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Igor_Bielobereg

Igor_Bielobereg

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Igor_Bielobereg
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  • @Witas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366036#Comment_3366036

    *Pretends to be surprised*

    We'll be lucky if this ever gets fixed.

    Yeah, i have doubts too. High chances are, this is intentional nerf. Shadow nerf. Which is incompetent and stupid, as Guards already become slower for 1 second, when going through or near pallets and windows. If they wanted to nerf Guards, they just needed to increase the time of slowdown.

  • By the way, the first change is not only a buff, but also a nerf. It limits his ability to damage a generator from afar. Consequently, it weakens his synergy with the perk Surveillance and Dead Man's Switch.

    But i am ready to trade that for the smoothness of gameplay the change would provide.

  • As of 6.6.0 the problem is NOT fixed.

  • As of 6.6.0 the problem is NOT fixed.

  • As of 6.6.0 the problem is NOT fixed.

  • @albertoplus said:

    Platform: PC (i suppose it happens on every platform tho?)

    Description: When guards are chasing a survivor, before the last patch if the survivor drops (or vaults) a pallet, the guards would go through it, but now if the surv drops a pallet while chased the guards dont go through it and try to move around it.

    Steps: Start a chase with a guard and let the survivor drop or vault a pallet.

    How oftern does this occur: Allways

    They do not go through them, not around. But yes, i also confirm that. Still is not fixed.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237231#Comment_3237231

    Otz has a much better idea. Trap injuries always add +1 wound. So if you are hurt you go down.

    Are you talking about that proposal of his?

    1. He suggests to make the effect of Honing Stone basic. Very similar to my proposal. In my implementation it incentivises teamplay for survivors more: if they do not want a trapped teammate to go down or be picked up by the Trapper, they must rescue him. If rescued, the teammate will remain in the injured state.
    2. He suggests to give the Trapper a speed boost (Haste effect), if a survivor steps in a trap. Very similar to my proposal. I also propose Undetectable effect in addition to that.
  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/351300/rework-of-trapper

    No? lol.

    You nerf the Honing Stone and the only addon you make better is the purple trapper sack.

    Trapper should have a green addon where you cant interact to disarm his traps without a toolbox or the sabotage skill. Trapper should only play on maps with Grass - unless we make something like his iri coil basekit (interacting with trap = injury). Map offerings to play vs trapper off grass dont work unless the trapper used one.

    No, i made effect of Honing Stone basic. I did that to increase lethality of his power and incentivise teamplay for survivors.

    If a survivor escapes from a trap, he will be put into the Dying state. If another survivor rescues him from a trap, he will remain in the Injured state.


  • @Lastchild said:

    I had mainly thought of :

    Basic set :

    - Closed traps reset every 25 seconds.

    - The trapper carries 4 traps.

    - At the start of each game, 10 traps are placed all over the map in front of a window.

    I like the idea about traps that spawn near windows. Less randomness for trap spawns. A trap in a corner of a swamp map is a good example of a bad spawn. Overall, removing random generation of maps would be good.

  • @almofan1001 said:

    Why do survivors insist on saying that camping and tunneling is "0 skill" "braindead" "bot"?

    As far as I can see, it's infinitely times more skillful than holding M1 on a generator and talking to your Twitch chat in background while checking your monitor every 10-15 seconds for a skill check. You don't even need to watch out for killer most of the time as terror radius gives you an indication when you actually need to start paying attention. Hitting good skill checks can be mastered after 10 minutes of the gameplay time. That's all the attention span and skill it takes to do your objective while the reward is immense.

    At least when you tunnel you need to end the chase fast. You take a big risk and if you fail, you get punished heavily by basically losing the game on the spot. A sole survivor literally gets a chance to win a game for their team on their own. A successful tunnel is much more skilful activity than holding a button on a generator.

    When you camp, you need to constantly look for other survivors, don't hit the wrong person, time your M1 to grab, avoid body blocks, and make sure to watch all angles so you don't miss anyone coming for rescue. It's at least 5x more actions for a killer to do (successfully) in order to gain benefit from it.

    So please, survivors, when you complain about no-skill gameplay, have a bit of self-reflection. Your objective (generators) is literally the lowest risk, lowest skill and highest reward in the game to exist on both sides.

    The more developers attack hook defence (reassurance) and singling out (basic borrowed time), the more skilful these tactics become.

