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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3163177#Comment_3163177
This is happening multiple times per game to me.
It's completely killed all the hype I had.
That does suck. Even him letting go of survivors? That in particular only happens to me rarely. Dashing through survivors happens a bit more often, but not that often either I believe. Or I am just being too critical of my aim. Sometimes it's hard to tell if a dash should have hit or not. But I am still sure that doesn't happen often to me.
One other thing I have noticed is that sometimes, the game doesn't let you use your ability, even though a survivor is right in front of you. That definitely screwed me up once, and of course such moments are very frustrating.
But I don't know, these frustrations just don't happen that often to me.
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@xni6_ said:
on ptb survivor felt awkward bc his hitboxes were too big, on live they overnerfed his hitboxes (from 40cm to 20cm), the correct choice is buffing them to 30cm, so whisker doesnt go through survivors, but his hits also dont look bad to survivors
I mean, Wesker going through survivors shouldn't be a thing with 20 cm hitboxes either, or? That has to be some bug.
I could see 25 cm work fine, but 30 cm might be fine as well.
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He still has a lot of potential, but with the smaller hit box, you do have to be more precise, and survivors have a greater chance at dodging his dashes. It's much harder and simply more unlikely to get full potential out of him.
Considering the other buffs Wesker received however, survivors should have a fair chance at dodging his dashes. Just right now I can understand when people say it's a bit too small, with the odds for survivor being able to dodge his dash being a bit too high.
But his hit box also just seems a bit buggy and inconsistent, which might be the actual problem people are currently having.
I do think he is still pretty decent at the moment. It sucks if you don't get a hit against a survivor you should get, but besides that, his power is pretty strong. His dashes can still be pretty damn good in chases. Emphasize being on "can".
Also, he does have a bit of map pressure. His dashes definitely allow him to get from one point to another more quickly. It's not much compared to Blight for example, but it's definitely still somewhat effective.
And then Wesker also has some game delay, with his infection. His infection is actually a real threat, so survivors want to get rid of it with those sprays. That buys Wesker a bit of extra time.
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Weird. I do encounter these bugs occasionally, but not nearly enough for me to not enjoy Wesker. He is so much fun to play as in my opinion.
I hope they iron out those bugs soon. I have no idea what exactly causes him to just let go of survivors sometimes. But there has to be some intention there as well, right? Considering there is an extra animation of him letting go of survivors.
I hope they at least are able to fix his hit detection bugs very soon with a hotfix, and make it a bit more reliable. I guess they could just increase the hit box size slightly, to 25 or at the most 30 cm, if it takes too long to fix the actual bugs and inconsistencies with his dash. Cause something like this should be fixed quickly.
I wonder if there is some hit validation going on that is screwing with his dash hit boxes as well.
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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.
I do think his hit box could be increased a bit without making it too hard to dodge. As long as they don't go beyond 30 cm. Maybe 25 cm would be the sweet spot.
But I do agree that in general, these changes were very good. I had a lot of fun with and against him on the ptb, but these changes have improved this even more. Survivors definitely should have a fair chance at dodging his dash. The question is just if the odds to dodge his dash are a bit too high currently.
I still wonder if it's just hit box bugs that are causing most of the frustrations, and not so much the hit box size reduction, because his hit box does seem kind of inconsistent.
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Interesting. I still feel like the biggest problems are still caused by his hit box just being a bit buggy, and not by the hit box reduction he received. The reduced hit box size doesn't really explain why Wesker can occasionally just pretty much phase right through survivors.
But I guess they could increase the hit box slightly, so it's a bit more accessible and less punishing. Looking at those images, maybe even 30 cm would still work, that would probably make his hitbox almost as big as that of Demogorgon. Anything above that would be too much though, because his hit box in the ptb was definitely way too big. The only reason it didn't feel as ridiculous was because his collision box was also way too big, but that is much smaller now too.
Personally, I think they should see how 25 cm would be. I think that would be the perfect size. But 30 could also work.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/344139/can-we-get-a-hotfix-for-wesker-soon
*Looks at Sadako*.
*Rubs 8-Ball*.
All signs point to 'probably not'.
Sadako is in need of proper balance changes. That's the type of stuff BHVR likes to wait with a bit.
