RonMan32
RonMan32
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I don't think it is a bug to be honest. Just an odd view model. It probably should be tweaked a tad so at least the top of the handle/knife guard is always visible. But I doubt "bug" is accurate in this case. Hardly a big deal imo but yeah I noticed that too.
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Hopefully we only have to tolerate it working this way until the mid-chapter patch at the most. Enough people are vocal about this issue that I'm sure BHVR noticed. Maybe they'll listen.
Keep talking about it guys, don't let them forget. They "fixed" our meme perk into a nearly unusable state, as if it was at all viable or helpful in most situations as it was before.
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I do honestly think you should be allowed to do it again on 2nd hook even if it's 2nd hook coming off of the same hook instance. Hardly a broken or OP use case. Just makes it slightly more effective at doing what it's supposed to do. They're already only tackling camping with perks instead of actual game rule changes that make it unviable. Least they could do is keep those perks actually decent at addressing the issue.
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I'll see how it feels before I make any judgements but 30 cm was what I was calling for on here. Hopefully it's good enough. Still dodgable by survivors but actually usable by killer. I was actually hoping more for 35 but that's probably too close to the PTB value for people to be happy.
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Personally I didn't find old Dead Hard that much of a nightmare to deal with. The reason listed for the change was using it simply to gain distance as opposed to dodge. At this juncture is I would keep how it works now (granting brief endurance which needs to be timed right) and add back old Dead Hard partially by making it still lunge forward, but only a 1/3rd of this distance it used to, again still having the new behavior be the same and add back a watered down version of the old behavior. This I think would bring it up to the power of old Dead Hard while still removing the issue they claimed this nerf addressed. If this nerf wasn't actually for the reason they stated then this would probably just slightly undo whatever it actually was for.
That's my stance anyway. I've heard other perspectives about DH that I can see but this nerf didn't really address those issues people had with it? Like one was that it just forces killer to wait/bait the DH once they're in range and makes that gameplay really awkward and unfun. You still have to do that. In regards to it making that issue better all it did is make less people run the thing so you have to do it less.
I just think perks should be one of two things, ideally both but it'd be impossible for ALL the perks to be both. Fun and/or Viable. If a perk is neither, or only just barely one of them maybe it needs work. I suppose new DH is still "viable" but probably only barely. And I can see it also being less fun to use too.
On another note, people will call the game killer sided, others will call it survivor sided. Whenever I see this I have to believe it comes from a place of bias because it is not cut and dry to me. It's very easy to look at nerfs and buffs of specific stuff to see who that helps. But taking a step back and looking at the entire game, with all its little moving parts you can confidently say one way or the other? Sure, maybe A killer with A, B, C and D perks is just unbeatable. But B killer with same perks is fine. Or A killer with a different set of high tier viable perks is fine. That averages out. It's still an issue but you can't say it's killer sided when you maybe really mean it's Nurse sided or it's Oni sided or whoever you're complaining about.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3169406#Comment_3169406
I was just...confused.
Getting a random notification from a thread I had not seen since last month, and a comment by someone I wasn't even talking to can be a bit confusing.
Fair enough. It just read as a tad rude so I guess I got defensive because I disagreed with you. Sorry.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3169061#Comment_3169061
I wasn't even talking to you...
That's not how this works. You replied to other people who "weren't talking to you". Either ignore me or provide an actual response please. I'm trying to you know, use this thread for it's intended purpose. A place to discuss this issue. It seems like you don't want me to reply to you because you didn't like what I said. You can express that without being passive aggressive.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3169320#Comment_3169320
When you're talking about rage DCs, it usually happens before someone thinks about it. Hence the "rage" piece of it. But either way, there's a normal amount of DCs that will always happen with any multiple player game, and then there's an abnormal amount of DCs, which is an indication of poor game health. DC penalties will lessen the "normal" amount, but when you get into the abnormal amount, it's time to relook at the game.
I'm sure the devs would know this.
Fair enough. I have nothing else to add. I hope to see it less, one way or another. Hopefully not replaced with more deaths on hook to avoid a greater penalty.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3169262#Comment_3169262
Everyone DCs at one point or other out of frustration. The game is more frustrating for solo-queue, hence more DCs are happening. There's obviously an acceptable level of DCs, because we didn't have all the DC threads before patch 6.1.
