Best Of
Re: I still don't think new Vecna is overpowered
What? He's beyond op. His power is way too long and way to easy and way too spammable, with the added bonus of that jam out session which takes up more time (he still has his power a ridiculously long amount of time anyway). His hitbox for his M2 is buggy as hell and registers hits when Survs are outside the circle and he can walk down Survs in tandem to having a power that hits through walls/pallets/windows/floors. Oh yea, and he also get's map traversal that can take a health state or activate his long power again for the checks notes 10th time during the match. He combines 10 Killers together for a nice easy low skilled blend to pander to the no skilled. I've played him, he's literally so easy that almost any combination of perks work and you don't even really need to think at all during the match.
All these new Killers are overpowered to sell DLC since the game balance is so horrible. Imagine if some of the old Killers were coming out in 2026, they'd be insanely different. Imagine Nemesis tentacle whips one Surv to infected and then get's an ultra special time that lasts a minute to where any tentacle hit can hurt a Surv, infected or not. Or how about Trickster, but where successful knife hit's on any Surv builds up stacks on other Survs around.
Maps are smaller than ever, brighter than ever, have awful pallet spawns now and horrible loops, while Killers are easier to use with more tools at their disposal.
Not only does Vecna need a cooldown for his vine attack, he honestly should have two different stances, one for M1's and one for vine attack, as well. So he would need to switch between both so he can't just rundown Survs who are flailing to dodge his attacks and he needs more skill to zone.
Re: I still don't think new Vecna is overpowered
I'm just speaking to the wind. lots of people say vecna is super strong, and I'm just making an observation about it, because we are boosting a lot of indoor levels right now. almost to promote the new killer or something.
Re: I still don't think new Vecna is overpowered
Yeah… That's exactly what I was saying. Why the sarcasm?
Re: I still don't think new Vecna is overpowered
a killer that's strong on indoor levels has a good showing when the maps are boosting a bunch of indoor levels, go figure.
Re: I still don't think new Vecna is overpowered
A good few of the comments under my post share some pretty good points, so I'd like to just give my opinion on what everyone is saying.
His vine attack needs a cool-down or a limit use
This isn't a terrible suggestion. A slight increase in the cool-down would balance him out a little, but I think it might turn him into another Unknown situation. If you quit using the actual name of his M2, it stops being a "Vine Attack" and becomes 50/50s. You can't run in a straight line against him. Bad pathing/movement and slow reaction times/bad prediction is going to result in you losing pretty quickly. If you don't do anything to effectively dodge his attack, then it's just going to hit you. Same goes for playing against Nemesis, or Deathslinger, or Huntress, or Pyramidhead.
His M2 is too spammy
That is exactly why he is so easy to dodge. If the Vecna you're playing against is just spamming his attack, it'll be safe to assume he's trying to get it right under you, or right in front of you. If you know he fires it immediately after readying it, then you can just move out of the way when you see it on the floor. A good Vecna would already know to be patient with their attack and anticipate the survivor's movement, because spamming it has already been proven to be ineffective.
He also has map traversal that can damage survivors
Except it takes forever for that power to actual attack, so as long you're already moving, you can get out of his radius before it hits you. His Undergate Attack will miss 9/10 times.
A power that hits through walls/pallets/windows/floors
There are many examples of this. Vecna isn't the only one. If you're failing in these areas it's because you're not good enough on those tiles against that killer, not because Vecna is overpowered. Pyramid head can hit through most of those things. If you see him with his power ready while you're approaching a window/pallet, you switch tactics, because you know he's likely going to fire at the window. Same for Vecna. Get right up to the window, then change your pathing. As for hitting through floors, whilst it's possible for him, he can only 1. Hit upwards, and 2. Is very likely to miss unless for one reason or another, he can see you're aura.
The only criticism I've seen that I really even somewhat agree with is he should have two stances, similarly to Myers. I do think this is a good suggestion. He could have a stance for Basic Attacks where he's moving at 115%, and having a stance for his Vine Attacks, where he's moving at one 110%, with a 5 - 10 second cool down on swapping between stances.
Still don't think he's overpowered though. Just strong enough.
Re: Slaughter Strike is wildly unnecessary and doesn't even fit The Shape.
I'm still sad that they turned the beloved Myers into a dash slop killer. I could see maybe ghostie getting a dash treatment considering it makes sense for him, but Myers has never traditionally been one to just run around at high speeds. Hes usually slow and methodological with some sort of off-screen teleport.
Slaughter Strike is wildly unnecessary and doesn't even fit The Shape.
So, I managed to get my hands on Myers before he was made unavailable for purchase and finally decided to start trying him out recently, seeing the rework of his kit for myself. After a good number of relatively easy games, minus getting styled on in first match or two because I'm too stupid to think of trying a game against bots first, I've already come to the conclusion that Slaughter Strike is just unnecessary and doesn't even fit the killer. I tried a good number of games with his ordinary kit before using the FRAGRANT TUFT OF HAIR add-on to simulate his original gameplay, and I just found it infinitely more satisfying while also not being OP or annoying. I don't understand why recent additions and updates seem hellbent on making already existing killers faster, let alone in uninspired ways that make no sense. Don't get me wrong, I don't entirely hate the rework of The Shape, but I'd really just prefer if he didn't have Slaughter Strike and worked similarly to his original state. The swapping between between stalker and pursuer mode is a perfectly fair and honestly welcome change, but the special attack just feels awful to use and I can imagine it seeming like a zero effort attack from the survivors' pov.
Tldr: The new special attack doesn't fit and is absurd in both power and theme, and he's still strong even without it as pretty much every game either way was a rather easy 4K.
Re: Why Making the Blight 4.4m/s is a Bad Idea
so an S tier killer getting 2 nerfs is suddenly nuking them from orbit?? we are doomed if this is the mindset for balancing high tier killers.
Re: Why Making the Blight 4.4m/s is a Bad Idea
hard disagree. indoor maps can slightly reduce blights efficiency but not enough to warrant not making him 4.4m/s. his power is so good that he can outplay pretty much every loop in the game with good bump logic. making him 4.4 will help out the survivors against blights that will just brute force a loop while their power is on cooldown. either getting a pallet or a free injury. it also doesn’t make sense why blight gets rewarded with 4.6m/s after missing his very lethal power. survivors should be rewarded when outplaying blight’s power, but with how short his fatigue is and being 4.6, he loses almost no distance or pressure by failing his rush.
an argument i will make is that making him 4.4 will do little to nothing for the already cracked blight players, as they usually hit 9.5/10 of their rushes anyways. which is why basekit nerfs are needed imo (reduced amount of rushes, longer fatigue and token recharge cooldowns) to make it an all around nerf to all blight players rather than just the less experienced ones.