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The First - Killer Power Feedback
Please leave your feedback specific to The First's Killer power here. Thank you!
Comments
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Make his "vine attack" Slower or smaller so it gives more time for survivors to react, besides that i think we're good
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To get some added context on this, were you playing as Survivor and finding this hard to react to, or were you on the Killer side and finding this easy to zero in on hits with?
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The First is a weakest killer, his skills are very slow, and it's easy to dodge.
His power can't hit survivor because it too slow.
-25 -
The Upside Down's cooldown is way too long. We are at a point in the game where map traversal can make or break a killer, and right now it takes way too long for Vecna to get his map at around 35 seconds. This is especially true since the Undergate attack slows the killer so much, that it is easily dodged, meaning the Upside Down is really only good for traversing the map.
The result is I feel stuck using Pizza Goggles and Stained Glass Mural every game, to reduce the Upside Down's cooldown. And Pizza Goggles feels like it has zero downside, since I'm never expecting to hit with the Undergate attack even when it's at full size. And is the Undergate attack supposed to be easily dodged? Because it currently is.
The Vine Attack itself is fine.
I don't know how I feel about the clocks. Being able to actually injure people with an M2 attack is the actual fun part of the killer, and even though a survivor working on clocks "isn't repairing a generator", it still feels bad that the Worldbreaker timer can be reduced by so much. But I also realize that if clocks aren't powerful then survivors aren't going to use it, and Worldbreaker does have a phase 2 where the time can't be reduced. I dunno. It just feels like it's going to be really annoying for the killer when survivors work on clocks, even though it's not "optimal play" for survivors to work on clocks instead of repairing. I kind of wish the maybe phase 2 can be a bit longer, and phase 1 can be a bit shorter, so there is more guaranteed Worldbreaker time?
And yes, I know that if I really hate clocks, I could just play Clock Hands + Mid-Century Radio to find interrupt the clocks, but that in itself is going to feel annoying when the opponents are coordinated SWFs that can use voice comms to bypass oblivious, since coordinated SWFs are going to be more likely to spam clocks.
And Worldbreaker is awkwardly dark for the killer, and should be lighter for the killer, because I had difficulty trying to carry a survivor to a hook in a dark indoor map, because I couldn't easily see where the openings in the walls were from a distance.
It's also sad that this killer is an easier-to-use Unknown, but is way more useful than Unknown, because Unknown's power is so undertuned (survivors can cleanse Unknown's status effect too quickly and easily by staring at the killer for small periods of time, and letting the overtuned staring-buffer to fill in the gaps).
Post edited by Coffeecrashing on-9 -
I have been playing 4 games as this Killer and his Power seems outright impossible to hit with unless the Survivor isnt paying attention. Been hitting with maybe 1/7 and you want it to not do damage and clock up on the clock before it can actually do any damage.
You seem to have designed the First somewhat like Vecna in that his power seems most useful if you can use it to be within range to land a hit, but for some reason you made him 4.4 m/s which isnt gonna help much. Tell us how you intended this Killer to function.
Turns out I got into Worldbreaker Mode like once so that renders like 25% of the addons worthless to add in.
This is a Killer Im going to despise you for getting good at, isnt it? You've pulled a design wedgie on me?
Forgot to mention Upgate which also impossible to hit with.
-9 -
Ok I just had a match with Survivors who didnt look where they went and yeah this Killer is the hottest guy when that happens.
But the 4 matches before that, Pure hell. My interest in this Killer vanishes if I cant hit enough Power hits to dominate.
-6 -
It felt easy to hit as the First itself sometimes, but i remade my thoughts, a simple earlier visual Q could be fine in my opinion, but idk how would you guys make it :(
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I have been finding no problem with absolutely steamrolling in most of my matches as First, and I think I would caution against buffing him too much.
I think the power is balanced perfectly as it is right now; my friends and I agree that he almost seems OP if you are precise in your Vine Attacks and have good mind games. You're almost guaranteed to hit a Vine Attack while Survivors are locked in vault animations, especially in Worldbreaker mode, which makes him incredibly threatening once you learn the mindgames.
An ENORMOUS oversight on First is the complete and total failure to mention anywhere on his power description that The First can instakill Survivors if he hits Survivors 4 times with non-lethal Vine Attacks.
