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Vecna's skulls should be reworked

Oh_deer
Oh_deer Member Posts: 29
edited June 16 in Feedback and Suggestions

There's too many issues in regards to elevation changes.

For example, on Lampkin Lane he can cast the skulls through houses that are sitting on foundations and they are unavoidable.

Same thing when cast from stairs or anything else that causes elevation changes.

It just feels like it's a lack of foresight to have the crouching counter be completely nullified by elevation change in terrain.

Post edited by EQWashu on

Comments

  • Shroompy
    Shroompy Member Posts: 6,666

    When he does it means you have a bit of distance on him and you should be able to dodge in most cases

    I dont see them changing this considering he has an add on that prevents crouching under FotD

  • ad19970
    ad19970 Member Posts: 6,410

    I don't think that's really a problem. These are rather rare situations and as long as you have just a bit of distance to Vecna it is still possible to dodge in between the skeletons.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    they are unavoidable.

    It's quite easy to just run between them.

  • Emeal
    Emeal Member Posts: 5,154

    Get the magic item that causes you to see the aura of the Skeletons, then its much easier to avoid.

  • Oh_deer
    Oh_deer Member Posts: 29

    here's another one.

    the loop in the movie theater room.

    since the room has a slight elevation change the skulls go through the floor and hit you regardless of what you do.

    great game. i'll just keep updating every time i find another example of how poorly designed this power is.

  • Caiman
    Caiman Member Posts: 2,876

    Have you tried walking 3 feet to the left or right?

  • MrT1412
    MrT1412 Member Posts: 111

    The skellys spread out as they travel, so if you have a bit of distance you can just walk between them. Otherwise, you just have to know that it's a dangerous area and keep track of his cooldowns. It's not really that different from trying to play around other strong killers.

  • Skitten56
    Skitten56 Member Posts: 383

    This isn't an issue. If Vecna is using the maps terrain against survivors and getting FoTD hits, that is perfectly fine. Survivors have counter play to it and every counterplay isn't going to work in every situation. Crouching works a lot of the time but other times you will need to space it properly.

  • codebibi
    codebibi Member Posts: 86

    the only problem with the skulls is that the hitbox appears immediatly like way before they finished to appear and start moving so the killer can just get close enough and spawn them on top of you to get a garanted hit and there is nothing you can do about it.

  • KatsuhxP
    KatsuhxP Member Posts: 881

    His skulls are already too easy to avoid because the crouching is literally holding strg for a moment, let the poor boy have it's one case where his skulls could be usefull every 40 seconds (probably a lot more and only specific maps) xD