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What I'd Change on Vecna, from a Vecna Main (A bit long)

NekoTorvic
NekoTorvic Member Posts: 778
edited September 2024 in Feedback and Suggestions

Disclaimer: Yes, a lot of these are buffs, but i'll try to justify them.

I basically play 95% Vecna since he came out. I'm an alright killer and I participate in discussions about this killer with other people who main him. Though not all of these changes are my ideas, in my opinion they'd make the killer better in a healthy way.

Generally speaking, I think Vecna is a knowledge check killer that struggles massively against survivors that know what they're doing and stomps survivors who don't. This feels frustrating because as survivors get better his kit struggles to keep up, so I aim to reduce that somewhat.

General:

-Honestly his cooldowns are a bit too long still. They could be lowered to 30 seconds and it would be totally fine even if his cooldown addons are left unchanged (though they can be changed to compensate). 38 seconds is just an eternity in DBD time. I don't think any of the spells or even combinations of them are strong enough to warrant almost 4 times as much cooldown as Blight's power.

(*This is one of the most important changes imo. If nothing else, this would massively help him keep up with stronger survivors*)

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Magic Items:

It is common to get matches where survivors don't even try to get magic items because their impact isn't great. The best ones are the mage hand item (Interloper), which is fine as is, and the orb item(Archivist), which is fine as is. I suggest, that the skeleton one (Nightwatch) should increase your crouch speed by a percentage when Flight of the Damned is cast. The Fly item (Skyguard) should remain as is due to a change i'll suggest later.

The two legendary items can remain as they are but they should not spawn at the very beginning of the match. I mean, at least give it a couple of chest searches or a full generator being repaired before giving survivors such powerful tools.

This hopefully would make the items much more of a threat that Vecna needs to be on top of, and more valuable for survivors to acquire.

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Spell changes:

- FoTD: This spell is near perfect. There is but one thing I'd change. After you cast it, it takes 0.5 seconds for the skeletons to get a hitbox. This, in my opinion makes the spell near useless in any situation other than animation locks and elevation against survivors who are actually paying attention. It's way too much time to react, since you already have the indication from the spell being readied, and then the delay for the skeletons to spawn. I would make it so the skeletons' hitbox spawns in 0.4 seconds instead. It's about as much time as Deathslinger's ADS time, which is still plenty. But it will require survivors to make more predictions since reacting to the spell will be a little less consistent during an actual chase.

At the same time, it won't be so fast as to be unreactable and should still require good play from the Vecna player against better survivors.

(*I will defend this change against anyone who challenges it. But in all in all it's not the most important change he needs*)

-Mage hand: This spell could remain as it is, though I would maybe increase the amount of time Mage Hand keeps a pallet lifted after picking it up by 0.1 seconds. It's one of those situations where I think as survivors get better they will 100% strip the Vecna player of control by simply moving into the pallet. Since I believe the survivor wins this no matter what even if the Vecna player is right at the pallet, the survivor can get under it faster and drop it again during the cooldown. My aim is to make it so that the Vecna player has the chance to outplay this if he casts Mage Hand from a better position (closer to the pallet so he himself can block it).

(*This change is not too important. Mage Hand is a spell that doesn't really need a change, especially if his cooldowns are reduced.*)

-Fly: This one requires quite a few changes, I think.

First, this spell should have a longer duration and be faster by default. It could last 6 or 6.5 seconds by default and it would be totally fine. And an extra 0.5 meters per second of speed would make it formidable as a traversal and a catchup tool. (I wouldn't do both of these changes though. One or the other)

Vecna is too loud when using this spell. It should be way quieter, this way the Skyguard items become way more important to keep track of him. At the minute, those items are not particularly useful since you can already tell when he is flying due to how much noise he makes.

You should either recover your collision sooner after stopping the flight, or you should just push survivors out of the way wherever you land. Right now, survivors that know what they are doing have 100% of the control if the Vecna follows them through a vault location. All the survivor must do is hug the vault location and they will, without fail, be able to vault back through Vecna's model from wherever the Vecna player ends up. This should not be the case, in my opinion.

If the Vecna player predicts the survivor is going to stay by the vault location, they should be able to block it unless the survivor vaults early (which will require a prediction from the survivor). If the Vecna blocks the vault, but the survivor instead continues running, the Vecna player loses distance since they could have used the momentum of the flight. This, is, in my opinion, a healthier balance of play and counterplay at vault locations. So some mechanism should exist so that the Vecna player can prevent the vault back if he makes the right prediction instead of the survivor just being able to stand still, stay inside your model as you regain collision and vault back guaranteed.

