General Discussions

General Discussions

Interloper is a Requirement Against Vecna

Or it’s a free hit against Mage Hand.

Some Vecna had enduring and the Mage Hand went through the stun. Guaranteeing a hit on any loop btw.

It’s hard to say if it’s absolutely broken but I do believe it’s near impossible not to get hit without Interloper, and you’re not guaranteed to get it.

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  • Member Posts: 2,676

    Yeah Enduring is gonna be a must run on Vecna it's that good

  • Member Posts: 196

    Way too good.

    It was fine on the PTB but now that he doesn’t get no slowdown after using it, you need Interloper’s haste to not get guaranteed hit. I don’t personally like that. It would be okay as a 50/50, but Enduring makes it a lose/lose.

  • Member Posts: 2,676

    It is definitely still counterable for sure, just harder. In regards to his mindgame when charging it, it is harder as they buffed his slowdown when charging so he loses a lot less distance

  • Member Posts: 6,642

    I am not sure what you mean with buffer Mage Hand. Do you mean when he charges up his Mage Hand and holds it?

    As far as I can tell, there is still a mindgame possible, as in, if Vecna uses Mage Hand, you do not want to throw down the pallet, and if he doesn't use Mage Hand, that's when you want to throw down the pallet. Because he wants to try and predict your move as well, using Mage Hand while you are throwing down the pallet. But for this mind game you do need a bit of distance to Vecna now, without the interloper item at least.

  • Member Posts: 6,642

    Yeah exactly. How much counterplay there is to Mage Hand is yet to be seen in my opinion, but there is some. If it's not quite enough, they can always quickly reduce the movement speed of his Mage Hand cooldown a bit.

  • Member Posts: 6,642

    I don't see it. I definitely think he is still effective even if the survivor knows what he is doing, you just have to outplay and outmindgame the survivor.

    And with 4 abilities, I would argue his skill floor isn't too low either.

  • Member Posts: 196

    Buffering by holding it. If he sees you throw it down, Mage Hand it up. If not, put it away.

    The problem is if a survivor refuses to throw down a pallet, Vecna will force a loop and THEN Mage Hand. Which means best case scenario is Vecna screws up and you leave for another loop which isn’t likely.

  • Member Posts: 6,185

    It is counterable. It is just a proper 50/50.

    Either:

    1. The survivor drops the pallet
    2. The survivor keeps running

    If the survivor drops the pallet, and the vecna guesses right, they land a hit. If they don't, the survivor gets some distance either through a late pickup with mage hand, or breaking the pallet.

    If the survivor keeps running, and the vecna guesses right, they continue looping, and get closer to the survivor, maybe landing a hit if the survivor can't make it around the loop. If they guess wrong, they block the pallet, but now the survivor is further away, the vecna is slowed, and the survivor has plenty of time to get around the loop, or to another one.

    For something on a 38 second cooldown, a 50/50 seems more than reasonable.

  • Member Posts: 4,634

    I think he gets slowed down less, but he still gets slowed down... Just not as drastically as on the PTB.

  • Member Posts: 6,642

    Well yes, that is kind of the mindgame that Mage Hand has, exactly. It just depens on how much distance the survivor has to Vecna when reaching the pallet whether the mindgame still applies or not. If Vecna is close to the survivor, then even blocking the pallet doesn't give the survivor enough distance to Vecna, however, if the survivor already has a bit of distance to Vecna upon reaching the pallet, that's when the mindgame applies.

    The question in the end is, is the distance needed for Mage Hand to become a mind game or not ok or too much? If it's too much, they can just nerf the movement speed of Mage Hand's cooldown a bit.

  • Member Posts: 6,185

    And when it was like it was on PTB the ability literally did nothing.

  • Member Posts: 196

    Vecna still had the Enduring stun mind game in PTB. The slowdown still worked with longer loops and especially Shack.

    Not every loop that isn’t already unsafe.

  • Member Posts: 6,185
    edited June 2024

    That is my point. Mage hand was terrible on PTB, because the slowdown was so much, that if you block a pallet, it was not physically possible to get around fast enough to actually have the pallet blocking be useful. So, they decreased the slowdown (which is still slower than a survivor BTW) just enough so that now you actually have a shot of catching up to them.

    Why would you ever use the power to block a pallet, if blocking a pallet means that the survivor gets around the loop and can drop the pallet anyway? The point of blocking the pallet needs to actually be useful to use it.

    Part of the counter of this killer is to use items and the fact that spells have a very long cooldown.

  • Member Posts: 196
    edited June 2024

    Yeah and you have the other side of the point being that the Mage Hand pallet pickup guarantees a hit since the survivor is slowed down after the pallet drop and can’t make another loop. This is not considering the overkill addon that makes it faster to pickup.

    The pallet block was useless. Not the pickup. But now that both have the same speed, there’s nothing a survivor can do if Vecna is already caught up enough to begin using Mage Hand. Which is why Enduring is effective. And to remind you, you don’t even need Enduring, just use Mage Hand close enough without getting stunned and you can get about the same value.

    And to be honest, I don’t think the point of the Killer was to pray you got Interloper specifically.

  • Member Posts: 1,820

    What's the difference between this and lo pro? Haven't played him yet

  • Member Posts: 196

    Okay this makes it better. I still feel like it’s powerful without it but I’ll experiment and see if a change like this makes it more of a 50/50.

