OrangeBear
OrangeBear
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Really? Enjoying Wesker?
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@Objectively_speaking said:
Hyperfocus can give up to 5% progress for gen great skillchecks <Usally 1%> and 15% <5%> for healing greats < at max or near max stacks I think>. These amounts can help drastically but It depends on what you value. I think its an okay perk with an amazing synergy with stakeout or this is not happening, but on its own it can be lackluster.
I thought hyperfocus could give you up to 2.8%?
30% of 1% (the base value of great skill checks which is what it applies) is 0.3%, so times that by 6 is 2.8%
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I've been asking the same question about Trickster
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You mentioned how wesker randomly releases survivors more often and this is very true...
On the PTB wesker could slam survivors who are t-bagging on the hatch in time.
On live, if you try to slam someone on the hatch, you immediately release them.
Kinda sums up the whole ordeal of ptb vs live wesker.
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Best case scenario within the next 2 weeks.
Worst case scenario, the devs don't want to do "knee-jerk" reaction and they wait 2-3 major patches.
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It's not really broken though, they just nerfed the hitboxes too much. There is a bug though where he randomly releases survivors and that is really bad.
But compared to last chapter where so many things got broken, this update is pretty stable.
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Yes Halloween and Hellraiser chapters are awesome
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@woodenEnthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/3165072#Comment_3165072
People like to say his infection effect is strong. Which is true. But to make them run out of sprays you need to hit them 8-12 times. Not just infect. Injure. By the time youve got that many injuries the game is over the vast majority of the time
It is strong but way too easy to recover from and too long to build up. Kinda like condemned.
Also the infection automatically gets reduced to 50% if you are anything above that when you get hooked and i think that's too forgiving to survivors. It should be 75%.
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I wish more people were talking about how weak the infection is. Today i used wesker build with iridescent uroboros + video conference with 4 slowdowns and survivors never ran out of first aid sprays. They either escaped with some to spare or they all died with some to spare.
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I defintely wouldn't say Stake Out and Breakdown are useless. Stake Out is a lot better now because Hyperfocus exists. Breakdown is useful in sabo builds because it breaks hooks for 3 minutes which is an effect that is more noticeable than most perks.
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I think huntress is different because she's not a civilised human and survives on primal instincts. Judging by the way her eyes look she's possibly not even a human.
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No. Survivors have no collision for 1.8 seconds after being injured.
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@GannTM said:
You can say the same about Wraith though. He didn’t really have any bad intentions and had to go through knowing his boss was having him kill innocent people behind his back.
He killed his boss in his lore out of rage though. Then presumably became a criminal on the run until he was took by the entity. Spirit and Artist wanted vengeance but they died and entity reincarnated them.
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Both Artist and Spirit are described as a "vessel of vengeance". Never killed anyone in their life but their life was so tragic that they take revenge out on random people in the entity's realm.
I hope we actually get a female killer some day that kills people out of their own will. Pig is great at that but she's licensed.
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@drsoontm said:
No point writing about it. The issues are already well known and will be fixed sooner or later. Until then, put it in the fridge.
Skill issues can be fixed?
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It looks like the endurance effect is slightly delayed.
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I noticed this as survivor but NOT as killer. Hooked both of these characters yesterday as the wraith and they both screamed.
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If you don't collide with anything during the slam then wesker will throw them. If the survivor hits a obstacle they take damage, but if not then they will just get up from the ground.
Red infection means they move 8% slower and they will be automatically carried if they are healthy and you slam them during a bound.
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They aren't getting reworked. It was confirmed in january they are working on Quality of Life updates to them.
1% is still a sizable portion of the playerbase, especially when there are handful of killers that have a 2% pickrate. Their power is genuinely very difficult to be optimal with and their visual design is far from appealing so it makes sense that they are not going to be very popular.
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You were a survivor that's enough reason to tunnel.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3163962#Comment_3163962
There's always someone who has to comment on a post, even though they add nothing constructive. Well done, you must feel so smart and witty.
It is constructive.
It's obvious that people are going to play the new stuff.
Which means there's an obvious solution, wait until the hype dies down.
Which it will because wesker is buggy af.
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As it's a resident evil reference. I think it should stay, but only if there is a RE character on the menu. So if i closed the game with jill as my selected survivor the next time it will play.
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Intended effect, confirmed on the news blog post on deadbydaylight.com. You can still report them and then i assume customer support will be able to identify them based on that.
