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The First - Killer Power Feedback

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 633
edited January 6 in 9.4.0 PTB Feedback

Please leave your feedback specific to The First's Killer power here. Thank you!

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Comments

  • RFSa09
    RFSa09 Member Posts: 1,011

    Make his "vine attack" Slower or smaller so it gives more time for survivors to react, besides that i think we're good

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 633

    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?

  • Inosennatoki
    Inosennatoki Member Posts: 217
    edited January 6

    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.

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  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700
    edited January 6

    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
  • Emeal
    Emeal Member Posts: 6,639
    edited January 6

    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.

  • Emeal
    Emeal Member Posts: 6,639

    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.

  • TheGoon224
    TheGoon224 Member Posts: 414
    edited January 6

    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.

  • OneShape
    OneShape Member Posts: 1
    edited January 6

    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.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,555

    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?

    image.png

    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.

  • melissayeti
    melissayeti Member Posts: 182

    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.

  • CakeIsTheRoad
    CakeIsTheRoad Member Posts: 60
    edited January 6

    His underground form:

    1. 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.
      1. 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).
    2. 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.
    3. 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
    4. 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:

    1. Need a way to clear tokens as survivor.
      1. Maybe a second interaction with clocks to make that possible.
    2. Tokens don't reset after hooks.

    Vines

    1. They should not be usable within 10 seconds of using the underground ability.

    Addons

    1. 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).
    2. 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
  • darkwiredheart
    darkwiredheart Member Posts: 6
  • darkwiredheart
    darkwiredheart Member Posts: 6

    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.

  • Green_Sliche
    Green_Sliche Member Posts: 824

    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.

  • Ragna_Rock
    Ragna_Rock Member Posts: 216
    edited January 7

    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
  • sethrollins
    sethrollins Member Posts: 56
    edited January 6

    Very easy for such a strong ability, requires 0 skill. He needs a cooldown to prevent spaming the vine attack

  • XDgamer018
    XDgamer018 Member Posts: 730

    looks like mixed opinions… wich usually means hes either balanced or people havent made up their mind yet

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,020

    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…

  • Angerydoge
    Angerydoge Member Posts: 109

    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.

  • Langweilig
    Langweilig Member Posts: 3,149
    edited January 6

    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.

  • ad19970
    ad19970 Member Posts: 6,770

    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.

  • IronKnight55
    IronKnight55 Member Posts: 3,107

    Yeah, this is another issue I have with him that I forgot to mention.

  • BongoBoys
    BongoBoys Member Posts: 445

    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.

  • YaBoi0215
    YaBoi0215 Member Posts: 44

    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.

  • ad19970
    ad19970 Member Posts: 6,770

    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.

  • BongoBoys
    BongoBoys Member Posts: 445

    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

  • melissayeti
    melissayeti Member Posts: 182

    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.

  • Pabloise
    Pabloise Member Posts: 2

    but other than that possible slight nerf hes quite balanced and feels very fun to play

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,291

    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.

  • Coyotecrow
    Coyotecrow Unconfirmed, Member Posts: 3
  • Coyotecrow
    Coyotecrow Unconfirmed, Member Posts: 3

    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.

  • SkeletalElite
    SkeletalElite Member Posts: 2,897

    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

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,700

    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.

  • mcallisterbritt
    mcallisterbritt Member Posts: 58

    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……

  • FerrousFacade
    FerrousFacade Member Posts: 139

    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.

  • K1aks
    K1aks Unconfirmed, Member Posts: 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.

  • LeFennecFox
    LeFennecFox Member Posts: 1,393
    edited January 7

    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.

  • Obscura
    Obscura Member Posts: 38

    Killer seems weak. Too easy for survivor to escape him, just w and shift away.

  • mcallisterbritt
    mcallisterbritt Member Posts: 58

    Very Very Very True….. BHVR need to stop making 4.4m/s killer's

  • BongoBoys
    BongoBoys Member Posts: 445
    edited January 7

    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