  • Member Posts: 6,185

    Already answered now

    The pallet stun thing is a bug. But the point is, the power still allows you to block a pallet. So, that part also needs to be good too.

  • Member Posts: 6,642

    But that's the thing. If you think that Vecna will use Mage Hand on you while dropping the pallet, don't drop the pallet. That's the mindgame that people are talking about. You just need a bit of distance to Vecna.

    Mage Hand surely still has counterplay, the question is just if it has enough counterplay, based on how much distance you need to have to Vecna. But if not, the devs can easily reduce the movement speed during Mage Hand's cooldown a bit.

  • Member Posts: 6,642

    Ah ok well that is the mindgame I am talking about. If you use Mage Hand after the survivor already threw down the pallet, chances are you used it to late. You have to use it while the survivor is throwing down the pallet.

  • Member Posts: 9,513

    in my opinion, this killer is just pre-drop pallet and hold-w. it is like playing vs a killer that has enduring spirit fury active the entire game. In term of strength, he looks around xenomorph strength. Little bit above average. has nearly same tools as well. orb for killer instinct vs tunnels, turrets vs his items, mage hand vs xeno tail, tunnels vs his fly move. He has that weird skeleton move but that thing is pointless anyway.

  • Member Posts: 808

    i think the addons for mage hand eliminate this mind game though so i think the addons needs nerfs

  • Member Posts: 808

    out of 4 powers mage hand is his only strong offensive power Devs took a hard stand on keeping flights of the damned useless cause you can crouch em for .5sec. FLY is not good mobility tool and orb is just lowtier detection

  • Member Posts: 808

    im fine with this Killer gets a free hit every 40 sec without a magic item, with the boots you get enough haste to run to another tile. Ptb magic items were just a "win harder" you didn't need any of them to easily beat Vecna now survivors have to get the appropriate gear (boots) to counter his one good power

  • Member Posts: 9,513

    fly and orb are decent. Vecna is a killer that punishes greeding. Both flight of the damned and Mage hand are abilities that punish you for greeding. vs m1 killers, the general gameplay is to go around loop as many times as possible and drop the pallet at very last second. With Vecna, the gameplay is all about being far enough ahead of him. I think people are playing against him as if he is m1 by over greeding and then getting punished for greeding.

  • Member Posts: 6,642

    You are right. Boots of Speed in particular need to be reworked in my opinion. Or at least nerfed noticeably.

  • Member Posts: 808

    I'd say just rework BOS it to give a buff to Fly duration or Fly velocity cause I think fly needs more mobility

  • Member Posts: 4,911

    Agree!

    Bodyblocking with flight is the hardest for me to perform right now. What I mean is flying in front of the survivor and blocking the window or pallet that they wanted to use.

    Skeletons seem tricky to use as well and mage hand heavily involves mindgames from both sides.

    The orb is also not bad and provides a good amount of info.

    All around I would put him in bottom A / top B.

  • Member Posts: 6,642

    The only problem here is that it looks like they want to have one addon of a certain rarity for each spell. And Boots of Speed is the green addon for Mage Hand. But in general I would agree.

    I also wouldn't mind if Mage Hand got a small basekit nerf though, have to say,

  • Member Posts: 808

    hmm Idk i think mage hand might be right in the middle of its only sort of perfect balance it could attain this could be another scamper situation do we just remove the pickup and make it only hold? Kinda a sad option cause theres finally a counter to predrop andys any sort of buff or nerf would either make it useless or op

  • Member Posts: 4,634

    I mean the range required does not really matter, as you are close by when you use it anyway... I'm not sure about the duration change... I heard players say that a longer duration is OK, because it also blocks the re drop longer or something like that, but I don't really know if that is really an argument to be made.

  • Member Posts: 1,952
  • Member Posts: 196

    I think this is fine as the block remains untouched and it makes it a true 50/50.

    But please do consider that Vecna’s other powers are underwhelming. Flight of the Damned needs some sort of work done. Even making just one of the Skeletons closer to the ground is sufficient considering the small hitbox. Fly is already fine as a chase tool but needs more speed for out of chase mobility. Dispel Sphere is much better, but Vecna doesn’t need to be slowed using it and have his camera locked. Ideally, also give it another utility. Am I sure what to add to it? No. But it feels like it needs something once you shot it out.

  • Member Posts: 6,642
    edited June 2024

    The problem with this nerf is that it does nothing against blocking pallets, which is arguably also still a bit too strong, granting too many free hits at loops just for blocking the pallet. Especially with the addon Boots of Speed.

    I really think the pallet pick up time is fine, and the nerf that Vecna's Mage Hand needs is a small movement speed reduction to the Mage Hand post-cast cooldown.

  • Member Posts: 2,257

    Yeah, fix (nerf) and nerf in same patch… We have seen this before.

  • Member Posts: 4
    edited June 2024
    Post edited by Bauta on
  • Member Posts: 4

    I think it's a little bit too harsh, because players can't fully understand for this period of time how to correctly play against this killer, but pretty okay change overall. If this go to live, pls considering to change interaction for survivor after pick up. When Vecna picking up the pallet with hand, if survivor have a good ping, he can immediately drop it on Vecna head. I think its not fair and this too strong counterplay.

  • Member Posts: 6,642

    They shouldn't nerf the slowdown back to how it was on the ptb obviously, in my opinion the movement speed of Mage Hand's cooldown would only need a very small reduction and that's it. But I guess the nerf Mage Hand is getting is ok as well.

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