It took me 2 hours of messing around with him, on both roles, before I realized that he could instakill. Once I did realize that, I had (and still have!) no idea if you can cure the affliction!
NOWHERE does it explain what the 4 ticks on the Survivor profiles mean or represent, you kind of just have to learn that he can instakill you when it actually happens. This should be remedied, as it immediately enlightens why Vine Attack is so difficult to hit when not in Worldbreaker mode.
This Killer NEEDS a better and more comprehensive power description.
ADDITIONALLY, nowhere is it mentioned that when Worldbreaker is active, all of his powers are enhanced and his powers attack faster. This adds further clarity as to why being out of Worldbreaker mode has difficult-to-hit Vine Attacks.
However, if you can land just a couple attacks, Worldbreaker activates and you become a lethal slaughtering MACHINE.
After playing a bunch, I can say it is already almost IMPOSSIBLE to miss Vine Attacks in Worldbreaker mode as long as anyone behind the wheel can aim - DO NOT BUFF THE VINE ATTACK CHARGE/DEPLOY TIME TO LIVE or we WILL have another Krasue situation on your hand where First will be incredibly OP on release. He feels INCREDIBLY oppressive when Worldbreaking as it is.
Due to the non-lethal vines being able to charge up an instakill, I think it is completely worthy and valid for the vine attacks to be slow and hard to hit. With enough practice and the right mindgames, it is incredibly easy to get hits on Survivors locked in vault animation, and I would advise against buffing this character.
Post edited by NotJared on19 -
honestly I think you guys should just make his chess piece add-on base kit so that survivors have more room to dodge while also giving the killer more skill expression since he’ll have two charges to work with but with a smaller AOE.
-9 -
Personally, I've not been having trouble hitting most of my power hits at all with First, unless Worldbreaker is not active, but even then it only takes some clever mindgames and playing with animation locks to be able to hit Vine Attack.
If you can successfully trick a Survivor into thinking you're going to cut them off with Undergate, it's easy to get them to double back into you close enough that they can't dodge the blast.Undergate can also be an incredibly oppressive zoning tool when used in short loops as Survivors either have to stay and take damage or risk running into a deadzone to escape you.
Considering that when not in Worldbreaker mode, hitting his power 4 times on one Survivor allows you to instakill any Survivor, wouldn't it be fair that it's slightly more difficult to hit the non-lethal Vine Attacks and Upgates?
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The cooldown for the vine attack is too short for it to not become a problem/overwhelmingly frustrating for survivors. You can hit a survivor, they hold W, and you STILL have time to hit them again with 0 addons. The range addon makes it even easier.
The clip attached (On coldwind torment creek) I use the power 12 TIMES in 1 MINUTE to hit a survivor with 0 penalty, and that's with me holding down my M2 button to spam it on purpose for show-casing purposes. This is ridiculous. As a survivor it feels like you're just "Getting lucky" right now with the insanely fast exit time of the vine attack. Once a vecna player "Gets good," it's just going to be obnoxious. Similar to how facing a good nurse player isn't fun outside of a coordinated SWF for higher tier play.
The fun of Vecna should be, from my experience of playing, hitting prediction shots. Like Pyramid-head. Currently with the lack of cool-down/punishment, nothing feels "Cool" or "earned" when compared to other killers.There's also the addon that blocks vaults which, why? We've done this twice recently with Ghoul and Dracula where it's the most insanely boring strong addon that players use. It's always complained about. I HEAVILY encourage before this goes live to rework it
Everything else is fine, the mobility could be a bit faster to compensate for the insanely long enter and exit times. But if the vine attack isn't nerfed there's no point as then he becomes insanely strong while being pretty boring.
TLDR: Make the vine attack cooldown start at the END of the animation, not while the animation is playing.
I see other commenters saying the power is "hard to hit" or "slow" and I can assure it's just from inexperience with projectiles. You can hit crazy chains from the other clips shown + predictions (Toba Landing + Coal Tower), with my misses being inexperience with actually lining up the power. That gets fixed with time.