(*The changes to fly are very important, in my opinion*)


-Dispelling sphere: This spell is fine as is, though if magic items were to be made stronger, then I'd have the sphere be either a little bit faster or a little bit bigger.

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Addons:


There is one addon that I do not like existence of in its current state. I do not think that Iri Book of Vile Darkness is a healthy addon since it removes counterplay from FoTD and it makes it easier to hit in ways i do not consider healthy. Imo, this addon should do something else related to FoTD, especially if the spell is made stronger at base by reducing the skeleton spawn time after casting. Unless you make it so that this addon returns the spawn time to normal.

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Tutorials:


Survivors do not know what to do against Vecna. Especially against the skeletons. It is vital that survivors are informed of what they can do, so we don't have overinflated kill rates because Vecna is a massive knowledge check.

They should get more pertinent information about how to counter each spell in the description for their corresponding magic items. Even one sentence can tell the player what to do. (These are all just suggestions, but at least the Nightwatch and Eye of Vecna one need to be there in some capacity):


Skyguard: "The Lich can stop his flight and stop you from vaulting back if you're too late."
Nightwatch: "The spectral entities can be crouched under, unless you are at a higher elevation from The Lich."
Archivist: "You might fool the Lich into thinking you aren't there if you avoid his dispelling sphere."
Interloper: "Be cunning! Trick The Lich into using his Mage Hand at the wrong time." or maybe "If you stun The Lich with a pallet before the hand grabs hold of it, the hand will disappear and his spell will be wasted"
Eye of Vena: "The Lich can still hit you if you're invisible! Make a hasty escape while he's not yet close!"
(So many survivors kill themselves by using the Eye right in front of you getting injured and exiting the locker only to be downed instantly. This is something that they MUST be informed to avoid.)

These could also show up in the loading screen tutorial when going against Vecna. Or just ask a good fog whisperer to make a video explaining how to counter him and post it on your socials. Just anything to get survivors to understand what they can do against him.

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And that's it. If anyone actually manages to read this, feel free to give an opinion. All in all Vecna has been the most fun I've had with the game in a real long time and he's near perfect if a bit punishing and unintuitive. Still tho, I can't state enough how excellently he was overall made. If he never changed at all, I'd be okay with it. But these changes are what I think would make him just that extra bit better.

Post edited by NekoTorvic on

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,169

    i think that chase spells should have different cooldown from mobility and detection spell. Mage hand and FOTD should be 15 second cooldown and dispelling sphere and fly should have 30 second cooldown. With 38 second cooldown on both his chase tools, he gets over-punished for failing his ability.

    balance-wise on his spells at base-kit, he is fine for everything except highly killed survivors/4 man swf. if i was to buff him for 4 man swf level, I'd only buff his iri add-on's.

    Iridescent book has 2 effects and one negative. I have two problems with add-on. the first is that the negative is not necessary and makes the spell harder to use. the second is that fly blocking windows is underwhelming for the spell as an upgrade.

    1. What i would do for the fly spell is make it so that when you are in cooldown, you can m1 lunge with fly within cooldown. This would allow vecna to fly, land and then m1 directly after landing.
    2. The second is removed the -3 skeleton negative from the add-on and instead increase skeleton spawn-rate by 0.25 seconds. Hopefully longer spawn time will allow survivor to go between skeletons as they run forward.

    Vorpal sword. also has 2 effects . The broken effect for dispelling sphere is too weak and too low duration and pallet break effect is only useful if it is used like a block pallet vault effect. I have two goals for this add-on. the first is to increase potency of dispelling sphere while reducing the reward. The second is to add higher skill-expression in using Mage hand when equipping vorpal blade for the killer.

    1. I would like introduce new negative for dispelling sphere debuff. Instead of disabling items for 60 seconds, the duration is reduced to 30 seconds and exposed status effect is applied for 30 seconds. 30 second is reasonable amount of time to outlast effect.
    2. I would to suggest a rework to Vorpal blade's effect. The add-on changes Mage hand to Curse hand. When the pallet is dropped with curse hand active on the pallet, the pallet explodes like freddy fake pallet. If Curse hand is used on a fully dropped pallet, it still takes 4 seconds to break. This would give more experienced vecna player the opportunity to cast cursed hand as survivor drops the pallet and gain more reward for predicting the pallet drop.