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Head On builds are very fun
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100% agree.
He's great fun when he works but his hitboxes and the bug where he randomly releases survivors after grabbing them are really frustrating.
The survivor collision box really needs to be 30cm imo. Because right now you can touch wesker during his bound and not get grabbed, meaning he'll just brush past you.
I've been playing survivor this morning, 5 matches and no wesker. Seems like people have already given up on him.
He's such a cool killer, they've gotta change him in the next 2 weeks or he's probably just gonna be another killer that people like but no wants to play because of how clunky they are.
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@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...
That's insane!
Thank you for making this.
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Did they ever fix that? I took a break from overwatch in 2018 but came back in 2020
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@HommeBizarre said:
https://forum.deadbydaylight.com/en/discussion/comment/3161638#Comment_3161638
If your way to have fun is to win
I would advise nurse, nurse and maybe nurse as well
Those are the killers you can always rely on
Winning is fun but i like variety. I just don't like when using a killer power puts you at a disadvantage.
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@HommeBizarre said:
Have fun maybe ?
But if your way to have fun is to win, then that makes killers with powers that aren't useful no fun.
Personally i don't care too much about a killer strength but if i would be better off ignoring their power completely and just M1'ing then i just find the power a bit disappointing.
I think wesker power does have it's uses but it's relatively limited.
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@dugman said:
Just to speak to some points
- Other lunges and ranged attacks also have trouble at a lot of small loops, that’s not unique to the Bound and it doesn’t make those useless either. Basically you can use the Bound a similar way to those to zone survivors out from stronger areas during tile transitions and also to hit them down straightaways and in the open or, unique to Wesker, from around corners.
- Yes there’s an ability refresh cooldown if you use it for distance but it still covers about 21 meters in a single use so saves a good four seconds or so of travel time if you need to cover a long distance. You won’t have the Bound initially afterwards but you will still be moving normal speed and have normal attacks in that window. (It’s a bit like how Blight’s power takes a bit to refresh after he Rushes somewhere, although obviously Blight has a longer maximum range.)
- Throwing someone in the open can happen but is uncommon unless you’re in specific areas of specific maps (e.g. the middle of a cornfield on Rotten Fields). Most of the time your Bound hits there’s something within the fairly generous distance window for them to collide into either by you slamming them by the neck into it or being hurled into it. So it’s a risk but a pretty minimal one.
- Survivors can cure but once they’ve cured the first five or six times they’re not likely to be perfectly rationing out the remaining cures among themselves to keep everybody healed. You’re very likely to see some full infections by mid- and late game, and the longer the match goes the more likely it gets.
- You don’t throw survivors to safer areas “most of the time”. In fact, since the survivor is the one leading the chase, chances are pretty good that by throwing them away from where they led the chase to you’ve tossed them into a spot they didn’t want to land.
- His collision box is apparently a bit small right now but Mandy did confirm they’re monitoring it so I wouldn’t be surprised if it gets tweaked up eventually. Meanwhile I think if you treat aiming his Bound like you would aim Deathslinger’s rifle in the open by leading the shot slightly that’s probably the best way to go to land the shots.
I think you are right.
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If you can get a refund for dbd dlc on steam let me know how... because i haven't been able to.
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That's just what happens when the killer character sucks. I don't often hear about Pinhead or Artist tunnelling or camping and it's because they don't need to.
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I like everything about the chapter. The survivors, the perks, the add-ons, the cosmetics. Everything. Literally the only issue i have is the hitboxes of the power. Yes even if they were fixed he wouldn't be a super strong killer but i was having a lot of fun until i realised how unforgiving his hitboxes were.
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It's endgame. What do you expect him to do?
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@Adjatha said:
The effective area of his power was halved after the PTR expired so nobody could actually, you know, TEST it to give feedback.
With zero buffs to any other part of his kit to compensate for the 50% nerf.
But people will buy it all the same. They always do.
And so the cycle continues.
But don't worry, I'm SURE they'll get around to "taking a look at his power" in some future Mid-Chapter.
Just like Sadako.
(Ya'll killer mains should get Steam to refund your purchase)
It's impossible to get refunds for the DLC. The playtime is attached to your game hours and not the DLC hours. Back last year i bought the clown dlc when the RE update launched and i wanted a refund because clown was pretty much useless because the hindered status effect didn't do anything. They denied my refund request.
