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Give Flight of the Damned a Windup

kit_mason
kit_mason Member Posts: 690
edited March 24 in Feedback and Suggestions

And buff Vecna in other ways to compensate.

When I say "give it a windup" i mean make it not take a healthstate until its been out for a certain amount of time - less than a second, but more than the average human reaction time of about a quarter of a second.

I don't really care what ways you buff him in compensation, to be honest. I just think that Flight of the Damned should function like almost every other ranged attack in the game - having a reactable windup. Deathslinger has ADS, Huntress has to pull hatchet up, the only unreactable ranged attack to memory other than this is Xeno tail and thats because it's an unreactable ranged attack you can remove from the picture by kicking with doubled flame turrets.

I'm fine with Vecna being as middle of the road in power as he is. I just don't want to have to randomly crouch because he might shove an unreactable health state down my throat.

Edit: I realised my error. Sorry for wasting your time.

Post edited by kit_mason on
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Comments

  • Emeal
    Emeal Member Posts: 6,625
    edited March 24

    • Idd say 35 sec cooldown + waiting for the right moment in seconds is quite the windup for such an attack, ignoring the fact you can hear and see him selecting a spell as well as to when he holds the spell ready.

    I dont think its a good idea to remove a skill expression from a Killer based on, "I just don't want to have to randomly crouch"
    like you are honestly just trying to ignore and not engage with Counterplay here. Yes there are certain ranges and certain moments he can and will instantly hurt you. But every Killer has those if you refuse to engage with their counter play.

    Crouching as a pre-caution when after dropping a pallet is a valid counter play, you merely not wanting to do it should not be grounds to destroy that skill expression and throw an otherwise fine Killer into balance limbo for possibly many months.

  • kit_mason
    kit_mason Member Posts: 690
    edited March 24

    I think the animation and associated sound of him swapping spells is hard to pick out amongst the million other visuals and sounds of maps and chases and my survivor making injured noises and chase music, especially given he could be swapping to other spells and the voice line that gives a tell for which spell he's using just doesn't play sometimes, but I understand now that that's no excuse. My reaction time is probably just too poor.

    Apologies for wasting your time.

  • Emeal
    Emeal Member Posts: 6,625

    Your reaction time isn't poor, its just a Killer that can if you are in a thin specific zone in front of him, at a specific cooldown and that he has the spell prepared, then yes he is able to take a healthstate. One could have the opinion that "NO, all projectile attacks should be able to be dodged without exception." Yet this is not feasible, there are certain situations where you are just F-ed.

    People will debate this forever, whether the fact that a Survivor ends up in an unfavorable situation is a failure or their expression of skill or just stuff that happens in a Game of Dead by Daylight. I dont think we should beat around the bush with what Vecna can do, even if you do blame yourself or not. Yeah, he has basically a "die" button under certain circumstances, but I think its quite the skill expression to get the Survivor into that area, at the right time and not able to crouch. Hard enough already.