That is factually incorrect. I don't think people who DC are horrible people, but it's not normal thing to do. The type of person that DCs for any frustration related reason is a type of person that shouldn't be playing the game. I do not personally know a dbd player who DCs. My swf don't DC when they play soloq. Some matches don't go your way but you should play them out anyway. That's my opinion. I'm not going to attack anyone who disagrees, but I know a lot of people like me never have DC'd one so "everyone" is inaccurate for sure. And it shouldn't be encouraged and or tolerated under any circumstance when it comes to a rage quit.
That said I still agree Soloq needs to be less frustrating. Hopefully they manage to make that happen, either with direct soloq buffs or otherwise. That is probably the best way to address it. I only refute the idea that "Everyone DCs". A lot of players in this community are the type of people that would rage quit, but it's not a normal part of playing the game. Please stick out matches, PLEASE. If you feel like you wanna DC, just finish the match and stop playing for the day instead. People who DC want to leave that game to get into another game where they're winning. But that next game they're going to DC again. And again, and again until finally they get a baby killer who might have shot up the MMR too fast that they can clown on and then THEY DC. Vicious cycle and it's easy to stop.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3169090#Comment_3169090
DCing is a symptom of the game being bad for solo-queue players. Increasing the penalty will only lead to DBD bleeding players quicker than it is now.
Solo-queue also needs a lot of work. I do really like the basekit kindred idea people have. I at one point in some thread suggested more emotes that are defined to mean specific useful phrases. Maybe my idea isn't the best solution to this problem. I wouldn't feel the need for the penalty to increase if they had half decent bots replace the DC-ing player. That's probably the true solution.
All I can say for sure is DC-ing is bad. Maybe this isn't the way to rid the game of it but I'm just spit ballin' here.
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@whampyri said:
https://forum.deadbydaylight.com/en/discussion/comment/3126369#Comment_3126369
I wouldnt be apposed to being able to reup a hex totem
I think this would be good as a perk. Dunno about basekit tho. And some hexes shouldn't work with it I feel. Like NOED.
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@YOURFRIEND said:
Dunno about the killer villainization here but yeah the bleed out timer should be much faster in this circumstance.
This is such a funny quote in and out of context. Imagine a real serial killer being like "What, you think I'M the bad guy?" while he's standing over the 15 year old he just stabbed in the heart.
I personally don't care for slugging for the 4k as a strat, but if it is to be left in the game as an option for the killer, please give survivors a bleed out button. Completely fine if it's only enabled when all survivors are dead, downed or on a hook. Maybe manually bled out corpses could still be hooked so they can't use it as a cheap way to rob the killer of points.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/344689/bhvr-be-like-lets-nerf-all-survivor-perks
Right. Since they reinstated the bonus its been on survivor the whole time lol. Its funny that the devs can't see that they need to balance soloq somehow and soon.
To be fair it's almost always going to be on survivor. This game has 2 roles. Lots of people are going to find killer appealing. You need 4 for every 1 killer, but if this game does it's job right every player in the game is going to find both roles appealing in different ways (it doesn't, survivor and killer mains exist but each still play the other role enough that it cancels out). So an abundance of killers is to be expected. Maybe if someone had like 5 killer games in a day it would have a pop up that would say like "Why don't you try playing survivor?" and it will give that specific person an additional 25% over the 100% if they accepted for one game. Same could exist for survivor on the rare chance the incentive is on killer.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169072#Comment_3169072
You realize that this is why they added breakable walls and this issue is more or less solved
Actually I didn't know when breakable walls were added, I only started playing this year. I can kind of see that in some cases but I still like this concept, even if the current game doesn't necessitate it. I just stumbled upon this and thought it was cool.