    Now, though, they are going not just to attack killer's tactic of snowballing, but to destroy it with basic unbreakable for survivors.

  • Save the best for last is a staple perk for Nemesis.

    It betters his lethality and complements his tentacle strikes. Tentacle strikes are for fast destruction of pallets and zoning. Basic attacks are for downing a survivor. Hitting a survivor with the tentacle is giving him a free speed boost without any damage and, therefore, free chase extension. You can do that though, if that survivor did not position himself well in the early game, so you can get 3 contamination points from him. As for reaching second mutation stage, then corrupt intervention, T-virus sample add-on and zombies are your best friends here.

  • @Ecko said:

    I have recorded and compared Albert Weskers dashes with/without the brown add-ons which increase/decrease his dashes.

    This is a side by side comparison when using both of his dashes:

    https://us.v-cdn.net/6030815/uploads/HU0QOO1CUSV0/comparison-both-dashes.jpg

    This is a side by side comparison when using one of his dashes:

    https://us.v-cdn.net/6030815/uploads/WPH4IOT9OAQ1/comparison-one-dash.jpg

    I explain & show this better in this video, so if you are interested in Weskers power give it a watch:

    https://youtu.be/OBZSRqwv69g

    I hope I helped some of you understand his Dash Distances!

    Thank you for such an interesting video.

    I mostly do not use his power for map traversal, because it is not meant for that. As for Unicorn Medallion and R.P.D. Shoulder Walkie, the downsides of those add-ons should be removed. I wrote about it in my rework of his add-ons.

  • 1. His power is not for map traversal, but for zoning in a chase. And if you are already in a chase, you do not need a bigger terror radius to alert you of a possible chase. He can dash in a straight line for 21 meters at maximum. He also gets stuck in a 3 seconds cool-down afterwards. If he could cover larger distances and with a shorter cool-down, 40 meters terror radius would be more justified. As of now it is not.

    2. Hindered status effect endangers a survivor only if a survivor himself allows that to happen. If he did not cure himself before becoming fully infected, it means he mismanaged his time (depending on a situation there is 100, 75 or 60 seconds at his disposal). In that case he deserves to be punished. Wesker in terms of infection is a worse Plague. Does Plague has 40 meters terror radius? No.

  • @adam1233467 said:

    Wesker has a mechanic, that if the survivors are too close to the window or pallet location, they will get hit by his power, but this doesnt work properly, sometimes you hit, sometimes the survivor will just vault the pallet again, I have some clips to show you, I was playing wesker and I noticed I was unnable to hit them, I was just like, ''ok, what I am gonna do?''. After that, I went to kyf to test it, and thats what we got

    https://youtu.be/QBDqch3G738

    This killer literally sucks and he needs some more improvements, this isnt supposed to be a thing

    After seeing this video several times, I cant think how I am not hitting her

    Yes, his Bound Vault is still prone to that exploit. Also, a long cool-down of 1,5 seconds prevents you from punishing survivors with a basic attack for doing it. Because of that exploit and unreasonable cool-down, Bound Vault can be turned into a lose-lose situation for Wesker.

  • @Chocolate_Cosmos said:

    The difference between walking from point A to B is less than 2 seconds. So you are not really saving much time but you in process lose all your charges. These take several seconds to recharge. This can cost you if you find someone right after that because you can't use your power on them. Also if you get stuck or stopped by an object during your dash you pretty much gained nothing or more likely got slowed.

    I agree, it is not good for mobility. And when i say "mobility", i mean map traversal. In that sense Wesker does not have mobility.

    Also, they've put an undifferentiated cool-down of 3 seconds on his power, even if you did not hit a survivor with it. So, the cool-down eats more time than it should, when you try to use his power for mobility.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176693#Comment_3176693

    well that is the average for survivor. its usually 2 strong players and 2 medium players. when you play soloq. its very similar. you still have to carry teammates. its just not as hopeless as it used to be before mmr where... it felt like you were doing a 1vs1 against the killer.

    -less cast time

    -faster recharge time

    -less collision on objects

    -ability to use 2nd bound after vaulting

    all of them would cement him as top-tier killer. he is still probably going have high-kill rate for average survivors. Its just that he could be so much more skill-expressive as a killer. they went too safe with him. sad face.

    -less cast time

    An add-on for that would be nice.