    Judging from BVHR kill-rates and win-rate on this killer, it is unlikely they will buff Vecna for 4 man SWF. he is very strong in average soloq matches as shown by the stats. it is as they say, not every killer needs super strong. i am happy with Vecna how he is currently. He is able to perform well with minimal add-on investment. Upgrading him further would likely make him too strong for average player vsing him.

  • NekoTorvic
    NekoTorvic Member Posts: 778

    Vecna is weak against survivors who are paying attention, and his difficulty lies mostly in that he is a knowledge check. In pubs he is mostly okay. But I dont want him necessarily to be balanced against swfs. i want his kit to be usable against survivors who know what they're doing. Like I said, if they dont change him at all it'd be okay. But if they wanna make him stronger against better survivors, I propose the changes mentioned.

    I think 30 seconds for all spells is enough. Especially if you keep Ring of Spellstoring. That'd make it 26 seconds, and if you keep Pearl of Power that's -5s every time you M1. This is more than enough to have consistent spells in chases.

    I personally want changes to his base kit. Changing addons is absolutely lame and its a reason I detest the addon system. It neuters the killers base kit on account of a thing you may or may not have. If you go against good survivors without the addon that allows you to go against them it feels awful. So I disagree. Base kit changes are what should be done. There should never be the "use this against good survivors" addons. This is poor design in my opinion.

    The changes I proposed only affect survivors that know his counterplay and only make his counterplay a little harder. It will do nothing to the survivors who already don't know what to do against him, except maybe the change to FoTD, but let me repeat that 0.4 seconds is the time deathslinger takes to ready his gun, which is plenty reactable. And this is after the spell is cast, which already takes 0.2 seconds to ready. So it'd be a total of 0.6 s instead of 0.7s.

    I vehemently disagree that the negative effect of Iri Book should be removed. That would make 2 tapping with this spell ridiculously consistent and way too easy to do. If you're on the other side of a loop you're guaranteed to hit the survivor with it if you have 5 skeletons. Removing the crouch option for survivors is an unhealthy effect for the addon, the only thing that tries to balance it is the negative effect. This addon is ill conceived.

    Exposed addons are unhealthy in my opinion and what you say about dispelling sphere would be kinda bonkers. You could just pop the sphere on a survivor, get the exposed, the survivor is exposed for 30 seconds, has 8 seconds of peace and then gets exposed again. This would probably make survivors hate him for all the worst reasons.

    Vorpal sword serves a niche that I don't want to remove from the players that enjoy it. It can be used to deny a survivor a pallet for 3 seconds while the hand breaks it. That's a lot of time to prevent a survivor from vaulting a pallet and it can get you some nasty hits. This addon is absolutely fine as it is.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,169

    Exposed addons are unhealthy in my opinion and what you say about dispelling sphere would be kinda bonkers. You could just pop the sphere on a survivor, get the exposed, the survivor is exposed for 30 seconds, has 8 seconds of peace and then gets exposed again. This would probably make survivors hate him for all the worst reasons.

    oh thanks for catching that out. it was something that was in the back of my mind but i forgot to write it down.

    Vorpal sword has new negative. it increases cooldown of dispelling sphere by 30 seconds for a total of 60 seconds. so no, there is no permanent exposed. that would be too evil. haha.

    I vehemently disagree that the negative effect of Iri Book should be removed. That would make 2 tapping with this spell ridiculously consistent and way too easy to do. If you're on the other side of a loop you're guaranteed to hit the survivor with it if you have 5 skeletons. Removing the crouch option for survivors is an unhealthy effect for the addon, the only thing that tries to balance it is the negative effect. This addon is ill conceived.

    I don't agree. i think current version of the power is reaction check+knowledge check rather then movement skill-check. I want to change nature of add-on to be reliant on survivors moving out of the way between skeletons so there is more skill then pressing crouch for 0.1 seconds. strangely enough, a lot of survivor pre-crouch allowing you to gain distance with vecna instead of crouching at exact point to lose least distance, so you end up getting hits with his skeletons purely off m1 over m2 itself.

    I think 30 seconds for all spells is enough. Especially if you keep Ring of Spellstoring. That'd make it 26 seconds, and if you keep Pearl of Power that's -5s every time you M1. This is more than enough to have consistent spells in chases.