Unless I'm missing some insane survivor counterplay :/
11 -
He feels incredibly powerful, he can hit through walls like Nurse, except he doesn't need to charge it up nor does it give him fatigue, but rather he is 4.4 so he can use it for zoning. The cooldown is way too short, his mobility is pretty mid in isolation but combined with insta hit through walls I would easily put him in the top 5.
But also his counterplay is extremely limited. Like you can bait going somewhere, but if he calls your bluff he hits you anyway, and if you try to dodge too much he can just M1.
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Honestly, outside of the Upside Down traversal cooldown feeling a little bit too long, I think he's in a really good state.
One thing though, I'm not sure what you're planning on doing with this part of the Known Issues?
The interaction cooldown already feels plenty lengthy. Can you cancel the exit animation early with a generator kick or something? Or are you planning on making it even longer by default, which in my opinion would be a mistake.
-7 -
correct me if im wrong, but.
using the clock to "counter his power" doesnt seem worth it since its only 15 secounds, doesnt seem to be worth it at all.
compared to singu, using his emp seems more or less satisfying depending where you use it, not really for the first.
he gets his power fairly easily and can use his power with ease,
this maybe will be rebalanced once everyone knows how to outplay it
i hope we can first increase it to 30s so everyone can get used to his power without it being too unforgiving for the survivors.
and then reduce it back to 15s after like 3-6 months. because this worked greatly with vecna, i wouldnt him the first getting more buffed later on, once everyone got used to this killer and has a chance to ease into it.
right now he feels incrediably frustrating to play against because the only thing you can do is try to fake out his power, but you cant do that since his power cooldown for his m2 ranged (not mobility), is very short. so when the first misses, it barely feels like you made distance, even if you use the right playstyle of keep moving forward and using cover, he can just guess and keep hitting you.6 -
I agree with others that the interaction cooldown when you emerge from an Undergate Attack already feels long and doesn't need extra time. Considering he is 4.4 m/s survivors have plenty of time to get away and make it difficult to catch up. I don't understand why he is 4.4.
From the survivor perspective I think the audio cue for when he is going to use a vine attack (or charging it up I guess) needs to be louder.
Definitely a longer cooldown for the Vine Attack. It's very easy to spam and easy to zone survivors.
The add on Shattered Wrist Rocket feels like it should be a higher rarity, I understand the upside down/undergate ability is kind of long but you can easily use it to constantly regress gens without kicking them.
So there's no way to remove Windbreaker Tokens? And from my understanding, the survivor is killable when they have 2 hook stages right? At least with Pyramid Head/Onyro you can remove the "infection" possibly to not be mori'd but with this you can't? I thought interacting with the clocks would remove them but I guess not.
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His underground form:
- Not enough warning/tracking — fix is to add a longer trail to indicate where he is and make particles or something float up above grass height. The undetectable means you need adequate visual warning he is nearby, wish he does not currently have.
- If there is a "tunneling" sound for survivors, it is too low and barely audible. If there is not, there should be (at least when within 8-10 meters).
- His underground collision is too large. You "bounce" off walls when trying to go through doors in tight corridors. Lerrys is akin to a ping-pong ball machine.
- His underground AOE is easier to avoid in more open areas but almost always hits in tighter areas. A survivor can escape it if they speed all the time moving in a straight line, but if you can't — like in lerry's — you will almost always get hit
- His AOE seems pretty fast / out of nowhere, but I think is due to no adequate visual warning he is around — this is particularly a problem in maps that have a lot of ground cover or visual blockers (corn, grass, ect.)
Tokens:
- Need a way to clear tokens as survivor.
- Maybe a second interaction with clocks to make that possible.
- Tokens don't reset after hooks.
Vines
- They should not be usable within 10 seconds of using the underground ability.
Addons
- No-addons the power is clunky to use. The vines range feels really short and the speed of the underground ability activating is way too slow (with NO ADDONS).
- Orderly ID and Bloody Roller Skates solve these issues with the power, so I expect these to be highly used in future due to the above mentioned.
Post edited by CakeIsTheRoad on-6 - Not enough warning/tracking — fix is to add a longer trail to indicate where he is and make particles or something float up above grass height. The undetectable means you need adequate visual warning he is nearby, wish he does not currently have.