Wesker more just needs bug fixes. His hit detection not always working properly is surely not intended. Those type of changes can happen much sooner, and I can see BHVR fixing at least some of Wesker's bugs in one or two hotfixes.
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I would love to have a hotifx next week, because after that I won't be able to play the game for two weeks.
But something tells me they are going to take a bit longer to fix all his bugs. I would love if they could fix his hit detection on dashes though, I feel like that's the biggest problem now. Not sure if I agree that the hit box size is too small, but it just seems a bit unreliable at the moment, not hitting survivors where it should clearly hit them. I think if they fix only that, people will already be much happier. It's the fix with the highest priority now.
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I think it's much better now. Still not a good map in my opinion, but better than it used to be for sure.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/344099/how-do-people-enjoy-playing-wesker
Wesker’s survivor collision size maybe needing to be a bit larger (which will probably happen since the devs confirmed they’re still monitoring it and the feedback seems to be pretty universal it’s a bit too small), Wesker’s ability has some nice features
- The two Bounds combined have a max range of about 21 meters, slightly longer than Deathslinger’s shots. Like Deathslinger or Huntress you probably have to lead your Bound slightly toward where you think the survivor is going versus where they currently are, but players who can consistently hit at long range with Deathslinger could probably use similar muscle memory to hit at long range with Wesker.
- Bounds can go around corners. This lets him potentially hit shots that other ranged attackers can’t.
- He can occasionally get instant carries on full health survivors who are also fully infected. Yes, there are about a dozen antidotes, but after a few minutes when five or six antidotes are used up it becomes increasingly more likely one or two of the survivors won’t have one in time and will become fully infected, and the longer the game goes on the more likely this is. Also fully infected survivors are Hindered 8% on their movement which is definitely noticeable.
- Although his ability to vault in a Bound is situational, the places where it’s useful happen to be strong vaults and god pallets in larger loops where the survivor can’t quickly loop back to the other side when Wesker vaults after them. So even though this part of the ability is less frequently used it happens to be strongest where basic attack killers are typically weakest.
- His Bound is also somewhat useful for long distance map traversal. He does lose access to the Bound for an attack afterward, but that’s not much different to how Blight loses access to his Rush after traveling with it (other than obviously Blight can go farther on multiple Rushes than the 21 meters Wesker can Bound.
I remain convinced that once the collision size is ironed out he’ll be mid- or maybe high-A tier. And I also suspect players who don’t try to overuse his Bound at tighter, smaller loops but use it as a zoning instrument similar to how Deathslinger or Demo or Pyramid Head can zone people away from strong tiles will have good results with him versus the players that try and land Bounds on literally every chase and loop.
I have been having generally great results with him despite his sometimes questionable hit box. I am not even sure if the size is the problem, of if it's just a bugged a bit. I swear, sometimes the hit box seems fairly good, and I don't have to be spot on to hit a survivor. But then there the instances where I pretty much phase right through a survivor.
But your points are also good examples why I do not want them to increase his hit box in a noticeable way, where it becomes too much. He is definitely decently strong even now, if you ask me. All he really needs is his bugs to be fixed and his hit box to be looked at, so it functions more reliably and better. If they inrcease the hit box too much, I can see it becoming too much for survivors, because they should definitely still have a fair chance at dodging Wesker's dashes, when they have a bit of range to him. Anything above 30 cm would be too much surely.
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He needs his hit box and bugs looked at. I don't even think the hit box size is the problem, it's just that the hit detection on his dashes seem to sometimes not work properly. Maybe the hit box also needs to be increased just slightly, but not higher than 25 cm in my opinion, but the biggest problem seems to be that his hit detection is just a bit bugged.
When it comes to balance though, Wesker is in a pretty much perfect spot. And do not mistake, I am sure most people agree with that, considering many people agreed that he was somewhere in A tier during the ptb, and he had more trouble at loops there because of his bigger collision box.
He is definitely strong. At some loops, his power doesn't help. The more circular shaped loops are rough for Wesker. But there are more than enough loops, like T-L walls or Jungle Jyms, where his ability is definitely helpful.
He is also particularly strong in between loops, when survivors try to get from one loop to another. A bit like Blight. His balance aspects, especially his long charge time, are absolutely essential to not make him overpowered, with too little counterplay on the survivors side. Right now survivors have a good and fair amount of counterplay against Wesker, and that is a good thing, because that's what makes a killer fun to go against as well.
