejoeD
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- JoejoeD
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I recently started playing Wesker, and soon I realized that Wesker before the refactor was SWIFT though bugged. After the refactor for him I think Wesker's gameplay experience is not satisfactory enough. Also the 9.5.0 patch which removed Wesker's ability to fly over hills is devastating. I'll talk about that later.
During my plays, I've experienced 1) Dash Direction Delay (Urosnap) 3) Inability to use Power After Facing Walls 5) Bound Stopping on Minor Obstacles 6) Grabbing Mechanism Malfunction When Off-Center 7) Power Path Instantly Stops on Elevation and 8) Loss of Physical Momentum Carryover (Micro-Curve).
I'm a new Wesker player, and I haven't obtained skills like insta-flick or bluetooth hug tech. But that doesn't mean I will not learn these techs. I know that 1) Dash Direction Delay (Urosnap) ruined insta-flick accuracy and 2) Key Input Priority Removal (Sidestep) is crucial for bluetooth hugs.
My concerns:
- Fix these bugs ASAP. I don't want to kick the boring generators or change to super-powerful killers for victory. The Mastermind's appearance, music, voice, sound effects and actions appeal to me very much. Wesker's swift elegance is what makes him so charming, not some brutal power that down survivors more quickly than ever.
- As for 7) Power Path Instantly Stops on Elevation. This is specifically added to completely stop Wesker's movements in order to prevent his flying from hills, according to the patch 9.5.0. However, I'm strongly opposed to this change, because: - This brings countless unexpected changes to his normal gameplay behaviour, including the elimination of the "slide into normal walk" after the first dash ends. This makes Wesker clunky. - Sky Wesker is at most times a useless tech which brings disadvantage. It's just cooool. Why take the fun out of him? Please add the feature back.
- Wesker's damage box is now too small to hit survivors vaulting a pallet. He now bounces off devastatingly. Wesker should do damage to whoever is vaulting. This is exactly what Virulent Bound should do!
- Also, experienced survivors now learn to lock their models still (rather than pushed away) when Wesker is vaulting towards them. This can be done easily by spraying or healing themselves. Then they can vault back during Wesker's recovery, at NO COST with NO threat. If Wesker's special-vault gets countered this easily, then what is it designed for? Just to play some you-vault-I-vault little game?
Wesker is a killer with 4 years of fun. He cannot stand among the most powerful killers from long ago. I don't expect him to be that powerful as Blight or Nurse; But I expect him to bring me fun. I hope that DBD's developer team could notice our needs and bring the Mastermind that we all love back. 😭I'm happy to see some of Wesker's bugs get fixed. Rebound now works just as expected, sometimes producing very good movements. I will keep posting bugs on Betahub too. Thank you all for attention.
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Agreed. I love the flavor text, as much as I love the rest of DBD. It leads a aesthetic experience combined with character arts, sound effects, music, background stories and much more. Should it be difficult to understand for newcomers, why not add a switch in settings (default to OFF) to let players decide whether to have them?