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I think they should move up the DC penalty a bit, 5 minutes maybe at start. 30 seconds if it's the first time you've ever done it, going back to 30 seconds after say 4 months of no DC so internet crapping out people aren't punished much. I really liked the idea of matching serial DC-ers with other serial DC-ers. If they're on a streak of greater than 5 in a span of 3 days or less their queue will only get them into a match with people who are on a similar streak, making their queue take longer and putting them in games with likeminded individuals that will give them the same unfun experience they're inflicting on others. DC prison if you will, get out for good behavior. If someone who killed themselves on hook becomes a new issue in light of these punishments just shadow ban those people as well by detecting a trend of spending all 3 chances and missing all skill checks.
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This is a 2 year old post but I actually really like it. I do think killers should have to wait until the bricks stop moving before they can walk through it tho. Either that or a rushed vault is automatically a fast vault on the last one. These would be cool but maybe only 1 or 2 on each map that needs it.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3133432#Comment_3133432
Sure, why not?
Making them identical is not a bad thing.
I actually made this as a joke suggestion in reply to this thread. I don't know how you could see this not being broken. If they were identical, and all 4 survivors were running 4 boons, and the killer was running 4 hexes, for one there wouldn't be nearly enough totems to go around. It would turn the game into "everyone (including killer) start cleansing stuff, then we can play the match". Killer would be screwed. Shadowstep, Circle of Healing and Exponential spread out everywhere and you don't know which is which. You have to take several seconds to get rid of each. They are not supposed to be the same. They're different for a reason. Boons are LESS powerful because in part by the fact you can get rid of them nearly instantly. Being able to re apply them is a trade off that still leaves them weaker. I think it's great shattered hope exists, it's not even a teachable. Use your perk slot for that, that's completely fair and you will have lots of fun punishing and wasting the time of poor Mikaela's everywhere. But you have to spend a perk slot for it gamer, you can't have that crap for free. I personally don't see it as all that useful even if it was basekit. Boons keep them off gens for a bit. Then I snuff it and usually the game snowballs in such a way they don't get a chance to set up another. At least not another one that anyone gets value out of before I snuff that one too. A lot of people don't see the benefit in actually letting survivors do things lots of perks stop them from doing. For example Claustrophobia isn't good to run on killers like Deathslinger and Huntress because window vaults are free hits. If you're running gen slow down like a good killer main those gens are literally falling to pieces while those 3 megs go heal in the boon by shack. If you break that totem instead of just snuff it they will actually hop back on gens instead of getting it back up again you silly goose. Boons are free self inflicted slowdown. If you leave a boon up and find where it is now you know their little hangout spot and you can go crash their healing party.
@RonMan32 said:
I'd advocate for maybe some decent chunk of time after a snuff where that specific totem cannot be blessed. Maybe 45 seconds. But the reality is it takes way longer and is a way bigger risk when a survivor takes the time to cleanse a hex. They're not comparable in that way.
With every ability the survivors have you have to remember they're made around the 4v1. Imagine we have generic killer perk A and generic survivor perk we'll call B. Perk A helps the killer with a 4v1 somehow, and as a result usually effects all 4 survivors at once, or could effect them at any time depending.
Perk B helps that survivor, and sometimes the other survivors with their side of the 4v1. If survivors had perks as powerful as the killers that wouldn't math right up to the balance. Boons are really useful sure, they take a decent chunk of time to bless. They take 2 seconds to stuff. Hexes are also really useful and most you get for free at the start of the match without having to do anything. They take a while to get rid of, as killer you're in a position where you can actually protect the hex. Survivors cannot stop you from snuffing a boon. You can stop them from cleansing your hex. Your hex is typically more powerful because it provides something anywhere in the map, while the boon provides a buff in a radius. Hexes can't be heard, only seen glowing. Boons both glow a bright blue and you can hear yourself getting closer to them.
To recap boons are harder to set up, easier to get rid of, easier to find, and only provide a benefit near the boon. Hexes start at the beginning of the match, take a while to get rid of, you can actually stop survivors from getting rid of them, they're harder to find and they provide whatever benefit they have from anywhere in the map. There's a lot going on here so figuring out the "math" of how good each of these are is hard but I'd say yeah, hexes are 4x more useful than boons.
Additionally, if a survivor has more than 1 boon you can get rid of all of them with one snuff. If the killer as more than one hex the survivors need to painstakingly get rid of every, single. one.
