[OUTDATED] The Lich - Major Update Suggestion

beerey
beerey Member Posts: 76
edited July 2025 in Feedback and Suggestions

Treasure Chests and Magic Items

  • Mimic Chests can no longer afflict damage to Survivors.
  • Changed the Escape Mimic Chest interaction to a hold down interaction instead of a consecutive skill checks one.
  • Decreased Escape Mimic Chest interaction time to 0.5 seconds. (from 1 second)
  • Survivors are revealed by Killer Instinct after completing the Escape Mimic Chest interaction for 4 seconds. (Added Effect)
  • Normal Treasure Chests always guarantee a Magic Item now.

Newer players tend to struggle a lot with Mimic Chests—And yes, as silly as that sounds it is a factual statement— especially in an uncoordinated scenario and for that reason making it so it only acts as an info tool for The Lich would bring it on par in terms of effectiveness at all MMR levels. Alongside this, retrieving a Magic Item of any kind as Survivor will not be as RNG reliant as it previously was.

The Skyguard

  • Grants a 7% Haste Status Effect for 5 seconds after The Lich initiates the Fly spell. (Added Effect)
  • Increased aura linger time to 1 second. (from 0.25 seconds)

The Nightwatch

  • Grants a 7% Haste Status Effect for 4 seconds after The Lich initiates the Flight of the Damned spell. (Added Effect)

The Archivist

  • Grants a 7% Haste Status Effect for 2 seconds after The Lich initiates the Dispelling Sphere spell. (Added Effect)

One of the biggest issues with Magic Items were their disparity in strength, Interloper being the strongest one of them all while the rest seemed a bit underwhelming. These buffs to Magic Items would pair nicely with the following changes to every Spell in The Lich's kit.

The Lich's Spells

  • Decreased Fly recharge time to 20 seconds. (from 25 seconds)
  • Decreased Flight of the Damned recharge time to 25 seconds. (from 35 seconds)
  • Decreased Dispelling Sphere recharge time to 30 seconds. (from 35 seconds)
  • Decreased Mage Hand recharge time to 35 seconds. (from 40 seconds)
  • Removed the initial 15 second recharge time for all Spells at the start of a Trial.

The Lich's main weakness at high MMR levels is his aggravatingly long cooldowns for each Spell. As Dead by Daylight matches get faster and faster with each following update, reducing his cooldowns to follow suit would only be the most logical choice in that instance.

Fly

  • The Lich's Terror Radius increases to 40 meters while in Fly. (Added Effect)
  • Increased Fly movement speed to 9.2 m/s. (from 8.0 m/s)
  • Increased Fly duration to 5 seconds. (from 4 seconds)
  • Decreased Fly Exit Cooldown to 2.15 seconds. (from 2.5 seconds)
  • Increased Fly Exit Cooldown movement speed to 1.6 m/s. (from 1.012 m/s)
  • Increased the grace period during which The Lich can traverse vault locations while in the Fly Exit Cooldown to 1.5 seconds. (from 1 second)

These changes would bring Fly on par with other mobility tools seen across the Killer roster. Letting The Lich patrol the map faster and also keeping Survivors on the look-out even during a Chase.

Flight of the Damned

  • Spectral Entities' start at a 1.4 meter height offset and go down overtime from their initial activation point to their trajectory endpoint with a maximum of a -0.7 meter height differential. (Added Effect)

These changes would make the Spectral Entities of Flight of the Damned effective at long distances while still giving Survivors the opportunity to duck below them by crouching at closer ones.

Dispelling Sphere

  • Recharge time is reduced by 3 seconds for all Spells on cooldown every time a survivor is revealed by Dispelling Sphere. (Added Effect)
  • Increased Dispelling Sphere radius to 7 meters. (from 6 meters)
  • Increased Dispelling Sphere travel speed to 6.0 m/s. (from 5.5 m/s)
  • Increased Post-Dispelling Sphere Activation Cooldown movement speed to 4.0 m/s. (from 3.68 m/s)
  • Decreased Dispelling duration after a Survivor is revealed by Dispelling Sphere to 30 seconds. (from 45 seconds)

Finally, to counteract the strengthened Magic Items, Dispelling Sphere has been made stronger with the partial implementation of the Glass Eye Add-on to its basekit while also granting it an additional effect that heavily rewards Lich players for revealing multiple survivors with the Dispelling Sphere Spell. On top of that, The Lich now loses little to no distance on survivors while using this Spell and its lingering effect has been slightly reduced to give Survivors more breathing room as The Lich gains the Spell back.

The Lich's Add-ons

Potion of Speed (New Effect)

  • Increases Fly movement speed by 5%.

Ring of Spell Storing (New Effect)

  • Reduces Charge Time for all Spells by 15%.

Ornate Horn (New Effect)

  • Increases Spectral Entities' travel speed by 15%.

Glass Eye (Nerf)

  • Increases the radius of the Dispelling Sphere by 1 meter. (was 2 meters)

Cloak of Elvenkind (Buff)

  • Reduces the Terror Radius by 16 meters while the Fly Spell is active. (was 8 meters)

Perl of Power (Nerf)

  • Reduces the recharge time of all Spells currently on cooldown by 2 seconds when damaging survivors with a Basic Attack. (was 3 seconds)

Cloak of Invisibility (Buff)

  • Increased Undetectable effect duration to 15 seconds. (was 10 seconds)

Robe of Eyes (Buff)

  • The Auras of Survivors within 8 meters of a Treasure Chest are revealed to The Lich for 5 seconds after casting a Spell. (was 3 seconds)

Iridescent Book of Vile Darkness

  • Traversing a window with the Fly Spell blocks that window for 15 seconds. (was 45 seconds)
  • Decreases Spectral Entity count by 2. (was 3)
  • Spectral Entities start at a 0.7 meter height offset and go upwards throughout their travel distance at a maximum of a +0.7 meter height differential. (New Effect)

Vorpal Sword (Nerf)

  • Entering the radius of the Dispelling Sphere causes injured Survivors to suffer from the Broken Status Effect for 20 seconds. (was 30 seconds)
Post edited by beerey on
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Comments

  • beerey
    beerey Member Posts: 76

    I changed a couple of things around, Feedback would be appreciated!