    I personally want changes to his base kit. Changing addons is absolutely lame and its a reason I detest the addon system. It neuters the killers base kit on account of a thing you may or may not have. If you go against good survivors without the addon that allows you to go against them it feels awful. So I disagree. Base kit changes are what should be done. There should never be the "use this against good survivors" addons. This is poor design in my opinion.

    Your first paragraph is exact problem i am trying avoid. your describing the killer having to use add-on's to keep lowering cooldown of his spells. that is why i said that instead of add-on's doing that, it should just be base-kit that his mage hand is 15 second and that his flight of the damn is 15 seconds. he would always have a loop power available to him or almost always.

    So I disagree. Base kit changes are what should be done. There should never be the "use this against good survivors" addons. This is poor design in my opinion.

    why? if you made iri book and vorpal sword just base-kit to the killer, the killer would be too strong for new-average players. If add-on end up being too strong, they don't need touch vecna base-kit, only nerf add-on's likely to what they are now.

  • NekoTorvic
    NekoTorvic Member Posts: 778

    Again we'd have a situation where every 60 seconds Vecna gets to insta down you for no reason. Dispelling sphere is so easy to hit on people mid chase. I genuinely do not think it should be a thing.

    Iri book makes it so that you barely even have to time your skeletons on vaults or pallet drops because survivors will not be able to dodge them. It would be even worse if you just had the full 5 skeletons. It completely removes the timing component of the spell and just makes it waaay better while removing skill requirement. On pallet loops at a certain angle you can create undodgeable scenarios with it.

    Like in all of these situations his skeletons become 100% undodgeable. He just gets the hits for free if he has iri book without a penalty. And even with the penalty its way easier to get these kinds of hits. Like these are already hits you can get base kit, but it's on the survivor to react and couch, and if you position the skeletons right as Vecna they have to crouch for longer. It has a skill component from both sides, but in my opinion its a little bit too reactable, which its why i want the base changed to 0.4s instead of 0.5s. Making iri book have no downside would just give these to Vecna for free. You cannot walk out of the way of the skellies fast enough in any of these.

    With 38 seconds, you have your spells up almost every chase start. If your cooldowns were to be 30 seconds you could use spells multiple times in one chase no problem. But you'd still be punished for misusing them. It would make his cooldown addons comfy but not necessary at all. I mentioned them as a cherry on top, but if they were cut in half or removed while making the base cooldown 30s, itd be totally fine. He does not need FoTD or Mage Hand to be 15 seconds.

    Also I did not say the IRI addons should be base kit. You said you wanted his iri addons to be what made him balanced against higher skills survivors. I said I don't like locking up the ability to keep up with skillful players behind addons. 1. It just feels plain bad when you dont have the addons, you just go "oh well if i HAD the addons". 2. It creates a scenario where whenever you face a killer he always has X addons because they're the strongest addons. To me, ideally his kit would be high skill/high reward enough to play well against stronger survivors, and then addons can just change his playstyle with powerful effects and you'd be able to use a variety of them without feeling neutered. Like Vorpal Sword.

    Vorpal Sword is a good addon at the moment, cuz it makes resetting under hook less efficient and it changes your playstyle around dropped pallets while not being busted. Well designed IRI. I would never say i NEED this against better survivors. Iri book also changes the way you play, but I explained already why I think it's unhealthy.

    I do not think that a killer's power level at base should be so neutered that you cannot keep up with better opponents that you without them.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,169
    edited September 2024

    survivors move at 4.0 m/s every second. a 1 second cast time flight of the damn allows you to move 4 meters in one direction or another. in practice, running forward and moving diagonal would make you move less distance, let's say it is 75% of distance which is 3 meters. You definitely should have enough time to go between skeletons. This version of ability arguably has more counter-play than you imagine. The knowledge+reaction check becomes more of a movement check where survivor needs to understand skeleton pattern. that is also what current version does but with 2 skeletons, it is somewhat too easy to recognize the pattern.

    With 38 seconds, you have your spells up almost every chase start. If your cooldowns were to be 30 seconds you could use spells multiple times in one chase no problem. But you'd still be punished for misusing them. It would make his cooldown addons comfy but not necessary at all. I mentioned them as a cherry on top, but if they were cut in half or removed while making the base cooldown 30s, itd be totally fine. He does not need FoTD or Mage Hand to be 15 seconds.