I think his anti-loop is one of the best designed anti-loop abilities in the game.
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@ThatOneDemoPlayer said:
I don't think people are actually having fun with him. He's a weak, unoriginal mess. Kinda like that other RE Killer we got
I am enjoying him a lot. And I am positive others too. He can just be unnecessarily frustrating at the moment because of his bugs and inconsistent hit box, but other than that, I think he is absolutely amazing.
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No the basekit 10 seconds of BT was 100% necessary. Tunneling is a serious problem in this game, and it's great that it got addressed in a proper way. It still doesn't stop people from tunneling, but at least it makes it less effective on average, giving survivors a fair chance to get to a pallet or window.
If you are talking about the perk, then I also see no problem. I mean Off the Record gives survivors the Endurance effect for 80 seconds, BT increasing the endurance and haste effect duration to 20 seconds is more than fine. Tunneling needs to be discouraged.
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His hitbox seems a bit incosistent. So I am not even sure if the problem some people are having is the fact that the hit box was reduced to 20 cm, or because it's just a bit buggy.
I have been having a great time with Wesker however. He is such a well designed killer, and so fun. And I do like how you need more precision with his dashes now, so whatever the devs do, I hope they don't inrcease Wesker's hitbox noticeably. Increasing it from 20 to 25 cm would be fine, 35 cm would definitely be too much though, for example.
But maybe all they need to do are some fixes to his hit detection so it works more reliably.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3160883#Comment_3160883
His hitbox might be fine, depends whether or not it’s bugged. The whole going through survivors thing makes me think it is.
Yeah exactly. I can understand that people would want it increased to say 25 cm. I think that would be fine. Anything above 30 cm would be too much, but I am also positive that BHVR realises this themselves, considering they seem to want to keep the hit and collision box close to each other, which is a good thing.
But his hit box is also a bit bugged at the moment, absolutely. So who knows, they might not even need to inrcease the hit box size at all, and just work on the hitbox's consistency and hit detection, fixing the bugs it seems to currenlty have.
Because I do share other people's frustration when it comes to dashing through survivors, no doubt. But when it comes to the actual hit box, I don't really mind it. Which again is why I personally hope they will only increase the hit box size from 20 to 25 cm.
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I've been having a great time with Wesker. Actually really enjoying the higher precision that is required for his dashes. It only gets frustrating when the hit registration doesn't work properly, and I dash right through survivors.
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9 on both sides, probably. Maybe a 10 on survivors side, in my opinion he has one of the fairest anti-loop abilities in the game.
So survivors have a decent amount of counterplay, which is great. His counterplay is also just generally really fun in my opinion. Probably also due to the fact that his ability counters holding w more than looping.
And his ability is also really fun to use, especially now with the collision decreased. I for one am also enjoying the higher precision required to hit survivors with his dashes.
Some people think he needs a slight hit box increase, which I am fine with if it's only increased to 25 cm or so, up from 20cm. But I also think the problem some people are having is just the faulty hit registration. Occasionally, you can dash through survivors and not get a hit, which needs to be looked at. His collision can also sometimes still be a bit faulty.
They can not increase the hitbox by much though. Considering the other buffs Wesker got, survivors need at least a decent chance to dodge his dash. And if the hitbox became too big, he would also start grabbing survivors around corners too easily, which could become very frustrating.
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@OrangeBear said:
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.
Wesker is definitely harder to play, but that doesn't mean he sucks. I guess some people just expect to pick up a killer and master him within 5 matches or so, and then get frustrated when they don't.
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I mean there is no video, are you sure you timed it right?
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@SuzuKR said:
It lasts 0.5s. Damage only happens on the slam or throw against an object. Which usually takes longer. Not a bug.
Pretty sure Wesker is just supposed to hit the survivor if they time DH right. Not grab them. He does the same against any other endurance effect.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3161362#Comment_3161362
They already have point deduction for camping.
On the chaser emblem, there are these:
https://us.v-cdn.net/6030815/uploads/2IKN95CC1T8P/image.png
The issue is you cant force someone not to camp if they dont want to. Even with band-aid perks
You can't force killers to not camp, that is true, and barely anyone is asking for that. People just want the strategey to become less effective, which is absolutely needed, considering how unfun it is to go against, and how little skill it requires.