  • ad19970
    ad19970 Member Posts: 6,814

    As a Vecna main I definitely feel the need to comment on these changes.

    All in all, I would say these changes are very interesting, and not even necessarily that bad, even though they would be too much in my eyes. They would shake up Vecna and how he is played quite a bit.

    But here's the main thing: I think Vecna the way he is now is near perfect. I absolutely love to play him and think he is insanely fun to go against as well. So for me the biggest question would be why change him in such drastic ways at all? I think he is very well balanced the way he is now.

    Addressing some of the changes here, I think one problem I see is that you make every spell stronger than currently, while also buffing the corresponding item that counters that spell. But that will just make counterplay against these spells more dependent on the specific items you have. It would still work, these spells would still have counterplay without the corresponding items, but I think the way it's right now is perfectly fine.

    Though I do agree that right now there is a power discrepancy between the magic items, the interloper being the best one, the skyguard and the archivist being good and the nightwatch being only meh.

    Fly seems overbuffed to me. I think it would be too easy to catch up to a survivor in between tiles, cancel fly right on top of them and then get a hit against them just like that.

    I also don't see a reason to change Flight of the Damned like that personally. The same kind of goes for Dispelling Sphere, though those changes seem fairer to me.

    I think just reducing the cooldowns like you suggest would be enough to compensate for the magic items buffs. If you also buff the individual power, things could become too much. We can't forget that Vecna already has a 66% kill rate. And yes, killers can't just be balanced around kill rates, but they should at least be considered when balancing a killer as well.

    Overall, while these changes look interesting, I think they just seem unnecessary, and would probably also overbuff Vecna a bit. I made a list of changes myself on Vecna, and honestly, there are only two basekit changes I would like to see: Fly's duration should be increased to 4.5 or 5 seconds, and Mage Hand's pallet blocking duration should be decreased from 4 to 3 seconds. And maybe Vecna should gain collision during the post cast cooldown of fly, but I am not certain on that last one yet. Then a few changes to some of his addons and I feel he would be perfect.

  • beerey
    beerey Member Posts: 76

    Thank you so much for the constructive feedback! I'd also consider myself a Vecna main who definitely enjoys playing him A LOT and win about 95% of my games as him.

    Nevertheless, I still feel that most of the aspects in his power relies for the most part on survivors lacking knowledge, and that he falls behind more and more as survivors grow in skill. Of course, knowing his counterplay isn't as intuitive as other killers like Unknown and Wesker which makes it so most of the playerbase has yet to properly learn how to play against him and this phenomenon is directly correlated to his inflated killrate.

    I'd love to test my Fly suggestions in a real environment because, much like you, I do feel that they go a bit overboard in some areas and that finetuning them to the perfect value through playtesting would be more than welcome.

    Although I would certainly comprise on just lowering his cooldowns and an add-on or two to be made basekit for him just like you mentioned.

  • ad19970
    ad19970 Member Posts: 6,814

    I mean it's true that many survivors don't always know how to counterplay him very well. On the other hand I have gone against good survivors that did know and generally was still able to do decently.

    The more I think about it though, the more I think all these changes together would be pretty busted. Especially since they don't make his counterplay more intuitive. The cooldown reductions plus maybe a small duration buff to fly would be more than enough to compensate for the item buffs. Still, the ideas in theory sound fun, I just think they are too much, and more importantly, unnecessary.

    Personally, as I said, I would just be happy if they increased fly's duration to 4.5 seconds and decreased mage hand's blocking pallet duration from 3 to 4 seconds. And them some buffs to his weaker addons, as well as a slight rework to Boots of Speed, which I find to be unhealthy addons at the moment.

  • beerey
    beerey Member Posts: 76

    Since the PTB's feedback/bug report sections are both gone, this is the only way for me to directly respond to your messages without DMing you.

    I just wanted to say that you were right about everything and I'm being fully honest when I say this. Vecna feels so much better now in every way, shape or form basekit wise.

    I still want them to revisit some add-ons later down the line but he's almost as perfect as he can possibly be now.

  • beerey
    beerey Member Posts: 76

    Also if anybody is seeing these suggestions now they're practically outdated!

  • beerey
    beerey Member Posts: 76

    . (Doing this just in case you didn't get a notification for my response)

  • ad19970
    ad19970 Member Posts: 6,814

    Well to be fair I didn't think fly needed as big of a buff but now that they did give it a proper duration and movement speed buff I am beyond happy they did. Fly feels so much better to use now but is still perfectly balanced in my eyes. All spells having 5 seconds less of cooldown is also great. I am also really happy with what they did with Vecna, he feels like a solid and fair A tier killer now.

    You can still drop pallets back on to Vecna before he can hit you if he picks an already dropped pallet back up but that is good in my opinion, forces Vecna to use Mage Hand while the survivor is dropping the pallet.

    I do agree that a few of his addons could still see some slight buffs. The addon that increases the killer instinct duration of Dispelling Orb could have stayed at 3 seconds for example. And the Ring of Telekinesis should grant you more vaulting speed than just 10%.