Are they gonna nerf vecna’s mage hand spell? I hope not because survivors will complain
I have seen a lot of survivors complaining about vecnas mage hand spell that blocks down pallets to reset with the hand I can guarantee I hope they don’t nerf like the same thing the devs did with Chucky’s scamper. I think survivors complain a lot because they want to take killers to pallet city every time you’re in a loop. Also survivors have way more opportunities with pallets because of windows of opportunity if they nerf vecnas mage hand spell which I hope they don’t just like the same thing they did to Chucky’s scamper when they nerfed it for the same stupid reason. They should nerf windows of opportunity if survivors think they can abuse and camp around pallets in a loop they are just mad they hate free hits around pallets.
Answers
-
Yes they already confirmed it. Time to pick up a pallet with mage hand reverted back to 0.5 seconds from 0.35 and range of mage hand reduced to 14m from 16m. Then they are also reworking the telekinesis ring add-on.
4 -
Never played PTB so does this mean using mage hand will allow a survivor to complete the loop and get back to safety at 0.5 seconds?
2 -
I feel like this entire post is just riddled with "Us VS Them" instead of actually taking the time to recognize why it is an issue.
Lifting a pallet does not cause you to lose much distance, the speed at which the action is done is quick and the movement speed decrease you deal with an afterthought more than anything else; on many loops it can lead to you being hit regardless of how you play the tile.
It's not a case of "Windows of Opporunity user is camping the pallet", I dont use Windows of Opporunity at all, nor do I camp pallets, and Mage Hand was still too strong at dealing with pallets, and this is coming from someone who has played as and against Vecna a lot.
I think the fundamental issue with Vecna is they buffed the wrong aspects of his kit, Mage Hand on the PTB was mediocre and definitely needed a buff but did not need as much of a buff as it got, Flight of the Damned needed buffs more than any other aspect, in my opinion. And while FotD is alright, it does have some really good usage case, FotD is too easy to dodge from far away and does not reward skillful shots when it should.
8 -
I think it would be interesting for FOTD to launch crouch-able, but then halfway through it's flight it goes down to the ground and would require juking. It would require a bit more skill to dodge it, and the killer could use it at different ranges to do different things. Then just rework the iri addon to do something else.
5 -
I made a response to another post about it, and yea, I agree. The elevation of FotD should change as it flies to move downwards a bit to become uncrouchable. From a distance FotD spreads anyways, you can dodge between the gaps, it just allows for the Vecna player to go for my skillful plays while still leaving room for counterplay from the Survivor (without making it too easy of course).
6 -
No don't worry, it won't. If you time Mage Hand right, you will still get a hit against the survivor, you just have to use Mage Hand while the survivor is dropping the pallet, and not afterwards. Not to mention if you are close enough to a survivor when they reach a pallet, you can just block the pallet and get a free hit that way.
In the ptb, the biggest problem was the insane slowdown Vecna had to endure after using Mage Hand, but they aren't reverting any of that.
7 -
Honestly mage hand is his only ability that has any real value. FOTD is borderline useless except for zoning and the fly spell feels like it doesn’t know what it’s trying to bed.
2 -
Nerfing mage hand honestly makes zero sense. The ENTIRE POINT of the ability is to get a free hit at pallets. If you can't do that, it literally serves ZERO purpose at all lol. If you're going to make it a totally pointless ability to use then replace it with something you think is more skilled but can be useful, so dumb.
2 -
Mage hand upsides:
- lifts a pallet granting a free hit more often than not
- holds a pallet in place
Mage hand downsides:
- can be countered by magical item
- is mindgameble
- recource is not gone from the map and can be used again.
Nerf is in my opinion not needed.
8 -
It's a 38 second cooldown ability. It really shouldn't be considered getting nerfed not even 3 DAYS into the live release. What happened when bhvr wanted to let things cook before making changes?
3 -
I am saying it shouldn’t get nerfed did you read what I’m saying?
2 -
Devs doin a day 3 panic nerf
1 -
So you didnt understand anything.
0 -
Oh good, BHVR performing knee jerk nerfs because survivor mains are crying up a storm. Just like the knee jerk nerf to the Xenos tail strike that was unneeded and killed its play rates because survivors cried about it.
Killers demonstrating repeatedly that Survivors have overpowered combos that Killers can't counter like BUP+FTP though? Takes BHVR a year, year and a half to nerf. Took them like 6 years to finally nerf DH from "Must have" to "Nice to have" too and a year and a half for them to nerf CoH when it was an infinite use medkit for the whole survivor team.
Not to mention they are refusing to touch how overpowered the portals are for survivors on the Forgotten ruins, being able to generate literal infinite loops out of them.
2 -
Again with bringing up the nerf to Mage Hand without any context as to where in the world BHVR announced that this nerf was happening…
0 -
It was announced here on the forum. I don't have the post, but it's going from 16m down to 14m. They're also reverting the buff it got, putting it back to 0.50s instead of 0.35s. They're also changing the haste add-on.
1 -
obviously you don’t understand anything I said
0 -
@CrypticGirl It came from Peanits' own forum post so.
1 -
Do you have anything of value to add?
1 -
Trolling, no. Can't say I'm surprised to see the uptick in complaints, that's essentially what the forums have become; but usually, when I see you in a forum, it's typically you taking side to the killer's plight while remaining either intentionally, or unintentionally aware of the survivor's dilemma; which is often solo Q, which is where all the complains to nerf the mage hand is stemming from.
Pertaining to this post in particular, nothing but sarcasm since I'm on the side that Mage hand should be toned back a little, it LITERALLY cannot be punished or countered in any way, shape, or form, which is the very same thing you preach.
