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albertoplus

albertoplus

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albertoplus
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  • @Celebrimbor said:

    In my experience he has got a few issues. Here is my no bs opinion.

    1. Yes, recharge takes way too long and infecting survivors to make it faster has never worked for me yet. Trust me, in some of my matches I didnt even go for kills but kept changing targets to infect each survivor. At the and of the day, I never was able to infect all four. 3 at max but thats because I only tryed to infect and eventually they all got out. If you play normally, you know guard gens and commit chases sometimes I get one or two survivors infected but thats about it and it wont last long enough to gain benefit from it. They easily heal with sprays. Im not sure how this can be fixed. Maybe nerf sprays so they have one charge instead two? Or speed up infection time? Must be tested.
    2. Although vaulting with power is quite strong and throw survivors off when they least expect it, the fact that Wesker cant follow up with a bound even if he has a token ruining it. I had to body block the window every time I do that till the cooldown ends and that just doesnt make sense to me. For example, nurse can go through walls and she can follow up with another blink if she has. While Wesker, cant go through walls and has to physically vault but cant follow up?
    3. As everyone noticed, collision. If you watch Dowsey's video on YouTube you will see that Wesker is collision is currently smaller than his model which also doesnt make sense. His power is not strong enough to be that much demanding(again look nurse). Imo his survivor collision should go back to 40 again and environmental stay where it is now. Maybe between 30-40 Im not sure as I didnt play him on Ptb but hey, huntress hatchets are still a thing in this game. Just aiming to survivor's general location she can snipe from across the map but Wesker has to be super specific with his power?
    4. He is extremely glitchy, bugy. For example if you throw survivors to a box they wont get damaged and just get infected. Its frustrating. His animations such as running(why does he run anyway he walks in a cool way unless he is dashing in other games) and holding power look pretty dumb which doesnt fit his charasteristic.
    5. After you bound you have a very small window to follow up with another. This is preventing him from playing around most of the loops. I think the second bound's window should be increased by one second since again, he cant go through things like nurse does. So I believe he should have slightly bigger window.

    Thats all I could say for now. The things I mentioned above are not buffs but fixes I think. I wonder what everyone else thinks.

    About the number 3, believe me, i did play on PTB and his survivor detection collision was 40 cm (the same one you are proposing) and i knew it needed a nerf (not to 20 like it's now for sure).

    There were many, many times where i did bound into survivors, they just dodged far past my screen and i still ended grabbing them, i was like "######### how did i grab him".

    They went a bit too far with the nerf tho. 30 or so should be fine.

  • @Mandy said:

    Just popping in here real fast - we are looking to make some adjustment to the survivor detection area for grabs with Virulent Bound, as you know it was too large on the PTB and it got reduced for the release...we're going to be increasing it slightly to something in between what it was on PTB and Live.

    We are monitoring feedback carefully around the release, and will possibly be making other tweaks - but can confirm this one with the grab right now.

    Thank you for this answer Mandy. I think we all appreciate it.

  • Nevermind, it seems that is working, you just need to literally be just stomping them after vaulting.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161292#Comment_3161292

    It's actually 2 different hit boxes, the collision and the grabbing survivors hitboxes are totally different.

    The collision hitbox was reduced as Wesker bumped into so many things on the PTB - I'm not seeing that happening on the current Live version.

    With regards to grabbing the survivors, it was generous on the PTB and we could see that he was able to grab survivors that he really shouldn't have. This was also something that was adjusted, whether it's now gone the opposite way is hard to say - that's what feedback is for. But I want to be sure we're getting the correct feedback and not having the two different hitboxes mixed up.

    I'm with the others, i think the Survivor collision detection was made too small.

    Yes, in PTB it was so generous that i was also hitting survivors that i shouldn't (like, they were even far outside my screen), but i think you guys went a bit too far shrinking it, now i just phase into survivors without grabbing them.

    I get that Wesker power isn't supposed to be braindead and using it with skill, but aiming at survivors right now is just almost impossible.

    The collision hitbox tho i think its perfect (it still sometimes cancel my power when i bound into some tiny object) but it's so good right now.

  • What i don't really get is why his tier 3 tentacle strikes are still giving free sprint burst if the survivors are not infected.

    I mean, before lvl 3 i still don't really like it..but at least you have the excuse that you are leveling up your power with every strike and making it stronger. But at level 3? You hit someone that is not infected and give him a totally free sprint burst "because yes", hindering yourself with your own power without getting absolutely nothing in return.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/305497/how-to-fix-nemesis

    Thoughts:

    1. no, he doesnt need a wider hitbox. The fact that you can start closing distance while a pallet is broken in t2 and t3 already compensate for the hitbox being smaller.
    2. Also, no. If you could do damage without infection in t3. then you should be able to get out of t3 too. The whip is very powerful in loops, there is a reason why it takes 3 hits with a whip. You cant drop a pallet without getting whipped, you cant vault a window without getting whipped. A huntress can injure in the same scenario, but a huntress needs to reload her power too, not including the fact that huntress cant break pallets with her hatchets.
    3. Yeah, this is pretty much the only thing Nemesis really needs.
    4. They are already important, it means turning a 2 hit down into a 3 hit down. Thing is, you need to give survivors a reason to do so. Survivors only have 4 vaccins. So if you want survivors to use the chests more, the vaccins need to be replenished. They are a very limited resource, you'd want to use it as late as possible. Making them more important early game would also go back to point 2 where Nemesis would need to be forced out of T3. Making him basically the pallet version of Myers, and I dont think that will really help much.

    Buffing him one way without nerfing him the other way would make him consume resources even faster than Bubba can, while hitting survivors whenever Huntress can. While being 115% and barely being slowed down. You can see how you're trying to pretty much take the best parts of certain killers while having barely any of their weaknesses is gonna be a hot mess of imbalance.

    I dont agree with you on number 2. Nemesis should be able to wound and down people in level 3.

    First of all, you don't need to go back from level 3 just because you can hurt healthy people with your tentacle. Killers like Cannibal, Billy, Myers or Ghostface go back from their stacked power because they can literally 1 shot you, it's not the same case by any means.

    The thing is, you usually need 3 tentacle strikes because you, at least, get something in return. By doing that, you are leveling up your power, which comes with greater benefits at levels 2 and 3. But that stops being the case once you reach level 3, and then you are giving survivors a free health state "because yes". There has been many times where i had my power leveled up to 3 only to not use it against survivors. Why should i use it and make the chases even longer without getting anything in return? Just punch them.

    Your Huntress comparison it's also not very fair. Let's compare him with a killer that has a "somewhat" similar ranged attack power: Pyramid Head. PH ranged attack has a wider area, more range, ignores both pallets and walls, can hit multiple people and he only needs 2 hits to down survivors. I have played Nemesis a lot and now i main him, but after playing him many hours i went back to PH which was my 2nd main, and i was amazed on how fast was i downing people in chases and doing what Nemesis does, but better.

    At level 3 you are at the peak of your power, and usually you have taken a LOT of time to get into there (and even more after his Marvin's blood accesory nerf goes live). You have no reason to keep giving survivors a 3rd health state with a speed boost because reasons. You are not getting anything in return.

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