    His cooldowns are 30 seconds because many vecna players including myself use Ring of restoration and that green add-on that restore cooldown on m1 for his spells. Alternative play-styles are great but there is no reason to for meme play-styles that aren't effective. So in the end, stat-check add-on just end up being arguably his best add-on's. I am just making said add-on base-kit and i am buffing his mage hand and FOTD to be closer to other killer cooldowns for chase abilities. you can maybe argue 15 second is a bit too low so maybe 20 seconds would be better. I'd have to play vs it as survivor to see. 38 seconds is too high for sure.

    Now let us talk about why 0.4 seconds is BAD idea for flight of the damned. So the reason why deathslinger has 0.4 second charge time on his gun or why he is allowed to have very short charge time below 0.5 is because his SPEAR cannot down survivors directly. The time it takes to put down a pallet as survivor is 0.5 seconds. that is why flight of the damn is 0.5 seconds because it is prevent Vecna from just holding his FOTD and pressing his skeletons exactly when survivor puts a pallet down. Yes killer can react to pallet drops. That is why skilled killer like me never get stunned by pallets UNLESS the power forces you to greed pallets like demogorgon's shred or billy's curving chainsaw which is easier now due to curve window being increased.

    you would just have this image situation every time where if you drop a pallet, you get hit by skeletons on reaction like how deathslinger can shoot his harpoon gun during pallet animation drop for free injure.

    Again we'd have a situation where every 60 seconds Vecna gets to insta down you for no reason. Dispelling sphere is so easy to hit on people mid chase. I genuinely do not think it should be a thing.

    That is your opinion. i think it would propel vecna to have quicker downs vs gen-rushing swf's and make dispelling sphere more useful then just throwaway detection spell that is generally spammed mindlessly with no rhyme or reason.

  • NekoTorvic
    NekoTorvic Member Posts: 778

    It takes Slinger 0.4 seconds to ADS and shoot his harpoon tho. Like the harpoon comes out instantly. It takes vecna 0.2 seconds to ready the spell and 0.5 seconds for the skeleton's hitbox to spawn. You also do not have to position yourself as Slinger the way you have to as Vecna which again eats at your time since you always have to maintain a 4 meter distance from the survivor if you wanna cast the skellies on them. And finally you cannot crouch Slinger's harpoon. You CAN insta crouch vecna's skellies after dropping a pallet. So no, i do not believe the Vecna player would be able to place the skeletons on reaction on a dropped pallet unless the survivor isn't paying attention. The only reason I made the comparison with slinger's ADS is because his ADS is still reactable at 0.4s.


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    Vecna has 4 powers. 3 of which can be used in chase to great effect, especially with the changes I suggested. He does not need his 3 powers to be as spammable as the powers on killers that only have one power. 30 seconds should be more than enough if you know what you are doing.

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    It is my opinion, sure, and its also the opinion of like a billion people that have constantly stated that insta down addons are problematic. Literally all of this discussion is my opinion, but I am giving reasoning based on how it works to play Vecna in practice and what effects things have in how people play against him. I don't want Vecna to be hated and then neutered because his easy to hit sphere, that survivors do not see without Archivist items, can make people exposed. Its also entirely needless to make him busted with an Addon.

    I think a healthy design is when a killer has the possibility to have quick chases because the kit allows them, when used properly, to deal with survivor's counterplaying them. Insta down addons just remove half of a chase. It's way more skillful if you as the killer player prevent resets through macro gameplay, rather than just bustin out a png to cut chases in half.

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    And lastly. Survivors do not have perfect reaction time. And if the Vecna player is good he'll try to spawn the skellies in your face every time. This spell is used short range. There is no "you should be able to go between them" at the range a good Vecna player uses them against you. This addon, as you describe it would make skellies almost uncounterable for NO reason. Not to mention it will deny vaults and pallet drops without any need for skillful play from the Vecna. You won't have to time the spell, because survivors won't be able to crouch them, and after a pallet drop they wont have enough time to move out of the way.

    The skeletons spawn so close together. In practice, it is impossible to dodge between them at close range, which is how any good Vecna player uses the skeletons. Not to mention that you'd make them inescapable after an unhook. You can already double tap people being unhooked. You'd just make it way easier and more consistent, again while lowering the skill requirement to do it.

