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Vecna is one of my most played killers and I am concerned about this

StalkingYou
StalkingYou Member Posts: 394
edited May 26 in General Discussions
Screenshot 2025-05-26 at 2.04.13 PM.png

If you don't understand what this means, I'll explain it. After Vecna is done flying, there is a brief period where he cannot attack. Right now I think it's a little long but overall it's alright; the rest of his kit makes up for it.

Vecna is so fun because he is so smooth to play and it makes you feel like an actual wizard; the spells are smooth to use and choosing each one for a specific situation is exciting.

This change will remove some of that and make his Fly clunkier, to the point where IDC if they drop all other buffs to him as long as this does not go through.

If anyone remembers, the lengthy Fly cooldown attack period is one of the many main reasons why he felt so clunky and slow on the PTB. You would fly towards someone and have to stare at them for like 5 seconds before you could attack. It was frustrating and it shouldn't come back.

Having the player unable to do anything after using their power is never fun, and really I can't imagine why the cooldown needs to be longer than it is now when its already long enough for a survivor to reach a pallet/window. IIf they wanted to modify this ability at all they should've made it so survivors can't just vault back into you after you use it to vault a pallet/window, then only apply the longer attack cooldown when you use it to vault something. That would solve one problem and add a new aspect to the Spell where you could sacrifice the ability early (because it ends immediately after vaulting something) and suffer a longer attack cooldown if you thought you could land a hit after vaulting. But I really don't think making a smooth killer flat-out clunkier is the way to go when balancing.

(But hey, I guess I should be glad they didn't omeganerf Flight of the Damned by making it so you can't spawn it on top of people, thereby making the ability terrible and removing the one skill component from it other than recognizing and using low elevation to your advantage which only works when the map allows it)

Comments

  • PinheadGlazer
    PinheadGlazer Member Posts: 53

    I think he was fine the way he is, and increasing the cooldown will have an effect on pick rate. It's still only the PTB though, many changes can happen to the final release.

  • Brokenbones
    Brokenbones Member Posts: 5,629

    I'm guessing they want Fly to be used more for either map traversal or catching up to a survivor who has a lot of distance on you, rather than trying to use it quickly mid chase to pass through a pallet/window

    I'm learning Vecna right now and I prefer not to use fly mid-chase myself since I don't like how it controls/I prefer to play tiles normally or use the other chase spells instead so this change doesn't bother me personally.

  • Brokenbones
    Brokenbones Member Posts: 5,629

    I understand that and I agree it doesn't feel great to be locked in place not able to do anything tbh

    Maybe with enough feedback it'll be changed post-PTB

  • TWiXT
    TWiXT Member Posts: 2,152

    I'm with OP, even if they're making this change because they buffed Fly to last longer and move faster so that it will be used solely as a Map Traversal spell… What's the point in having fast map traversal if you immediately give the survivor a chance to cover half the distance you just traveled away from you while you're on cooldown?

    Survivors "Hold W" away from a killer whenever they enter an area, scattering like roaches, and if you aren't able to at least get a hit in before they make significant distance, or even just catch up to them quickly, you're gonna lose too much time in pursuit. I guess with a perk like Dead Mans Switch, you could Fly in and scare them off the generator so it'll lock down, but without the chase potential, this change to Fly will make it his most frustrating spell. Add in the fact that Nurse, Wraith, Billy, Blight, Spirit, etc all can immediately attack after using their Map Traversal powers, and this feels like a pretty unnecessary nerf.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,370
    image.png

    That's false.

    This concern is false in regards to one of the most played. He's below average on his pick rates and has been for a long time. I think them reducing the hit cooldown after his fight will be fine. Its way too long as it is right now. They will have to tweak the addon though with it of course so it doesn't stack.

  • StalkingYou
    StalkingYou Member Posts: 394

    I think you're misunderstanding. He is one of my most played killers, not the communities'. And if you don't like how long the hit cooldown is now, the change I am talking about is making it longer, not shorter, which sucks.

  • ArkInk
    ArkInk Member Posts: 1,036
    edited May 26

    These changes do worry me. I feel like Vecna was in a stable and working state, and such large scale adjustments could very easily throw him off, whether it's making some spells feel bad to use, some magic items being much stronger than others (already kinda a problem tbh), or just making him too weak or too strong in general.

  • StalkingYou
    StalkingYou Member Posts: 394

    I don't really think he can be too strong with these changes especially when Dracula exists and the magic item buff, they would need to do something very drastic to make him too strong

  • Abbzy
    Abbzy Member Posts: 2,139

    We will need to see nubers, hope it wont be same as xeno changes like few patchs back it look as buffs and small nerf and nubers for flame turrets showed it was crazzy.

  • TotemsCleanser
    TotemsCleanser Member Posts: 849

    I think this attack after Fly CD nerf is happening for two reasons:

    1. They are trying to make Fly more map-mobility-oriented, rather than chase-oriented.
    2. They are trying to compensate for the CD reduction buff (as in, the CD of Fly itself will be reduced, since all spells' CDs will be) and for the duration and speed buffs (Fly will last longer and Vecna's movement speed during Fly will be faster).

