if were gutting Mage Hand Vecna needs buffs
Mage Hand Vecnas only decent power is getting nerfed Vecna will need compensation buffs to his other powers to not be a D Tier Killer with nobody playing him
Chests: Mimics automatically injure when triggered
Spell power cooldown: 26 seconds
Mage Hand: Vorpal sword basekit
FOTD: Skeletons are now at ground level
Fly: Now lasts 6 seconds
Sphere: Killer instinct now lingers when detected by 3 seconds
Comments
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I mean they better do something, I didn't pay to have him gimped not even a week into release. So much for supporting the game. Guess I won't do that anymore going forward. SMH
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No need to make Vecna completely broken. And Vorpal Sword basekit for Mage Hand? That would just completely nullify the nerf to Mage Hand.
The Mage Hand nerf is fine, it will just allow survivors to have a bit more counterplay against it, but Mage Hand will still be a strong tool. And his other tools are also strong, no need to buff them. He is still going to be an A tier killer.
Post edited by EQWashu on9 -
I don't think a longer flight duration or shorter cooldown on the spells is a bad idea. However the pallet break instead of the lift is actually terrible, the lift up just allows for better gameplay and utility and I don't want that gone.
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Maybe he suggest too many buffs but vecna is gonna be lot weaker after mage hand nerf. What they could do is to buff FOTD it's too easy to avoid and crouch. Mage hand had enough counters already expect the enduring stuff. Vecna has big cooldown on his spells so at least some of them could be bit reduced.
Post edited by EQWashu on3 -
I still think longer flight duration and holding pallets should be 5s instead of 4
Is the way to go
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i don't want buffs or nerf's. I just wish he stayed the same.
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He is not going to be a lot weaker after that small nerf to Mage Hand. He will just have some fair counterplay on the survivor side, if the survivor has enough distance to Vecna upon eaching a pallet. But it's not the biggest deal. He is still going to be a strong killer after the nerf, likely still A tier.
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These changes are actually awful and would make him WAY too strong. Youre eliminating all his counterplay and making both his chase abilities essentially guaranteed hits with no repercussions.
Vecna is fine and he will stay fine after the nerfs. He's a killer with a high skill ceiling who plays very differently from the rest of the cast. He's in the same boat as Singularity who is without a doubt a viable killer, but just because he's hard to play it was very easy to just say "hur dur he's too weak" even after he received the buffs to the current state he's in.
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Maybe they should stop knee-jerk overbuffing killers from the PTB after 20 people play him in matches with no matchmaking and zero idea how their powers work and whine about them being too weak.
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I mean, he really was way too weak on the ptb. But people simply quickly figured out that Mage Hand is a bit overtuned, so it's good BHVR is reacting so fast to this problem.
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Does not need a reduction on spell cooldowns, already has 2 addons for that.
I believe mimics do injure if you fail the skill checks
Regarding flight, could be longer i guess but would rather have him not get stuck on low debris during it, some of the lower walls and pieces of crap scattered around the map.
Mage hand is fine , Only buff i would give it is to let it break breakable doors from a distance.
Flight of the damned i think is fine, could perhaps have the 4 skeleton's be random and have the lineup alternate being lower to the ground or normal elevation. left skelly normal, 2 middle skele's lower, right skele normal as an example. Or as another idea, an addon that has the skeleton's hold the survivor in place on near misses.
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I hope your right.
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Even with the upcoming nerf, Mage Hand will still be good and Vecna is by no means a D Tier killer. At the moment he is around -A ~ B Tier. Depending on how good survivors can adapt to him every thing can change.
Chests: No. Getting injured by RNG feels awful and survivors would either avoid the chests or hate Vecna for that.
Cooldown: No for free way too much. I think making the green Pearl addon basekit would be fair as it rewards Vecna for hitting survivors and so using spells right.
FOTD: yes
Fly: I think 4.5 - 5 sec would be enough
Sphere: year
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Flagging this
your heavily underestimating these nerfs this counterplay if his other tools are so strong like you say humor me and play 10 matches without using Mage hand you can use every other spell except MH Vecna is easily a high C low B tier killer and will become less popular and less picked then Singularity
DND is all about rng
lift is literally no different than a scamper situation
remove the skillchecks Dnd if you roll that 1 you should be punished just how DND works
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If you just ignore one of his abilities completely then of course he won't be that strong. But no, even after the Mage Hand nerf Vecna will still be very strong, there is no reason to buff his other abilities.
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Just don't greed the pallet and when he lifts it you make another loop and just drop it again... It is not really that bad.
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Reposted my edited statement:
People will always complain if they don't have regular 4k's after 10 games.
That's what it is, you don't even need to discuss it, it's a hard fact.
Your ability adjustments are unhealthy, to say the least.
There are already some YT videos showing that this killer is extremely powerful when played well.
Just keep practicing and everything will be fine ;)1 -
FOTD should absolutely not be ground level and Vorpal Sword should not be made base-kit at all. FOTD is built as a short-range anti-loop that gets the best use from its immediate linger, and something as easy to aim as FOTD should also be easy to counter. Any buff to Fly and and Sphere is very much welcome though.
I would like for Vecna to have the ability to continue flight through windows and pallets so that there's an actual incentive to go through them instead of exclusively flying to counter W. Either that or lower the fatigue after flying over a window or a pallet.
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Who needs counterplay anyway, right?
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His other tools are certainly not strong for 38 seconds cooldown, decent maybe, but definitely not strong
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They are strong enough. The reason they have a 38 second cooldown is because he has 4 abilities at once, not because of their individual strength.
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Their fine, you're probably not using their kit effectively. They currently have the highest killer rate in the game (69.27%) according to NightLight, with 66% being a 3k or 4k (more 4). The mage hand buff is definitely needed.
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He has like two chase perks and both of those are extremely limited in usable situation while requiring skills, definitely not "strong enough" for sure
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No, I disagree, both of his chase abilities are pretty strong, especially Mage Hand will still be strong after the nerf.
He also has fly which is a great anti-w tool.
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I'd like to see Mage Hand buffs without impact. Like every time survivor missing a skillcheck they are getting slapped or carrying with the Hand spell. 😁
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I mean it is not that much better than Wraiths cloak, and it does have a huge cooldown compared to a wraiths ability... I would not call it great, the cooldown hinders it a lot because if you use it to catch up you won't have it for map traversal... Don't get me wrong it is decent, but I would not call it great, the cooldown hinders it too much for that.
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