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@Sumnox said:
Title. Reassurance was supposed to be this magic solution to camping, finally Behaviour was acknowledging the issue and doing something about it. Now that Reassurance has been released, people are realising that it literally does nothing to help what it's supposed to help, and it's not worth bringing.
So, anyway, after 6 years of not only not punishing camping, but actually buffing it and encouraging it, when are we getting the tools to address this?
When are you going to do anything for solo Q survivors while we're at it?
We get it, you can release pretty cosmetics. I get it, you've got a good artistic team. What about the actual balance of the game?
Lmao they just added a great nerf to tunneling and you are acting like they aren't doing anything.
I also think camping needs to be addressed 100%, but people like you always just exaggerate so much. It's beyond ridiculous at this point.
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@Claudirt said:
https://forum.deadbydaylight.com/en/discussion/comment/3160883#Comment_3160883
I agree, going against and playing as him is very fun, really enjoying the killer. I personally do not like the new hitboxes (thought I do believe it needed to be smaller) but it's something I think I just have to learn. Aside from a few clunky parts of him I've experienced. Very well done!
Seems like quite a few people are a bit unhappy about his hitboxes. Honestly I don't mind them, which is funny, because I am not that good at killer either.
I guess if so many people continue to complain about his hitboxes, they should increase them to like 25 cm, or 30 cm max, but I think 25 cm would be the sweet spot.
I have seen videos posted here to complain about the hitbox being too small, but those cases clearly have nothing to do with his hitbox size, because in those videos, Wesker just dashes right through the survivor. That is clearly faulty hit registration, nothing else. And that should of course be fixed, no doubt.
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@BuffWesker_Seriously said:
This is definitely a payed post
Dude I would hope people like you are just joking, but probably not.
Really so hard to believe people are enjoying Wesker? That's just sad.
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That doesn't have anything to do with his hitbox size though, I hope you realise that. His dash just seems a bit buggy still, and I doubt anyone is defending that. You literally phased right through that survivor.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3160926#Comment_3160926
otherwise they wouldn't have selled well the DLC... you should know them at this point... it wasn't the 1st time and it won't be the last...
Do people really think BHVR deliberately made Wesker stronger on the ptb, and then nerfed him, to trick their customers? There's no way anyone believes that, right?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160813#Comment_3160813
Me on my way to slide off, hit but not hit or simply just dash through Survivors...
Yeah, I think they need work. You are the first person I have seen to say that they're good.
The hitbox in general seems pretty good, yes. If it's a bit buggy, then it of course should be fixed. But I haven't had such instances often yet personally. Most of the times, I just miss by a little.
If they do want to inrcease the hitbox, I hope they only increase it from 20 to 25 cm. Or at the absolute very most 30 cm, otherwise Wesker will just start grabbing survivors around corners way too easily, but I think 30 cm could already be too much. I hope it's going to be 25 cm, because I definitely like that he requires more precision, and that survivors have a fairer chance dodging his dash. On the ptb he was like a truck.
I also have the feeling some people just need to get used to it, because people are more used to dash abilities like Demo's, that have bigger hitboxes. Ignoring the instances where hits just don't register of course.
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Happy to see a post like this. It seems like some people are having trouble with his reduced hit box size. But so far, I also think he is such an amazing designed killer, and that's because he is so fun to play as and go against. And I think his hit box is pretty much perfect the way it is.
Just generally an incredibly well designed killer, that allows for a great amount of mindgames and counterplay, on both sides.
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@Sumnox said:
Yeah, we do. And nobody talks about it because only 1 million blood points per match would make solo Q matches worth playing lol
Not really. Especially considering the fast queue times killers have been having today.
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@Pulsar said:
Having a miserable time playing Wesker.
Haven't seen a Survivor under P50 and I haven't been able to get ANY hits with his power yet.
Games are lasting 5 minutes and I'm getting taken to Ormond, Coldwind, Garden of Pain, ect.
######### miserable time.
Oh damn dude yeah I do think that is more of a skill issue in that case. His dashes are definitely harder to hit now.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160777#Comment_3160777
They aren't.