All in all you can't say "boons are hexes for survivors so they should work the same way." That's silly. Any comparable mechanic between roles should work differently. Survivors each should have less power given from the equivalent mechanic, but it should still be useful, viable and something the killer can play around. And vice versa. And hexes and boons have that down fine.
Let me ask you this, would you prefer each boon the survivor has goes on a separate totem at the start? And the killer needs to spend several seconds cleansing each one? No that wouldn't be very fair would it. But hey yeah in that case I agree, they should be gone forever.
See this post for exactly why.
@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128490#Comment_3128490
Honestly I don't think boons are powerful enough that this is strictly necessary but yeah I might be down for this? My only issue with it is actually recently I used my BIG BRAIN as killer to find the final survivor in a way that wouldn't be possible if this was the case. This is a very rare ""strat"" if you can call it that but it might be worth thinking about.
Unless they have some aura reading to help, totems take a while to find save for people who have maps memorized really well. (This would likely only happen at low and mid mmr) So survivors often bless the same totem over and over again, hence why this is an issue. They only found one totem, they rely on that totem for their boon.
So I had a game that was going pretty good as Deathslinger. There was a Feng that was causing me a lot of trouble but the other 3 weren't playing super great. Gens were still popping so I'd say towards the middle of the match it was still anyone's game. As it goes along I snuff about 2 or 3 of the same boon, I guess that Mikaela couldn't find a different one. The 2 other unnamed survivors get out of the game. I catch the Feng on the last gen and start a chase that goes longer than I'd care to admit, get the down huck her on the hook.
Shortly after I hear a boon crack in the SKY. I know exactly where she is, you bet she blessed the same frickin' one again. I go to the place directly in-between the boon and the hook and cut them off. Get the M1, then real in for the down with M2.
Like any mechanic that helps the survivors with something other than gens, it slows down the game and is to your benefit. I think I saw someone say this somewhere... "Self-Care is a killer perk." Yeah pretty much. I say let them boon, even CoH is not as powerful as the people in this thread claim it is. Boons don't give me much trouble. They give the survivor something else to do and that's cute, I'll snuff it after I get the down on this cocky Mikaela.
I'm speaking like a killer main just to get these other killer mains to understand. I actually play both roles more or less equally. Boons sure help a lot. I don't run them. CoH is mainly useful for when there's only 3 or 2 survivors left and you can't get heals from anywhere else really. ! gen left, 2 survivors left. The other one is in chase, alright cool it's great now this person can go heal up to either safely finish the gen or go for an unhook with a hit to spare. Early game? 4 survivors alive, 3 gens left. Yeah sure Dwight, go heal in a corner and leave that gen to regress. Great idea.
SELF-CARE IS A KILLER PERK, SAY IT WITH ME NOW!
And this.
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@N8dog said:
I disagree as for one it would prevent the use of NOED and plaything. My alternative is that once snuffed the totem turns red preventing survivors from booning it again for a limited time. (maybe 30-60 seconds) this will prevent survivors from booning the same one over again but survivors could still cleanse it for bloodpoints, rift challenges and perks like inner healing or overzealous. What do y'all think?
Honestly I don't think boons are powerful enough that this is strictly necessary but yeah I might be down for this? My only issue with it is actually recently I used my BIG BRAIN as killer to find the final survivor in a way that wouldn't be possible if this was the case. This is a very rare ""strat"" if you can call it that but it might be worth thinking about.
Unless they have some aura reading to help, totems take a while to find save for people who have maps memorized really well. (This would likely only happen at low and mid mmr) So survivors often bless the same totem over and over again, hence why this is an issue. They only found one totem, they rely on that totem for their boon.
So I had a game that was going pretty good as Deathslinger. There was a Feng that was causing me a lot of trouble but the other 3 weren't playing super great. Gens were still popping so I'd say towards the middle of the match it was still anyone's game. As it goes along I snuff about 2 or 3 of the same boon, I guess that Mikaela couldn't find a different one. The 2 other unnamed survivors get out of the game. I catch the Feng on the last gen and start a chase that goes longer than I'd care to admit, get the down huck her on the hook.