    -faster recharge time

    His recharge time reduction system just needs to be more rewarding. It should grant at least -1 second to recharge time per infected survivor.

    -ability to use 2nd bound after vaulting

    I wanted that too at the beginning, but it is not necessary. Just reducing his Bound Vault cool-down to 1 second should be enough to punish predroppers of pallets more consistently.

    all of them would cement him as top-tier killer. he is still probably going have high-kill rate for average survivors. Its just that he could be so much more skill-expressive as a killer. they went too safe with him. sad face.

    Yes. Safe to the point, that it hurts his design itself.

  • @jaerthebear said:

    • All numbers referencing killer powers taken from the Wiki
    • There are many comparisons Of The Mastermind to Both The Nurse and The Blight in this post, the purpose of which is to Illuminate how, despite being much stronger killers, they often have Much Lower Cooldown/Charge up periods on their powers, and generally much more forgiving Gameplay when compared to Wesker, Whos power is worse in both chase and mobility than either killers, yet is marred with Longer Cooldown times and Charge up Periods.
    • There is a lot of personal opinion in this post.


    • - The Survivor hitboxes of The Masterminds power are too small (this had been acknowledged by the dev team and they are looking to increase them)
    • - The environmental collision hitboxes feel inconsistent and too large (In my opinion) For a killer whos power consists of two dashes with no turning or course correction capability
    • - The Mastermind's infection mechanic feels too forgiving, with an Abundance of first aid sprays on the map *In addition* to decreasing by half when hooked And taking almost two minutes (1 Minute and 40 seconds) to reach critical infection stage.
    • - His Terror Radius is Un-necessarily large, presumably because his power inflicts an 8% hindered penalty, however, It takes a long time to reach critical infection state, and, as mentioned, the abundance of First aid sprays on the map make it trivial to cure, making the increased terror radius a strange design choice. I would mention The Masterminds "Mobility" While using his power here, except that it is objectively less than any other Mobility Killer Like Nurse, Blight, Or Hillbilly, and they all have the standard 32 meter terror radius, so I assume his mobility is the less likely factor in his terror radius being so large when compared to other killers.
    • - His power cooldowns are Un-necessarily long, With his "Fatigue" state after using his power being three seconds long. Comparing him to other killers, with much more potent powers, Like Blight, who has a flat 2.5 second fatigue state after using his power, and Nurse, who has a 2 second fatigue state after blinking, 2.5 seconds after using two blinks, or 3 seconds after Three blinks, I think its very odd for The mastermind to have such a punishing fatigue state despite his power being objectively worse in chase And mobility then either blight or nurse, both of whom have much more potent powers And shorter cooldowns.
    • - The masterminds Cooldown after Vaulting is 1.5 Seconds, this might not sound too bad, however, a normal killer vault is 1.7 seconds. This means you save a whopping 0.2 seconds on a vault when using his power, which in my experience is often not enough to make any difference in a chase. It looks cool to do, but its very much form over function. In fact, just using bamboozle and basic vaulting will allow you to vault a window Faster than using The Masterminds Power vault. A Vault with bamboozle 1.44 Seconds Long, which means The Masterminds Power vault is Less than 15% faster, which is very, very underwhelming and unfortunately, is often borderline, if not entirely, useless.
    • - Using his power at most loops and tiles is just not possible. Loops and tiles have too many turns and corners to make any use out of his power whatsoever, as he can only dash in a straight line, twice before he is forced to enter a cooldown state. Tiles where you May be able to Use his power are often marred by terrain collision, which completely stops him in his tracks and forces him into his cooldown state. Vaulting anything with his power takes too long to confirm any hit or damage, aside from a few specific "God Pallets" on maps like RPD or Lerys, forcing the Killer player to often just break the pallet and continue the chase from there. This may not seem like a problem, but at that point why play Wesker? Any killer can break a pallet, what sets Wesker apart? You can vault the pallet till the cows come home, but why would you if breaking it is more efficient? At that point what is Wesker doing that another killer cant?
    • -Wesker is forced to use his second token on his power within a specific time frame, or else he is forced into his cooldown state. This feels like an odd design choice because again, His power cant go through terrain like Nurse, and he cant bounce off of walls or course correct like Blight, so being forced to use your power within a specific time frame or be punished with a cooldown just feels silly, considering how Precise you have to be with it; You need time to aim it, but you're forced to make the calculations within 2 seconds, as that's how long his chain bound window is. It leaves no window for mind gaming or baiting, and then you have to go through a 3 second cooldown, which is again, Longer than both Blight and Nurse, Despite their powers being Stronger.
    • -Wesker's power takes too long to regain tokens. Blight regains tokens at 2 seconds per token, which takes 10 seconds for completely refill his power. Nurse takes 3 seconds to recharge a blink, which means it only takes 6 seconds to fully recharge her power, 9 if she is using triple blink. In contrast, Wesker takes 6 Seconds Per token, leading to a 12 Second Recharge period to fully replenish his power, Once again, More than Blight and Vastly more than Nurse, who are considered the two Best killers in the game at large.
    • -The Period of time it takes for Wesker to charge his Virulent bound is too long, at 1.5 seconds, this is only .5 seconds faster than Nurse, who can go through terrain with her power. Again, Wesker cant do any form of course correction or phase through terrain at all, so the long charge period seems silly.
    • -Wesker's move speed during his chain bound window, is far, far too slow to make any post dash adjustments in preparation to line up another dash when playing around any kind of structure, be it a short half wall, a table, a couch, etc.
    • -Wesker's move speed while charging his power is also quite slow, at 67.5% (This number may be wrong however, it feels too slow regardless of the accuracy of this number) this combined with his long charge up makes using his power around loops unreasonably tight at best, borderline impossible at worst.
    • - Far too often, his power just Doesn't Work. Weather he is just dropping survivors mid bound with no damage, not hitting vaulting survivors with his tentacle and instead simply slamming into the wall while doing no damage or performing a vault himself, not damaging survivors who are standing too close to a vaultable object as hes vaulting it, or slamming into a vault location and simply not vaulting it, his power often fails to have any effect whatsoever, leading to a frustrating experience and lengthy cooldown.
    • - Any change in elevation whatsoever while using his power, weather it be trying to use it from the top of a hill on autohaven to accidently bounding over a pebble, will completely stop him, wasting a bound token and potentially triggering a cooldown.