(This excludes the artifact that gives you a 3% haste when Mage hand is used on you, but the chances of you getting that artifact is rare as it is. It'd be understandable if it were more common, but it's not sooo….)1 -
Funny, I have seen a lot of killers complaining about survivors complaining, but I haven't seen many survivors complaining about mage hand. 🤔
Also, if WoO is that much of an issue for you, bring a blindness perk/addon. Not every perk needs a nerf to make it useless, there are perks and addons that counter other perks and addons. In some cases (Iron Maiden) there are perks that counter entire builds.
2 -
How many killers are they gonna nerf into the ground? They did it with Xeno, they did it with Chuckie, and now Vecna. All his other abilities are lackluster except for the hand, and now they want to nerf the only good ability he has on top of the already long cooldowns, game is getting worse and worse with all the unnecessary nerfs they've been spewing over the months.
2 -
The point isn't to just give you a free hit. That is just terrible design. You should have to mind game a survivor at a pallet, and the upcoming nerf will achieve exactly that. As long as the survivor has enough distance, you will have to mind game the survivor, trying to predict whether the survivor will drop the pallet or not. That's how it should be.
1 -
How is Mage Hand currently mindgameable?
1 -
Bait pallet stuns.
1 -
That doesn't really work most of the time because once Vecna is close enough to the survivor for the survivor to stun Vecna, he can simply block the pallet instead, and still get a hit against the survivor, because the movement speed penalty of Mage Hand isn't enough for the survivor to get around the pallet loop another time.
4 -
I would need to record gameplay to show what I mean. Ive seen many survivors play around it pretty well. Especially interconnected pallets work very well against mage hand.
0 -
No I am pretty sure I know what you mean. But again, if the survivor is close enough to stun Vecna, Vecna can just block the pallet instead and then get a hit.
The counterplay you suggest does work on tiles that break line of sight, I admit that, because Vecna won't be able to know if the survivor kept on running or is waiting for the pallet stun. But that to me is not enough counterplay.
0 -
It's more counterplay than other killers have that are not even looked at.
1 -
Definitely do not agree. Not to mention just because some other killers have very little counterplay doesn't mean Vecna needs to be like that as well.
1 -
So a nurse has more counterplay?
0 -
Nope, but Nurse is also completely broken.
0 -
You said: "Definitely do not agree" What is it now?
0 -
I would argue it's similar to how they have no counterplay. I realise there are other killers with very little counterplay, but that doesn't mean it's fine for Mage Hand to have little to no counterplay.
0 -
But it has. That is my point. Dont get me wrong, there are situations, where the power has little counterplay, but what else is a power supposed to do in certain situations?
Lets look at killers and their powers:
- Trapper: can shut down a loop with a trap making it unloopable. If survivor gets to a loop that is trapped without them knowing it, they go down.
- Wraith: bodyblocks you at a window and gets a hit because you cant make it somewhere.
- Nurse: has literally no counterplay if the player is on point. This not even being limited to certain situations. Its just in general.
- Doctor: negates the ability of a survivor to even vault or drop a pallet if done right also resulting in a hit.
- Bubba: pushes survivor one way at the pallet and then changes to the other side. With the current buffs, he will get a hit there.
- Pig: at certain pallets the survivor will 100% get hit by the ambush due to her speed and lack of collision.
- Deathslinger: just zone them until you get a hit.
- Demo: even worse than slinger
- Nemesis: just hits above the pallet
- Xeno: same as Nemesis, just worse because crouching does not work if Xeno plays it correctly
- Blight: dont even get me started (can break pallets in less than a second right now and is not killswitched)
- Hag: similar to trapper
- Knight: drops guard / if survivor is chased by the guard, the knight is almost guaranteed a healthstate.
- Skull merchant: a lot worse than knight
- Artist: not loopable with the exception of mindgaming a pallet. Very similar to mage hand.
- Wesker: can also zone but not as effectively
- Pyramid head: zoning and hitting through the dropped pallet while the survivoor drops it.
- Huntress: also mindgames - if pallet is dropped in her face, it results usually in a hit.
- Spirit: injured?
What I want to stress is, that powers are supposed to give you hits from time to time. Sometimes this has very little counterplay from the survivor side. Many killers have something like this in a lot of situations.
Vecna has a ton of different items that are supposed to help them against his spells. Mage hand can give Vecna in certain situations free hits. Im not denying that. However, if a power is not able to give you a hit at some point, then whats the reason behind it? Maybe its too strong right now? Could be. Is it maybe to early to say it? I definitely think so. I personally would give it 2-3 weeks and then see how it implemented itself.
Vecnas mage hand is the big talk of the town right now because hes new. Many people see him and have to go against it. This makes him higher priority than problems that should have higher priority (Blight, infinite on new map, tons of bugs on new map, …). This is at least my opinion.
Vecna has a super complex power. I dont expect the playerbase to get really good at countering him in literally days.
Saying that Vecna has as little counterplay as a nurse in genral is crazy to me.
0 -
We'll have to agree to disagree on Mage Hand. I think one can say by now that Mage Hand just doesn't have enough counterplay. And yes you are right, there are situations where survivors don't have counterplay against any killer, but with Mage Hand it's particularly noticeable in my opinion.
I think after the nerf Mage Hand will be in the perfect spot and that's it.
Also, Vecna definitely has more counterplay than Nurse because Mage Hand has such a long cooldown. I am just saying that Mage Hand has very little counterplay just like Nurse.
Personally I am just happy Mage Hand is getting a nerf, and just hope they don't nerf FoTD in any significant way.
0 -
Agree to disagree then.
0