Shortly after I hear a boon crack in the SKY. I know exactly where she is, you bet she blessed the same frickin' one again. I go to the place directly in-between the boon and the hook and cut them off. Get the M1, then real in for the down with M2.
Like any mechanic that helps the survivors with something other than gens, it slows down the game and is to your benefit. I think I saw someone say this somewhere... "Self-Care is a killer perk." Yeah pretty much. I say let them boon, even CoH is not as powerful as the people in this thread claim it is. Boons don't give me much trouble. They give the survivor something else to do and that's cute, I'll snuff it after I get the down on this cocky Mikaela.
I'm speaking like a killer main just to get these other killer mains to understand. I actually play both roles more or less equally. Boons sure help a lot. I don't run them. CoH is mainly useful for when there's only 3 or 2 survivors left and you can't get heals from anywhere else really. ! gen left, 2 survivors left. The other one is in chase, alright cool it's great now this person can go heal up to either safely finish the gen or go for an unhook with a hit to spare. Early game? 4 survivors alive, 3 gens left. Yeah sure Dwight, go heal in a corner and leave that gen to regress. Great idea.
SELF-CARE IS A KILLER PERK, SAY IT WITH ME NOW!
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I'd advocate for maybe some decent chunk of time after a snuff where that specific totem cannot be blessed. Maybe 45 seconds. But the reality is it takes way longer and is a way bigger risk when a survivor takes the time to cleanse a hex. They're not comparable in that way.
With every ability the survivors have you have to remember they're made around the 4v1. Imagine we have generic killer perk A and generic survivor perk we'll call B. Perk A helps the killer with a 4v1 somehow, and as a result usually effects all 4 survivors at once, or could effect them at any time depending.
Perk B helps that survivor, and sometimes the other survivors with their side of the 4v1. If survivors had perks as powerful as the killers that wouldn't math right up to the balance. Boons are really useful sure, they take a decent chunk of time to bless. They take 2 seconds to stuff. Hexes are also really useful and most you get for free at the start of the match without having to do anything. They take a while to get rid of, as killer you're in a position where you can actually protect the hex. Survivors cannot stop you from snuffing a boon. You can stop them from cleansing your hex. Your hex is typically more powerful because it provides something anywhere in the map, while the boon provides a buff in a radius. Hexes can't be heard, only seen glowing. Boons both glow a bright blue and you can hear yourself getting closer to them.
To recap boons are harder to set up, easier to get rid of, easier to find, and only provide a benefit near the boon. Hexes start at the beginning of the match, take a while to get rid of, you can actually stop survivors from getting rid of them, they're harder to find and they provide whatever benefit they have from anywhere in the map. There's a lot going on here so figuring out the "math" of how good each of these are is hard but I'd say yeah, hexes are 4x more useful than boons.
Additionally, if a survivor has more than 1 boon you can get rid of all of them with one snuff. If the killer as more than one hex the survivors need to painstakingly get rid of every, single. one.
All in all you can't say "boons are hexes for survivors so they should work the same way." That's silly. Any comparable mechanic between roles should work differently. Survivors each should have less power given from the equivalent mechanic, but it should still be useful, viable and something the killer can play around. And vice versa. And hexes and boons have that down fine.
Let me ask you this, would you prefer each boon the survivor has goes on a separate totem at the start? And the killer needs to spend several seconds cleansing each one? No that wouldn't be very fair would it. But hey yeah in that case I agree, they should be gone forever.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3163684#Comment_3163684
Yeah I agree, I kind of like how aim is really important. I will say though that maybe the hitbox should get a bit bigger the closer you are to his full length.
For example for near shots it should be as it is now, but if you've used 2 charges and you're at the full length maybe it should be a bit bigger, because those are the hits that are super easy for survivors to side step.
What I've done in my own games is to use the Unicorn Medallion and then only use the second dash for mobility or blocking a window and not for attacking with.
I actually had this idea but I figured it'd be too complex implement so it'd be better to go for 30cm. You could sort of think of it like as the bound progresses he slightly corrects towards the survivor (even tho he doesn't, he'd just get a more generous hitbox as he goes along). I think in first bound across the distance it would go from 20cm to 30cm. Then when the 2nd bound starts it starts AT 30 and goes to 40 at the end (it's a longer dash without add-ons so it's a "slower" increase per distance traveled)
40 was kind of broken but I think it could need to be the max if they did this idea. You'd have to think of it as like if you used the max range then it was a more skillful use of his power so the extra leeway is fair.