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@AnneBonny said:
i'd like to also point out that pallet vaults while bounding are still very clunky and often don't work, and there are still a lot of visual issues with clipping. i've noticed that sometimes the second bound won't activate (although this is temporary unlike the ptb bug) and that hits don't register despite the survivor being slammed or thrown into a wall as well.
wesker is a lot of fun but unfortunately still feels pretty janky. with the state nemesis is in a year after the first RE chapter, i'm worried none of this is gonna be addressed.
I noticed that you can't vault pallets that have been recently dropped. So for example if you bound at a survivor who just dropped a pallet in time, you'll just slide on that side of the pallet or you'll be stunned. Feels pretty bad.
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Yeah.
I'm really disappointed because i probably watched hours of gameplay on wesker on the ptb and i thought he was gonna be really strong. Looked really fun too but now that i've gotten the chance to play him he's extremely frustrating. Very sad.
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Also wesker has another big issue... sometimes the bound gets completely rejected. You bound at them, they get infected but immediately released. This is really frustrating and affects his strength considerably. No other killer has this kind of issue either.
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All i will say is they definitely reduced the hitboxes on virulent bound way too much. Wesker feels so much weaker than expected.
The survivor perks are better imo. better than new on the ptb was worthless.
Awakened awareness is very weak.
Blast mine nerf.... we really need some communication on that one.
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@Steel_Eyed said:
Let's be honest. This killer's M2 is garbage. Unplayable mess.
I like it. The infection is definitely a threat it just needs to be easier to apply.
It's really fun to slam and throw survivors, i just wish it happened more often.
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I 100% agree. My frustrations when playing this killer stem from not being able to use the power upclose. Not being able to do this means it's hard to apply the infection, and that leaves me feeling weak.
Also his power on open maps like father's campbell chapel is really frustrating because it's very hard to hit survivors and then when you do you just end up throwing them out in the open. This would be reduced if it was easier to hit survivors and then it would be further reduced by using the chalice and lion medallion add-ons.
So yeah... just increasing his hitbox a little bit would mean a lot.
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You broke their bones. Eye for an eye.
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Use Distortion if you have such a problem with it. It's so easy to gain tokens, it's why they buffed aura reading and off the record and distortion at the same time.
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Darkness among us is one of my favourite chapters because the killer is fun and has great music and style, and the survivor has three very good perks and the killer perks have their uses too.
The dlc comes with an exclusive shirt for jeff but if you are not interested in that i recommend getting these characters with iri shards instead.
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I think it's more worth than chatterer. Because you can see the weapon and unique lobby animation.
Though if you ask me no legendary is worth the price.
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Wiretap never worked with Better Together either. I think some things are just simply intended not to work with wire tap for balance reasons. I think wiretap on midwich with open handed would be kinda crazy. Essentially permanent wall hacks on the killer for all survivors with 2/16 perk slots.
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Sometimes it just fails. Might be some sort of validation.
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With the amount of content this game has new content and resident evil is definitely not for everyone.
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Freddy is the most boring killer in the game. Power level aside he's just no fun.
- Snares have buggy placements, you can barely use them on The Game map. Snares have always never been very interesting anyways, they are kinda frustrating because of how little value you get from them in a chase and they only work if the survivor is asleep which is something you don't have a lot of control of.
- Dream projection is not as fun to use since the Pop goes the weasel nerf. It's too slow to surprise anyone. You get it very often but freddy basekit gives you no information on how and when you should use it, BBQ or Thrilling Tremors is almost a necessity for this reason.
- Dream snares are not so fun, but dream pallets are extremely weak against people that take this game very seriously and are experienced.
- Due to how micro-sleep works, freddy does not work well with stealth or terror radius perks. Which leaves him to only really get value out of slowdown perks. He does not have much build potential.
- He has the least effective and interesting add-ons in the game. The effects are so minimal and boring. This is freddy's biggest issue.
- Now that wesker and pinhead have voices, freddy totally should as well.
Overall, Freddy feels very uninteractive in all aspects. For being Freddy Krueger his pick rate is alarmingly low! Haha... alarm...
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Yeah im excited. I'll buy the new chapter. Like Paulie Esther has said hopefully they learned from the first chapter's launch and is making this chapter better for first impression. Because it's very likely a lot of people joined this game with the first chapter but immediately left due to the amount of bugs and performance issues and the map being disabled.