Play him more
Well I have been playing him a lot this evening. So yeah, I think they are. And I don't see why BHVR would change the hit box and collision box sizes any further to be honest.
You can definitely still hit survivors, you just need to be more precise, that's all.
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I mean I am kind of disappointed that Reassurance got nerfed. But other than that, I think the chapter was great.
Wesker is definitely still strong, despite his hit box being reduced. Yes it does give survivors a higher chance to dodge his dash, but I do not think that is a bad thing at all, considering the other buffs he got. It also makes him more skillful, another plus.
The Blast mine nerf was unnecessary but doesn't really have anything to do with the dlc. And Open Handed didn't work with Wired Trap in the ptb either.
In general I am very happy with the new update.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3160765#Comment_3160765
Think about it like this:
You're playing an instadown killer like myers and a survivor unhooks somebody near you. As you go to punish them for their misplay, the person they unhooked is constantly bodyblocking you with OTR. You either hit them and eat the endurance which gives the healthy survivor more than enough time to make distance
Or you try to get past them which often doesn't work because bodyblocking killers isn't that hard.
It's not a bad play on the survivor end to do this, but it isn't quite fair because you're trying NOT to tunnel, but they are forcing you to.
In that case, just tunnel.
I don't know, I just don't think it's a big deal at all. I do think it's often enough possible to just ignore the bodyblocking survivor. And if not, well then you just want to tunnel again. It kind of also just encourages to stay near a hooked survivor, which is also good.
So yeah, I definitely do not see a problem here. I guess I wouldn't mind if they made it so survivors with endurance didn't have collision, but I don't think that's needed at the moment. Survivors needed help now, that was pretty obvious when looking at queue times. This tunneling nerf was at the very least a good start. I think the devs would be sabotaging themselves if they ever actually decreased the duration again. That would be so stupid.
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@Pulsar said:
Yes.
He is that bad.
His power hitbox is way smaller than Demo's Shred. It feels like Blight's swing hitbox after he uses his Rush, it's tiny and very hard to hit. He still gets stuck on obstacles, his power takes a while to recharge and he's difficult to use.
Why is he bad because of that? His hitbox is smaller than that of Demo, yes that's true. But I don't see that as much of a problem. It simply takes more skill to hit a survivor with the ability. And sure, survivors also have more counterplay by dodging his ability, but that's a good thing.
His hit box and collision box now seem to be in a good state if you ask me.
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Uhm and why? I have been having great results with him. The bug where he just sometimes let's go of survivors can be frustrating. But beyond that? He is a pretty strong killer. Just not op in chase, which is a good thing.
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@ThiccBudhha said:
Do not get me wrong, his power is a wee bit sus at the moment, but he is very fun and it is not THAT bad. If you love Wesker, I would just buy him. The only way you won't have fun is if you crutch on Nurse or Blight... Because he ain't Nurse or Blight. But no killer is.
Wait, why is it sus?
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@Laluzi said:
Yeah, it's really solid. I don't feel completely doomed when I'm unhooked in endgame without my OTR, and it's enough time to get out of basement, reach a tile, or even reach someone else if it's a snowball scenario. It's powerful and I feel like I can take off BT now and still do something helpful against a facecamper.
...BT's absolutely insane in its current state, though. Dear god. 20 seconds of invincibility and f a s t is a bit on the nutty side.
I don't see how that is a problem though. The killer just doesn't need to tunnel, that's all.
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@Wampirita said:
played a great amount of survivor games and when people run BT, it's so stupidly long. 10s was definitely an overkill, 5 wasn't enough, but 10 really hurts to look at
It really isn't. The devs would be shooting themselves in the foot metaphorically if they ever decreased it again. People are clearly frustrated with tunneling, so this change was absolutely necessary.
10 seconds is more than fine.
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@scenicpickle said:
its the incentives more survivors cause its double bp to play them
Maybe yes. But I even saw those incentives for the killer role a short time.
I think those incentives are good, but I do hope BHVR still needs to do a bit more for survivor before they can continue otherwise. At least in my opinion.
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Lmao that surely hasn't been my experience. I've been having quite a lof of fun with survivor this evening.