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-2
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Seems pretty balanced and fun to play. I would consider him A tier no perks/add-ons. A one second reduction to undergate would make him A+.
A way to remove tokens wouldn't hurt. I would recommend a way to use the clocks to do this.
His m2 is a skill shot and puts him in line with nurse in the hands of good players.
Overall I would be happy with him as is. A small cool down on m2 will be OK but not more than 1 or 2 seconds. I wouldn't really nerf anything else about him or he will be trash and no one outside of streamers and fanboys would get him.
We have a lack of good killers and survivors are already complaining about seeing the same killer over and over (blight). Let's give them some variety.
-7 -
He will get this treatment after the sale period is over. They won't nerf him now or else there won't be enough money made out.
He is a typical customer bait killer. Good visuals but lots of mechanics that are clunky and force killer do some extra steps with a massive slow down as punishment for any mistake made.
I can imagine how he will be ''tuned'' down because some ''players'' have hard time dodging his power. It will be the Krasue story all over again.
-3 -
He feels great so far. Always wanted a very caster style killer so his power is already cool even though I am not a massive stranger things fan the power alone is very fun.
His M2 (Vine Attack) is a little predictable and with all the audio and stinger that play when he goes to use it I have not had a hard time so far dodging the attack reliably so I would say a slight radius increase would be nice about 0.25M would be cool. Other than that I would say so far it is fun to use and its short cool down means that this killer can use his power and miss a few times without the game being over like The Unknown
Undergate feels little too ineffective any speed increase or exhaustion perk the surv has and its a miss no matter what but I would say that's fine as this should mainly be a movement tool and for that its cool down is massive I would say reduce the cool down by 15sec and rework "Pizza Goggles" to change his disappear and reappear animation speeds.
World breaker/Grandfather clocks. The way the timer is done is … strange as 3/4 of the timer can be sped up by another survivor making it so a team who is very on top of things is always going to make sure that you get little use out of his power and "Bead Maze" may end up being an add-on that people will have to run to get enough time out of it.
Now as a fix I would say that the amount of "Guaranteed "time you get in world breaker should be based on the number of tokens the surv has when its triggered - 15 sec (Token = 15 add -15 to total) so lets say Meg has 2 token when it starts then world breaker has 15 secs of guaranteed time, if Dwight get it at 3 token its 30secs.
Other than that this killer thematically is very good all audio effects that play makes a very imposing and fun killer that from a current look at his power is on par if not a bit better than Artist which is good spot to have a killer at.
Post edited by Ragna_Rock on-10 -
Very easy for such a strong ability, requires 0 skill. He needs a cooldown to prevent spaming the vine attack
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looks like mixed opinions… wich usually means hes either balanced or people havent made up their mind yet
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I have played few games and I like his power. It's not really easy to hit, but has low cooldown, so I don't have to be afraid of just trying hits behind walls etc.
upside down seems good enough, but cooldown is quite high…0 -
The only problem I see right now is the very short cooldown on his power, which he can pretty much spam. I can imagine people really disliking this killer, to be honest.I’ll play more of him and provide more detailed feedback.
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I don't understand why some people think it's bad that the tokens can't be removed? In order to do the special mori, a survivor needs 4 tokens, and be on their last health state, and needs to be hit while injured. And survivors can't get tokens during Worldbreaker mode.
And the special mori, in most cases, just saves the killer a few seconds to pick up a survivor and carry them to a hook. Yes, it's bypassing potential pallet saves, etc, but allowing survivors to remove tokens, just means the special mori is almost never going to happen unless the killer tunnels the survivor out of the game, to prevent that survivor from doing whatever action that could remove tokens.
Edit: Oh, I just realized the Worldbreaker works differently then I thought it did. Worldbreaker starts when a survivor reaches 2 token, or 4 tokens, or "gains 1 token" when they are already at 4 tokens. I still feel like it would be punishing the killer for not tunneling, if survivors were allowed to remove tokens.
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There isn't much counter play against vine attack atm because if they manage to place it with you in the centre it's guaranteed to hit. Considering that it goes through walls this isn't very hard to do and makes most loops kinda of useless.
Im not sure if it's bugged but also as a survivor it feels like you can't see where it is going to happen until it has already fired.