All that said if they make it 30-35 it'll probably be fine.
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The thing about this data is that you're always a constant in it, so you might just be bringing your team down THAT bad. How about this, play 50 Soloq games and grab the average kills, only counting DCs if they happened after first hook. Get someone who you know is better than you at survivor to do 25 Soloq games and grab average kills the same way. Then get a brand new player that is utterly average at video games in general and have them do 25 games against Wesker. Now we have data. You can even take an average of the averages which should give you (from an admittedly small data set) a decent idea of how many kills Wesker is doing a game, across 3 different skill levels. There's no easy way to tell if these skill levels are equally spaced apart but this data would be way more useful than "I faced Wesker 13 times and I keep dying to him, please nerf".
Not precise math because I haven't been keeping track like a salt lord (I actually find Wesker really fun to face, they should just remove nurse and give him to any nurse main for free (I kid)) but I personally escape about 1 out of every 3 games against Wesker. Not an amazing ratio but I'm not amazing at the game. In any given match against any killer I probably only escape about half the time on a good day. Wesker 4ks don't seem to be any more or less rare than 4ks for any other killer. So the way I see it is you're either bad at the game (I know "mad because bad" isn't helpful in the conversation so I will assume you're not), haven't gotten used to countering Wesker's power, or you play at a VERY different MMR than I do where games are decided from how good either side does in the early moments of the match.
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The object collision hitbox really should stay the same, or maybe go up to 25 IF they make the hitbox 40-35. But yeah I'm kind of with you brother. Somewhere between the exact middle point between how it is now and the PTB (30cm) or just how it was in the PTB (40) would be ideal.
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I think it would go a long way if they made his charge time, cooldown and that little window after using a bound or waiting too long to use the 2nd bound where the tendrils have to retract before you can m1 a little shorter/faster. And they probably should, just by a tad. But current state Wesker the only issues I have with him is his hitbox and other bugs. As in there's close misses that would not have missed if his hitbox was like or more like the PTB hitbox, but I'm getting those close misses a LOT so it's clear his power almost works and that the cooldown and charge time aren't in a HORRIBLE place. I agree they should be snappier (SLIGHTLY, probably not as much as you're thinking) but the only thing that makes him a pain to use for me is that new hitbox. I'm advocating for 30-35cm on the survivor grab hitbox.
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Personally I think they should try for 30, since it's the right down the middle. From the little (very little to be fair, 2 custom game matches where we weren't really playing, just f-ing around trying stuff) I played of PTB Wesker, the grabbing wasn't THAT generous in my opinion. It was mainly bound collision hitting stuff that I found issue with. Oh and like a slight edge of on object counting as a "wall". Which is still not quite working tbh.
Edit: It should be at LEAST the diameter of the pill hitbox. 25cm seems to be less than that.
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Where is this post exactly? This is a screenshot. Link please?
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3164964#Comment_3164964
Huh? I wouldn't be surprised if they didn't change anything about survivor collision detection. And if they do, I guarantee you they'll change it to a maximum of 25cm. And that will probably be pretty damn unsatisfying again, but not as frustrating as it is now. So people will just accept it and move on.
No it's like really hard to get grabs with the bound, especially if your ping is higher than 0.
image made by u/UHGhaulnd on Reddit
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Hard agree on most of the stuff here. I do however thing even in his current state that he's really fun, at least when bugs aren't rearing their ugly head. I'd honestly advocate for the survivor hitbox being 35cm but yes, at least 30 would probably make him more usable at long ranges and would account for buggy misses/lag.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3164715#Comment_3164715
"Wesker is fine, you're just bad at him"
Ikr? Clearly not a quite finished killer but to be fair to those types of people, compared to the PTB he is this close 👌 to being perfect I think. Just needs a few more tweaks. Maybe some of the wacky-er bugs won't really be considered "tweaks" but he feels pretty close to being perfect to me. Others are obviously reporting that he's SUPER buggy and finicky but the way I play him don't encounter issues so often that I'd be a surprised they haven't already rolled out a patch because he's THAT borked. They'll fix him soon I'm sure.