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@supersonic853 said:
Every wesker I've played against today has done exactly that. Sometimes fake leaving to just rush back. To say this is one of the most boring release days from a survivor experience would be underselling it. Which is sad because i looked forward to this patch. I hope everyone else has had more fun though.
Damn, my experience hasn't been even remotely the same. I did go against one tunneling Wesker, and even there, the basekit BT did help already, but otherwise, my survivor matches have been great.
The anti-tunneling buff surely isn't the final solution to the problem. But it sure as hell is a great first step to help survivors with tunneling. I am beyond happy about the change, and have been enjoying survivor a lot today.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/3159541#Comment_3159541
Logically speaking. It would make sense. This completely not OP perk gets nerfed in the same patch a similar perk gets released. I don't see the conflict off hand but its the only theory that seems to make sense.
https://forum.deadbydaylight.com/en/discussion/comment/3159542#Comment_3159542
uhm....wut
I am going to guess because of consistency. The same reason MoM got nerfed, but this time, the devs somehow thought people wouldn't be upset about the nerf.
It's a questionable nerf to say the least, and I hope it gets either reverted, or Blast Mine gets a compensation buff, in form of a decreased repair progress requirement.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/343716/wesker-is-the-least-fun-killer-to-play-against
Have you actually played Wesker? He's got an absurdly long cooldown for the occasional benefit his power gives you.
10 seconds isn't absurdly long at all. It's pretty much perfect for his ability.
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He is really fun to go against in my opinion. Unlike killers like Artist, he has a good amount of fair counterplay, especially at loops, which is so great honestly.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3158972#Comment_3158972
Can I ask why? I understand it could be a complicated combination, but the devs are typically interested in consistency across the board for perks, and this is inconsistent, as it is in an aura reading perk like all the others.
I think it's because if multiple survivors run that combo, you practically have map wide wall hacks on killers, something that has been proven to be pretty op with object of Obession. I think it's better this way. Maybe they can even buff the base range a bit in the future.
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I disagree. They are smaller than Demo's hitboxes, but I think that is a good thing, considering he has two dashes, and all the buffs he also got from the ptb.
I am actually really happy about how his hit box size turned out. It gives survivors a bit more counterplay by giving them a bit more of a chance to dodge your dash, and he also takes more skill because of the smaller hitbox. I think it's perfect.
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@Pyrosorc said:
https://forum.deadbydaylight.com/en/discussion/comment/3159783#Comment_3159783
His dash is the range of a nurse teleport, but he doesnt have to land it on you, he can just auto hit you anywhere along the line. He also gets charges back as quickly. Nurse only has an advantage of being able to go through walls.
In addition to being basically as powerful as nurse, he's a 4.6 killer, he's effectively a stealth killer because his terror radius is so huge that it's impossible to tell where he is (though newer teammates just hide the entire time), and has insta down and pickup potential that adds a new side objective for survivors.
Fun to play agianst score: 1/10
Lmao what the actual hell?
He is not nearly as oppressive as Nurse. Even with his 4,6 M/S. He actually seems really well balanced, because survivors have a good amount of counterplay.
Also, his insta down is just that, it adds a bit of game delay to his gameplay. Which is good, since his chase ability actually allows for a good amount of counterplay.
I don't know, I think this is just another one of those posts about a killer being op because he is new. Try and play against him more and improve, you will see that he actually has a good amount of fair counterplay, unlike some killers.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3158893#Comment_3158893
I think he let them go. Second game now but it didn't happend now. Maybe it could be bacause of Endurence effect.
Yeah I had it happen a few times. I think it's because you collide with an object but the survivor doesn't. Not sure if it's intended or not though.
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No I think that's very important. The idea is that you want to use both dashes to get really good value out of his power.
If it were the other way around, you could just get the majority of his power's value out of the first dash, and the second dash would only be extra. So he'd be more similar to Demo. I think it's very important that the first bound is shorter than the second. It's crucial to his desing, and shouldn't ever be changed.
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It's definitely intended. I think if you only use one bound, you don't gain too much distance because of the cooldown. The second one being much longer means to really gain distance on survivors, you want to effectively use both.
He is a bit like Blight, as in you want to get objects between you and him, in that regard. That's his counterplay when holding w. At loops he seems to also have very decent counterplay, which is such a good thing.