Vecna Needs All of These Changes to be Perfect - Dead by Daylight

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Published 2024-05-16
tl;dw:
Fly quicker collision on landing
Fly shouldn't stop at windows/pallets
Mage hand 50% faster pallet raise base kit
Quicker cooldowns (by a lot)
Skeletons cant be crouched
Orb has no slowdown, moves slightly faster (or can be charged)

at least in my opinion
www.twitch.tv/ScottJund

All Comments (21)
  • Scott, I’m gonna need you to roll a D20 to see if you convince the Devs to make these changes
  • @mastercheif978
    One thing I read elsewhere for the skellys is have them fly in a vertical "V" so the center and maybe the 2nd out could hit crouched but the furthest out is at its current height Either run forward and try to fit in-between them to dodge, or guarantee a duck but you have to run much further to the side
  • @conjim
    I would say, regarding the skelly patrol spell, have them in a V formation, so if they survivor is caught in a choke point, they have been outplayed and the skelly will hit them regardless of crouching, but it means that out in the open, the survivor has to make a read - will the killer huck the guaranteed low-flying skelly to the centre and force the surv to run to the side and crouch, or will the killer huck the skellies to the side to catch out that reaction. Even having the skellies in a ^ formation would have the same effect, but make it so that the centre skelly is duckable, not the side ones. also, give Fly collision the whole way, but Vecna flies through them and it knocks survivors on their ass. I don't really care about balance or anything, I just think it'd be funny.
  • @maniusdrand8928
    I'm very nervous about the future of Vecna's balancing. It's essentially trying to stack four mini-powers together to make up a full power. That means four chances for a thing to become either too strong or too useless. And these "characters with multiple different abilities" can easily turn into "one of their things is really good and the rest is situational crap". Since that is much easier to balance around.
  • BHVR: we hear you… in an attempt to balance Vecna, we’re nerfing an additional 15 killer perks.
  • @oloko1311
    'having to earn a hit' is a great line to explain why chucky's scamper/cd changes are so good
  • @realredageddon
    You forget, the whole point of giving survivors items is because he is supposed to be "Overwhelming strong" not a C tier killer, or a D tier killer once you add the fact that survivors get counters.
  • @karoroy
    Vecna also makes a very obvious audio que for his spells so you can usually tell when the skeletons are coming anyway
  • @Grey_Skies
    The way I see the Fly spell is like singularity's teleport. Even if you land behind a survivor there should still be some wiggle room before the actual hit.
  • @sketchyfox7368
    1:58 I can’t help but laugh at this part of the gameplay recording cause it reminds me of that image of a guy running from a floating dark figure in a hallway
  • @Renegade-re4vs
    No, I think vecna is in a great place. Your ability to understand and juggle powers effectively takes a more nuanced way of thinking than just getting all 4 back on a shorter timer than other killers. Yes, he is a bit weak overall but not very, compared to other nuanced killers like Singularity. He also has the ability to snowball relatively well, which other nuanced killers aren't great at. The power level of the game overall is on the rise and I like to see where it all is going, especially when this is the new precedent being set. Compare the release of, say, dredge to that of Vecna, chucky or even the unknown. The game feels like it's in a better state to me, and I think a lot of people besides you agree.
  • @Bodyknock
    6:48 A Mage Hand use that Scott didn’t mention but that I’ve seen used very successfully by other streamers is that while Mage Hand is animated on a pre-dropped pallet it prevents the survivor from vaulting that pallet. So if you are close to a survivor and they appear to be about to vault a pre-dropped pallet, you can Mage Hand it and the survivor ends up stuck in place if they then try to vault. Of course if a survivor fakes like they’re going to vault then they can gain a bit of distance while you cast the spell, but it’s a mindgame at that point that works even on dropped pallets you might not be able normally game as easily.
  • @harrylarry6324
    I honestly just think that his powers should cause way less animation stagger after activation, but after using them, block the ability to be able to m1 for a short duration (different cooldowns for each power, ie mage hand blocks m1 for 5 seconds, skeletons for 3 seconds, flying for 2 seconds, and orb for a half of a second.) Every time vecna chains his power, (using another power right after using an initial one) it resets the cooldown to m1 to the appropriate cooldown caused by the most recent spell used. The more spells vecna uses in a certain amount of time frame, the longer the spells become available again while the less spells he uses in a certain time frame, the less the cooldown becomes. This way, this will give vecna a fighting chance, and maybe give players that play him an incentive to chain his spells effectively and even mind game survivors with his powers, while also getting rid of the possibility of him simply spamming his powers by introducing the risk of longer wait time to use his powers after spamming multiple of them in one go.
  • @D_To_The_J
    The powers should always be at least a little scary to the survivors.
  • @Saurawr
    What id like to see is the cooldown being roughly the same, 40+ish seconds, but using another ability lowers the CD on all othe ones by like ten seconds. Encourages you to use all your spells, which i think is the goal of the CD now anyway
  • I’d like a pizza with bacon, ham, cheddar cheese, stuffed crust, mozzarella sauce pls thank you no I don’t want the receipt alright yeah have a good day
  • think the base cooldown should be 30 seconds for maychan, 35 seconds for fly, 40 seconds for skulls and slightly increase the hitbox and remove crouching, orb cooldown 45 seconds and keep the no speed reduction but revealed were you are behinds walls except for when in lockers
  • Maybe this is stupid and definitely would be harder to add but what if the cooldowns stay the same at the start but for each first hook on a survivor you would gain lvls in increments of 5 to keep with a dnd theme. So you start at lvl 1 with 0 cooldowns reduction then lvl 5 would be 50%, lvl10 100%, lvl 15 150%, and lvl20 200%! It might help with tunneling by instead of punishing it, making it better to get each survivor. I know lore wise I’m guessing a high lvl caster would already be max lvl but I thought this could be fun lmk what you guys think :)
  • @DDAlexelA
    I agree with everything that was said except the removing of the crouch dodge from skeletons. While playing Vecna in public matches, I found that its a lot more useful to aim the skeletons in the direction of where the survivor is running a tight loop, forcing them to stay crouched while you make distance around the tile. I definitely understand how much it sucks missing the spell and waiting the long cooldown, though. But on the flip side of that, if you make it so you can't crouch them and they are summoned in a group of 4-5 that does damage on contact, you just have stronger artist crows that don't require the precondition of "crow infested", or whatever the game calls that status.
  • @SkullKanji
    Being able to dodge Flight of the Damned by crouching for half a second is such BS - it literally can't even hit Survivors on generators without the iri