I hope.
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Here is a useful image made by u/UHGhaulnd on Reddit
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Here is a useful image made by u/UHGhaulnd on Reddit
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164117#Comment_3164117
It wasn't 40. It was 45cm.
I think 30cm would be a better in between.
No the collision with the environment was 45. The survivor hitbox was 40. Now they're both 20.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3163056#Comment_3163056
Normally I would also agree, but they are simply not going to change the geometry of every single map just for one killer. So the next best thing we can have is to have the hitboxes be improved. If they do this and fix the bugs this killer will easily be the most fun.
I don't think a map geometry overhaul was practical either. Would be nice but I wasn't seriously suggesting it. But hopefully they improve map geo going forward with Wesker in mind.
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@GrimReaperJr1232 said:
Actual answer
Nurse's hitbox almost entirely emulates that of a basic attack. Basic attacks are the norm everyone is used to.
Wesker's attack hitbox was shortened by over 50%, no longer even encompassing his entire model. This an extreme, as the original hitbox was a bit too generous and they went overkill.
Wait really? The 40cm it was in the PTB is the basic attack hitbox? Hm well maybe it should be 35 then.
P.S. I just don't this his power should be THAT much harder to hit than basic attacks.
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I'm still having fun with him. TBH if his hitbox was fixed he'd be in a perfect state imo. I wouldn't call for a decreased charge time or anything. I find him really good at loops. He doesn't have what I would describe as "anti-loop" and more like something that meets survivors at their level sometimes like Legion and just loops around fast. Using his power at a god pallet basically kills the god pallet if you charge it up right before it's dropped and release once it has been. You body block the survivor vaulting back over it and usually catch them off guard despite this probably being their 8th Wesker match in a row. From there chase ends quick, especially if they waited to see if you were going to break the pallet.
Would I support a faster recharge and charge (as in hold down to prep to use) on his power? Sure, probably only needs to be a tad faster but sure. I don't think it would break him or anything. But is he a too slow and impossible to use as is? NO WAY DUDE I GET CURB STOMPED 2 OUT OF EVERY 3 SURVIVOR GAME AGAINST THE MOFO. I won't actually call for this change, probably unnecessary and I imagine he's tuned such that it's at least possible for survivors to dodge (actually it's more than possible with current hitboxes but I'm not gonna call that a balance thing and leave it at a bug). Any faster wouldn't be broken but maybe more frustrating to deal with.
Ngl OP I think you legit just need to "git gud" and spend more time playing him before you make this kind of call.
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After using him more, honestly I think 35cm might be fine. At 30 maybe I stop noticing super unfair misses but 35 might be a good call. But this does NEED to be addressed he's sometimes frustrating to use as a result of this bug. Wizzing right past or through survivors isn't ok.
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@I_CAME said:
My problem with Wesker is how good he is at tunneling. You're basically screwed if a semi decent Wesker wants to tunnel you when you're infected. Like how are you supposed to win in this scenario? You're already injured coming off the hook but now you're fully hindered on top of it. They should pause the infection while someone is being chased or for a period after being unhooked.
Sorry if you're playing as Chris Redfield he has to tunnel you. He HAS to. If you're not he's probably mistaking you for Chris because of his stupid sunglasses at NIGHT or INDOORS.
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Oh also on the note of "better than Blight", I don't think so? It's kind of too early to tell so anyone saying something like that now seems a bit silly. Ok Mr. Game Balance expert. Jokes aside I just disagree and bottom-line I think it's worth noting both takes are pretty uninformed.
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I frankly don't understand how someone can feel this way. I played against him during the PTB and lost almost every game. I had a blast. That was before I got to try him out playing as him (I didn't try him during the PTB, wait time was way too long). He's also dumb fun to play as. He doesn't feel at all like nurse to play against, but he does feel similar to nurse to use. All in all yesterday on release I was getting disappointed when the match wasn't against a Wesker, (which was happening more often than I thought, maybe not a lot of people at my MMR bought him).