    Let us also not forget Ornate Horn, which spawns another skeleton and is basically the way people play with Iri book… Imagine having to try and move out of the way of 6 skeletons that go through walls, cannot be crouched, you have no idea where exactly the Vecna is placing them and at what angle, and you only have a teeny tiny split second to react to seeing them go through the wall, identify the angle they were shot at and where you are in relation to this cone and then move out of the way. I'm sorry, it think if the addon worked like this it'd be a silly addon that would be way too strong for no good reason.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,169

    It takes Slinger 0.4 seconds to ADS and shoot his harpoon tho. Like the harpoon comes out instantly. It takes vecna 0.2 seconds to ready the spell and 0.5 seconds for the skeleton's hitbox to spawn. You also do not have to position yourself as Slinger the way you have to as Vecna which again eats at your time since you always have to maintain a 4 meter distance from the survivor if you wanna cast the skellies on them. And finally you cannot crouch Slinger's harpoon. You CAN insta crouch vecna's skellies after dropping a pallet. So no, i do not believe the Vecna player would be able to place the skeletons on reaction on a dropped pallet unless the survivor isn't paying attention. The only reason I made the comparison with slinger's ADS is because his ADS is still reactable at 0.4s.

    Because it is not 0.4s. 0.4 time it takes ready his ability. His spear has travel time which ranges anywhere between 0.1 and 0.6 second at max range. I am just going take a random value of 0.3 which is like 8 meters of distance. the spear doesn't hit you instantly. it is not hit scan. The thing is, slinger can hold his gun preemptively and fire on reaction but like i said, he's allow to do that to pallets because his ability cannot down.

    You CAN insta crouch vecna's skellies after dropping a pallet. So no, i do not believe the Vecna player would be able to place the skeletons on reaction on a dropped pallet unless the survivor isn't paying attention.

    You can drop the pallet and crouch skeletons CURRENTLY because the 0.5 second time for hitbox to spawn is same time as putting down a pallet. once it becomes less then 0.5 seconds, you can spawn skeletons on top of the survivor as they drop pallet and they cannot crouch because they're animation locked. Since skeleton is right on top of the survivor, there is no travel time unlike slinger that has slight travel time. You can do this with iri book add-on right now but because the add-on reduces skeleton by -3, you can't line up skeleton in like angular motion to spawn on the pallet drop. Spawn skeletons on the survivor during animation drops shouldn't be the gameplay for FOTD.

    It is my opinion, sure, and its also the opinion of like a billion people that have constantly stated that insta down addons are problematic. Literally all of this discussion is my opinion, but I am giving reasoning based on how it works to play Vecna in practice and what effects things have in how people play against him. I don't want Vecna to be hated and then neutered because his easy to hit sphere, that survivors do not see without Archivist items, can make people exposed. Its also entirely needless to make him busted with an Addon.

    I think a healthy design is when a killer has the possibility to have quick chases because the kit allows them, when used properly, to deal with survivor's counterplaying them. Insta down addons just remove half of a chase. It's way more skillful if you as the killer player prevent resets through macro gameplay, rather than just bustin out a png to cut chases in half.

    The kit for killer only allows quick chases without instant down if killer is able to machine gun survivor or run anti-heal perk to prevent survivor from healing, Both of which were nerfed since stbfl has been nerfed and sloppy butcher has also been nerfed. These concept now are somewhat archaic so we just move more directly forms of quicker chases which is instant downs.

    Vecna does have machine gun capacity with his fly. you can hit someone, then use fly to catch-up and i further boost this in his iri book where he is able to baby swing during fly cooldown if he lands directly ontop of the survivor.

    And lastly. Survivors do not have perfect reaction time. And if the Vecna player is good he'll try to spawn the skellies in your face every time. This spell is used short range. There is no "you should be able to go between them" at the range a good Vecna player uses them against you. This addon, as you describe it would make skellies almost uncounterable for NO reason. Not to mention it will deny vaults and pallet drops without any need for skillful play from the Vecna. You won't have to time the spell, because survivors won't be able to crouch them, and after a pallet drop they wont have enough time to move out of the way.

    The spawning skeletons on survivor only works right now BECAUSE of the 0.5 second spawn time for skeletons. if you read my add-on suggestion, i note that iri book new drawback is that it increases the time to spawn skeleton by 0.5 second for total 1 second spawn time. this gives ample time to not only move forward but also move diagonal to dodge skeletons. you simply need to know pattern of how skeleton spawn to be able dodge them. I think it would be more interesting if you had to predict where skeleton spawn but we have a magical item that shows where skeletons precisely spawn.