I think there should be a window like pyramid head where you can see where its going to hit, it should be shorter but it would at least allow for some counter play from survivors against it.2 -
From what I‘ve seen on twitch I like the new vecna. He has a cool power and is fun (I just hope demo also gets the upside down traversal abillity vecna has). I don‘t think he will need changes coming to live.
-4 -
To be fair, survivors shouldn't be able to react to the vine attack and then dodge it, otherwise playing Vecna would be useless since if the survivor is good enough, he would never be able to get a hit against that survivor.
The delay between activating the power and the vines injuring the survivor needs to be just long enough for both the killer and survivor having to predict each other's move. If the delay is too low, then Vecna can just place his vines perfectly and the survivor would never have a chance to dodge in that situation, and if the delay is too long, then the survivor could always reliably dodge the vines if the survivor player can react fast enough.
Haven't played the PTB yet but from what I have seen the delay might already be good. If it turns out to be too low though for survivors to have a fair chance at dodging the vines, then a very small increase in delay duration would be needed.
-4 -
Yeah, this is another issue I have with him that I forgot to mention.
-4 -
Undergate Attack seems unavoidable??? If you start emerging directly in the center of your power with a Survivor in it they always get hit they can't make it out in time.
-6 -
I personally think everything about the killer feels amazing to use. The only thing I would say that needs to be fixed on him would be that his Vine Attack needs a bit of a cooldown between hits. Not a long cooldown just a little bit of a cooldown. Right now the time between Vine Attacks feels over tuned and if you're good with him you can down survivors super fast. I honestly thing this killer is in a great spot power wise. Not OP but not DOA either. I think he's a good mid-high A tier killer which is what we need right now. Played perfectly I would say he's S tier. The only thing I would nerf is the time between Vine Attacks.
-5 -
Is that really the case though? Like have some people already figured this out by testing this? To me the delay seemed quite fair, just from watching videos, but this is also my biggest concern, that if the vines are placed perfectly under a survivor, there is no way for them to dodge the vines. Both the survivor and Vecna should have to predict what the opponent does.
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Vine attack is nuts tbh there's nothing you can do against it except hope you juke it using vaults or pallets and it's a guaranteed hit by vine attack if you do use those. Not to mention he can Zone you with it and just m1 you cause he has quick recovery
-5 -
I wanted to add again that there needs to be a way to remove the Clock stacks on survivors. The power works in the same sense as Wesker and Krasue were where the person having the "infection" on them was better for your power. To get into Worldbreaker, you need to have at least 2 stacks of the timer on you, which you don't lose. If you hit someone with at least 1 stack, you're back into Worldbreaker. Why go after survivors with no stacks when you can go after the the survivor that just got unhooked with 2 stacks? Just hit a vine attack one time and you're back in your power where vine attack does damage. The Upsidedown AOE is pretty easy to dodge for survivors so you're not likely to get two stacks on a fresh survivor after hooking someone.
For experienced players, I don't think this will be a problem. But for new survivors (and killers that understand tunneling is the most effective strategy), you're gonna have a lot of players complaining that he's too OP.
I'm not saying to remove stacks completely. But I think if you interact with clocks you can remove a stack. Or remove 1 stack on hook. Something along those lines.
-6 -
ive been playing only vecna pretty much all day since it released. i have not gotten anything under a 3k once. and have gotten a 3k probably 3 times. everything else was a 4k. his power is very easy to hit i find it feels very satisfying. alot of my hits are when i cant see them so they think there safe but i predict where they are, this is sopmetihing survivors will just get better at. however i think that the circle is too easy to hit. ive been playing with the addon which makes the circle smaller to get better aim. and it feels more balanced. much harder to hit shots and survivors have a much better chance if cornerd. i think the upside down travel is fine as it is. maybe remove the ability to see survivors if you need to nerf him mroe but thats optional. i think decreasing the base size of the vine attack would be the best change to balance this killer. making the cooldown longer would feel unsatisfying and quite boring of a change. but reducing the size and keeping the fast cooldown would keep the player engaged and make it feel overall more intense. in short i think hes a bit too powerfull. dont nerf his cooldowns but reduce the size of the vine attack radius to keep gameplay engaging
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but other than that possible slight nerf hes quite balanced and feels very fun to play
-3 -
TRUE! TRUE!!! TRUEEEEEEE!!!