Now granted that's just an Opinion™ but I just am so on the polar opposite side of this that I cannot, for a second put myself in your shoes. He's not frustrating to fight against (at least not more than any other killer in the game, frustration kinda just comes from what happens). "Dumb fun" experiencing him from either role.
Is he OP? No probably not. Could he use nerfs anyway to improve counterplay? Maybe? What should they be? Don't make the poor guy a tedious pain to use like poor Deathslinger. He's for sure "worse nurse", so for as long as nurse is allowed to exist as she does Wesky boi should get any nerfs. He does need a "buff" (more of a bug fix) in the form of making his hitbox more generous. People are being dashed through somehow.
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@Zucker_Schock said:
Ah, sorry i misread your post, i dont think you need to compensate the collision hitbox. I suggested a decrease since you can sometimes still get stuck on sharp walls seemingly while not hitting them on some props with invisible geometry.
In that case they should just have the geometry more tight to the models in the maps, I rarely hit stuff I didn't "deserve" to hit so reducing it feels like over kill. But yeah obviously 30cm is probably the perfect spot for survivor collision
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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.
The hitbox for hitting map objects and grabbing survivors are separate. Personally I think the survivor hitbox needs an increase. Too many clips out there of survivors not dodging really, just the hitbox hard missing and going like THROUGH them. I've also found this to be the case in practice but nothing as extreme as some of these clips I've seen.
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The collision is fine at 20. I only suggested increasing it to have it be more inline with the increase I think the survivor hitbox should get, such that survivors hugging close around a corner could screw over the Wesker into hitting the wall. Personally I found the 20 to be fine for collision. Leaving it alone is also fine but decreasing it would make it way too forgiving. It used to be 45 in the PTB. Be happy with 20.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/3163019#Comment_3163019
I don't think 25cm would make a big enough difference though, the issue is quite severe if you watch clips of wesker going right through survivors like in this :
No I was suggesting 30cm for survivor hit box, 25cm for collision with objects. They're mentioned in patch notes somewhere to be separate but they're both set to 20cm at the moment. 30 would probably be fine because it was clear to me that 40 was WAY to much, and 20 feels just like just a tad too little. I actually disagree I think 25 would make the difference (if only barely) but I feel like 30 in necessary so funky ping doesn't get in the way of deserved grabs.
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Yeah it needs to be addressed. The PTB was too much, this is too little. Hopefully they'll change it to a sweet middle soon.
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Agreed. It needs to be in-between where it was in the PTB and where it is now. That would be the sweet spot I bet.
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They need to do a middle ground between how it works now and how it was in the PTB. They always over do changes and miss the sweet spot by a mile.
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Completely agree. 30cm would be fine for the survivor hitbox. If they need to increase the collision hit box to compensate 25cm would probably be acceptable for that. They always over do it with their changes but hopefully for once they'll work this one back to a nice middle ground.
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Yeah gotta agree. I think between how it was in the PTB vs how it is now this is the lesser of the two evils but putting it right in the middle from how it was and is now would be the sweet spot imo.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3159955#Comment_3159955
I had 5 games last night where the killer dc'd with 1 gen left.
This isn't exactly a reply to my message but yeah killers should get punished the same as survivors, or possibly slightly greater since they have the power to insta end the match. Idk why you replied to me you didn't like... say anything relating directly to what I said. This is kind of a same topic comment that you should have just posted. What did you mean by replying to me with that?
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Hopefully they make the punishment more severe. Honestly people who DC a lot should be shadow banned to only get matched with fellow survivors and killers who DC until they shape up. That would be a nice addition. If you DC a lot in a span of a week your matchmaking only looks for other people that have the same rapid DC shadow ban, making your queue times longer and your games full of like minded people that aren't fun to play with because the game won't even happen because people will keep DC-ing. Hopefully it would put them in a cycle where they either stop playing all together so they're no longer a problem, or it would teach them to stick games out and they can come back into the normal match making. Sort of a DC prison and rehabilitation program.
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I think I agree with people saying it wasn't intended as a nerf. It was a fix that made the perk not usable. So they should either revert it or buff to compensate.


