Vecna Mage Hand is being silently gutted
Since Devs dont know what to do with Mage Hand their just gradually increasing the cooldown while decreasing cooldowns on the easily counterable abilites
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I love the deceased cooldowns of all the other Spells, makes Vecna much more fun to play and to play against. And it allows for more Builds, since now you don't always need his Spell Cooldown Addons anymore.
I also wouldn't say that his other Spells are "counterable". Fly helps you to get around the Map and to catch up. There isn't really a counter for it or needed. It's a Ability to use that is just "there". The other two Spells have a really easy Counter, yeah. But sending out Skeletons and the Sphere more often makes Survivors doge more and you have more chances to get Hits, since you can use then more often.
But i agree, the increased Mage Hand is weird. It isn't that strong. Other Killers hit you over Pallets and Mage Hand holds them or even lifts them up. I both cases Survivors can still use them later. In small and mid Loops it's a very risky thing to do. It's only really good at God Pallets and big loops. Also there's the Magic Armor that counters the Hand completly.
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The issue is they just don't know what to do with this type of killers.
Vecna has one of the highest kill rates and they're afraid of him being strong
Everyone who plays him weren't happy when they announced he will be a part of the changing list and for a good reason - you can't balance a killer who's that different from other characters.
What we've got is a simulation of work in the form of changing numbers and trying to "fix" a non existent problem.
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At the very least fly got a massive buff and he's less reliant on stacking CD reduction addons
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My POV as a Vecna main regarding these changes:
Fly Buff- VERY needed, the maps are pretty big and gen spawn can be ridiculous. If you get a map like the junkyard you were basically going to lose unless you camped a 3 gen (maybe then not even). The cooldown is AMAZING. Id love to see them just get rid of the 'exit out of flight when vaulting' because its just a lost chase if you vault in flight unless you have the add on.
Sphere Changes - The time change is not noticeable in the slightest, I've always thought it should be even lover than that, maybe like 30. Its Vecna's eyes and ONLY defense again Survivors having permanent aura read. The magic item disable needs to stay at 60 unless they lower the cooldown more.
Flight Buff - Barley noticeable again but my issue with this spell is just that its all based on latency. Can get a full contact when a survivor is vaulting but no hit because the survivor was crouching on their screen. I just want the skeletons to wiggle up and down in their flight pattern.
Mage Hand Nerf - This is getting a lot of attention because it can lead to a free hit. Its ALL about timing yor mage hand for either a vault cancel or being close enough to make sure you dont get stunned before you swing. HOWEVER, this spell is implemented SO poorly. You can cast the spell and have the hand there but a survivor can still just drop the pallet before it 'grabs it', which makes no sense, AND YOU DONT EVEN GET REFUNDED YOUR SPELL. That my biggest gripe with this spell, its a tactical spell in my opinion so people should be using it willy nilly, but the fact the survivor can just cancel your spell and youre on cooldown for 40 seconds IS NOT GOOD.
Spell Cancel Cooldown - No. Stop… just stop. He's already slow enough.
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