    Wesker is a killer who, in my opinion, needs a lot of work. This is understandable as, Wekser is a very unique killer in terms of power mechanics, The Developers really Picked up the Gauntlet with him and have clearly tried very hard to make a faithful rendition of him for the game, which is very, very respectable considering just how much has clearly gone into him as a character in the game. Understandably, they have a very tight schedule, releasing a new killer every 3 and a half months, on top of new tomes, events, cosmetics, balance changes, New games, etc.

    For the most part, Wesker is all there, hes just very, very rough right now, and needs a considerable amount of Polish. That being said, I'm very thankful that hes in the game and has had such a faithful re-creation. I'm hoping That he gets the polish he deserves, as I think it would be very silly for them work so hard on him to only leave him Partly finished. It'd be like running a marathon and then calling it complete 75% of the way there, and leaving it at that, which is my biggest fear here because, As a Resident Evil Fan since I could basically Walk, I want Wesker to be Competitive, Fair, Balanced, and Fun.

    Meow Meow

    A good post. Thank you for pointing out important problems about Albert and not just his hitbox. Artificial limitation in a form of overtuned cool-downs and bad recharge time reduction system are his main problems. Without meaningful changes to his base kit he will remain a crippled killer with unrealized potential and will be called Weaker. I wrote about these changes in my post Reduce Wesker's cool-downs.

    Wesker's move speed while charging his power is also quite slow, at 67.5%.

    It is at 92% (3,68 m/s).

    The Period of time it takes for Wesker to charge his Virulent bound is too long, at 1.5 seconds...

    An add-on for faster charge time would be a nice option. I propose Leather Gloves add-on to have that effect instead of -10% to recharge time.

  • Yes. For example, Leather Gloves add-on would be a good choice for faster charge time, since he already has built-in recharge time reduction.

    Leather Gloves

    Decreases charge time of Virulent Bound by -20%.


  • @Clockwork_Enigma said:

    Before (PTB to Live)

    https://us.v-cdn.net/6030815/uploads/KEVLAKD44SFI/image.png

    (Note: I cannot verify the accuracy of the numbers presented above or below, someone did manage to find the hitboxes and thus showcase how small they actually are.)