    Personally, I would go through with the buffs above and no attack CD nerf and see how he feels. His current attack CD after Fly is somewhat rough, but I think it would feel more granted after these buffs. I think I understand why they are going for a nerf though, as they are probably trying to avoid a Kaneki/Legion/etc situation where they can use their power for mobility, cancel it next to the survivor with a very small CD and immediately get a hit. I think that's the logic behind this nerf. Now, does Vecna need this nerf to compensate for his buffs? Probably not. Like I said, I would've gone for these buffs without the nerf and then, if his Fly becomes too oppressive in chase, evaluate nerfing the attack CD. But I guess I'm not BHVR, lol.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,241

    I recall chasing someone for most of the round and the only thing that finally allowed me to hit them was fly, now not even that will work lol

  • ad19970
    ad19970 Member Posts: 6,759

    I main Vecna as well, love playing him, but I think if they buff the movement speed and duration of Fly, this nerf is absolutely needed. Otherwise it would be too easy to just fly on top of a survivor, cancel the ability, and get a hit. We'll see by how much they are increasing the cooldown, but if they increase the cooldown duration from 2.5 seconds to let's say 3 seconds, I think that would be completely fine.

    Vecna is not in a bad state currently, so him getting a bunch of buffs needs to be counterbalanced in some way.

  • Jacknalls_Paw
    Jacknalls_Paw Member Posts: 362

    Out of all the buffs he's going to receive , you are obviously focusing on the only needed nerf.

    Vecna is not weak and not is not a bad state, and it will certainly not be this adjustment that will plunge him into a F tier.

  • supersonic853
    supersonic853 Member Posts: 5,775

    I think the main problem is no matter how strong fly is vecna has been fairly overshadowed by dracula releasing right after. Who has basically their own fly with no cooldown and much faster swing after coming out of it. We will see if these buffs push vecna far enough in another direction that dracula isnt just seen as "better vecna"

  • StudiousTome
    StudiousTome Member Posts: 78

    This is how it should be after all Killer Powers that get you close to Survivors. I agree with this in that basic attacks shouldn't punish you for doing them, but lunging out of stealth will never be legitimate. Especially if the Survivor sees you(Ghostface, Wraith, Xenomorph).

    Pig's Ambush in an extension of the Crouch. Chucky's Slice and Dice is an extension of Hidey-Ho Mode. Ghostface stares at you. Whether you reveal him, whether he marks you, he chases you at 115 upon standing up. You ever crouched for a while then stood up? Your legs are caught off-guard for half a second. Like getting up too quick. I know this is all Danny has/is, but it gets monotonous from a Survivor's perspective. I don't even want to *play* him if that's all I'm gonna be doing. I'd rather play Myers for slower satisfaction.

  • Mikeyboi1225
    Mikeyboi1225 Member Posts: 27

    I main Vecna as well, and I say let's wait and see how he plays. I was nothing but ecstatic when I read the notes.

  • CartofHearts
    CartofHearts Member Posts: 8

    "One of the most played" Yeah and pigs fly out of my rear

  • hermitkermit
    hermitkermit Member Posts: 988

    He is sitting at a 66% kill rate so I doubt these changes will make him suffer in success. I do understand that it’s a personal QOL change you don’t prefer though, so I’m sorry about that. It’s always tough trying to adjust to changes of a character or perk that we really loved as is.

    Maybe many mains will voice their dissatisfaction and things will be adjusted in the future.

  • Toybasher
    Toybasher Member Posts: 979

    I hope they can buff his veil of invisibility addon (undetectable for 10 seconds when all spells are on cooldown) so it procs at the start of the match. It's a weird interaction but since Vecna starts with his spells on cooldown (in the current, live build of the game) and you bring that addon, you'd get the 10 seconds of undetectable as the game starts. That's not the case on the PTB I believe.

  • StalkingYou
    StalkingYou Member Posts: 394

    The current attack cooldown is long enough to prevent you from doing that anyways IMO. I don't think speed or duration would really matter when balancing that cooldown. But it seems like they only increased it by .25 seconds so whatever I guess

  • StalkingYou
    StalkingYou Member Posts: 394

    If you read my post, you'll see that I'm not against nerfing the ability to balance its new duration/speed, I just dont like the way they did it.

  • Abbzy
    Abbzy Member Posts: 2,139

    Well for example last xeno changest were just straights buffs with tail little nerf, longer wind up and sound notification for survivor. When players tried it on ptb turrets were just op kicking you out of power for so long it was better to just drop chase and go to tunnel, if this change would go live xeno would be deffinitly d-tier or worse because smart players would just drag you to one good placed turret or two and make you powerless m1 for very long time, forcing you to drop chase and go back into tunnels to get your tail back.

    We dont know what dirrect numbers for changes are, there are just few big???

    What will be the cooldown after flight?

    How much will be his powers cooldowns reduced?

    How big buff will receive magick items?

    Even now boots speed buff for mage hand are pretty strong.