-2 -
I think the traveling in the upside down's attack could use a bit more speed. Not too much but its definitely just slow enough to be avoidable 99.99% of the time.
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This is the most killer-centric take. So ridiculous.
-2 -
Vine attack is bs. Against skilled killers it is far too quick to deploy and versatile in its use around walls and corners. I really think the power would be enjoyable in the same way Huntress is if you made it slower or more predictable. Satisfying skill ceiling for both sides and unique from other killers.
The Upside down teleport attack is undodgable at this point. It feels like the OP ability that will inevitably get nerfed after sales have started to go down though, so it is what is is.
I think the whole clock gimmick with attacks that cannot he dodged that get stronger is bad design choice. It limits player agency and dulls the fundamental aspects of the chase that make the game interesting in exchange for less exciting dead weight. If I could offer an alternative, perhaps just give him his Vine attack and then when worldbreaker triggers, give him access to the teleport ability with a smaller radius and greatly reduced cooldown.
-6 -
His m2 needs a longer cooldown, also I think if he uses his ungerground attack directly on top of you, you can't get out of range in time without any haste which I am especially not a fan of since he just goes through windows and pallets
-1 -
I think I'm giving up on this killer, for the same reason that I gave up playing Huntress. The First moves so slowly in chase, that he's just spending way too much time looping around and around and around and around the same objects. It's not fun gameplay. Newer killers should never be 4.4 movement speed, especially with the current map reworks and current pallet densities.
And he takes so long to recover from his map traversal ability that it's useless in chase, which means he's really just stuck with the most boring chases.
-5 -
He need some tweaks the 1st. thing is he way too slow BHVR can we stop making killers 4.4m/s all new killer's should be 4.6m/s or faster with how gen's speeds are….. 2st. The AOE for the Vine Attack is way to easy to dodged and needs to be a little bit bigger…… 3rd. The time it take to return to the map after going into The Upside Down is too long….. Last the cool down on the on using The Upside Down power is way too long……
-2 -
His vine attack cooldown is perhaps a bit overtuned but mostly fine. The most annoying part of going against him is how easily he can zone with his vine attack, sometimes the only direction to dodge is into the killer which means they just get an m1 anyway. I saw an interesting idea of removing his m1 altogether and I think his m2 is strong enough to support that but would obviously need other changes. His undergate attack is a guaranteed hit if he is directly beneath you but that makes it a skill hit so fine.
Counterplay appears to be similar to nurse, break los, be unpredictable, pray no aura reading. A really skilled player will likely be a menace with them so long as they are good at predicting movements.
-2 -
The first one is a pretty strong and interesting maniac, with its own peculiarities. It's quite skill-dependent, but if you know how to play it, the survivors won't survive.
-3 -
The cooldown & him being 4.4 means as long as you dodge it you're far enough to gain distance. Maybe they can add like 0.5s to power cooldown.
Undergate attack is nearly useless offensively unless someone is cornered like an indoor map. If it was consistent he might actually be a real problem though so they need to be careful. I would honestly prefer it only giving 1 stack for it to be more effective.
-4 -
Killer seems weak. Too easy for survivor to escape him, just w and shift away.
3 -
Very Very Very True….. BHVR need to stop making 4.4m/s killer's
-1 -
If he wasn't 4.4 you wouldn't gain enough distance for it to be meaningful, as is the killer can shoot again pretty quickly and the range on it is quite far. Making him 4.6 would make him have basically no counterplay, like nurse he mostly ignores pallets and windows so distance and mindgames are the only option. The only real difference being he can't just pass through them unless he is using his other power. Overall I would be perfectly fine with him staying exactly as he is.
I think people that think he is weak are severely underestimating how quickly someone that practices the power can down someone or are just plain bad at predicting survivor movements. I played against ones that couldn't predict my movements and ya I stomped them but I also played against ones that could and got stomped.
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Just to clarify it's only an Insta kill if you have 4 tokens and are on death hook you can get rid of the tokens if do the clocks in world breaker mode even then it's just a mini mori like Pyramidhead and Myers and NOT like Sadako
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