    After (Live to Better Version)

    https://us.v-cdn.net/6030815/uploads/3GIBGEUY38H7/image.png

    (Note: Intangibility was meant to be "invulnerability"; he should be sliding off of smaller objects that aren't around waist height just to make him play better. Just so this hitbox doesn't get too out of hand, this hitbox does not apply when The Mastermind grabs a Survivor, and the environment collision takes precedent over the invulnerability.)

    (Additional Note: If the size of the hitboxes still happen to be too small, they should be increased until they feel right for both sides to play.)

    Additional Problems that Should be Addressed

    (Bold are bugs, italics are gameplay issues.)

    • The Mastermind currently has an issue going up or down slopes, primarily stairs. This does not happen with any other mobility Killer.
    • The Mastermind currently has an issue where he cannot activate his power within a meter of an object or ledge. This causes him to feel very clunky, especially in very tight loops.
    • The Mastermind's Virulent Bound chain bound duration is too short, leading to it not being used when the player wants to use it.
    • The Mastermind currently has an issue where grabbing a Survivor at a specific range to an object will cause that Survivor to bounce off and not be injured, despite becoming infected.
    • The Mastermind currently has an issue where he will sometimes go through Survivors while using the Virulent Bound.
    • The Mastermind currently has an issue where he can get stuck after grabbing a Survivor with Virulent Bound, especially when the Survivor throws a pallet down and that Survivor is on the same side as him.

    How the Gameplay Issues Can be Addressed

    • Quality of Life: The Mastermind no longer has a range restriction when attempting to activate Virulent Bound near objects, walls or ledges.
    • Buff: The Mastermind can now leap off of ledges similarly to every other mobility-based attack (Demogorgon's Shred, Victor's Pounce, Hillbilly's Chainsaw).
    • Buff: The window which the Mastermind can perform the additional bound is increased from 2 seconds to 3 seconds.
    • Change: Egg (Gold) now increases the charge speed of Virulent Bound by 20%.
      • Since the original version of Egg (Gold) becomes base kit, it needs a new effect. A great effect to give it is to have it address the part of The Mastermind's kit that isn't affected currently in a small way.

    If you want to address Wesker fast so more people can have fun playing as or against him, then this should help you figure out his key issues and change them so that he can be so much better.

    Very good, informative post. I support it.

    Your proposed changes should be implemented together with reduction of cool-downs, which i propose here.

    Then and only then Albert Wesker will be alright and "in a good spot".

    One thing i am not sure about though, is making Egg add-on into base kit. I think his power is more about sensing distances of Bounds, than adjusting your position between them. Also, if you don't bound while in the window, you'll be stuck for a longer time in it (proposed 3 seconds), since you can not cancel your power without suffering a cool-down. I would leave that add-on as it is. As for reduced charge time, it just should have been shorter in the first place and be 1 second (like Demogorgon's Shred, Victor's Pounce).

  • @Smoe said:

    I'm thinking it would maybe work like this.

    He stands still for a second or so as he charges up his sprint and then runs super fast but is unable to attack. Once he ends his sprint, he will then be unable to use his Sprint or his Virulent Bound again until a cooldown that's longer than Virulent Bound own usage cooldown has passed.

    I am also a proponent of such a special ability for him. Here is my proposal:

    Give him special ability to run at a great speed in a way Oni does, but without being able to attack. For example: 8 m/s for 8 seconds. That ability will consume two Bound tokens and cause a cool-down afterwards. Lack of mobility is the biggest flaw in Wesker's design. He benefits from spreading Infection, but without mobility it is not an easy task. And there are no add-ons, that would help him do that passively. Unlike Plague he can do that only manually.

    That ability would make him complete.

  • @Mortarion said:

    Wesker always menacingly walked in RE5 and him running in dbd doesnt look very scary, he looks kind of goofy. I propose, that he gets a walking animation as his base moving animation. The walking animation is also used whe he is carrying survivors, so i believe it should not be hard to do. Also his cloak has no physics anymore and it had physics in PTB, but this is a bug most likely.

    I agree. His running animation is laughable and out of character.

  • He should be buffed and finalized.

    1. Charge time of Virulent Bound is too long for a power, that is non-lethal and straightforward. It should be the same as Demogorgon's (1 second).

    2. Wesker lacks mobility. That can only be fixed by a special ability dedicated to it. I propose a dash similar to Oni's Demon Dash, but without being able to attack.

    If you combine lack of mobility and 40 meters terror radius, you are not helping, but hurting him. In a state as he was in PTB, 40 meters terror radius is unjustified.