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New Killer is totally broken

Harrop
Harrop Unconfirmed, Member Posts: 2

His M2 Vine attack is too fast to dodge if he places it on top of you, whether you’re holding W or doubling back, you don’t get enough time to even react to it. His M2 Vine attack also has the hitbox of huntress hatchets, if it’s close by you’re gonna get hit. Fix this now before you lose half the player base over it, me and 8 friends have already uninstalled the game until you release a nerf for this absolute atrocious killer. Literally all you need to do is fix the hitbox and make it take at least 0.25s longer to do an M2 attack, because at this stage it’s unplayable and completely boring for me.

Comments

  • ad19970
    ad19970 Member Posts: 6,814

    You are not supposed to be able to react to his vine attack, you are supposed to predict it and dodge early enough. If you could just react to the vine attack by dodging only once the vine attack is visually shown, it would be absolutely useless against good survivors that can react quick enough, and nobody would want to play Vecna in that case.

    Pretty sure if the delay was 0.25 seconds longer the ability would become way too dodgeable and playing as Vecna would become insanely frustrating.

    I also have serious doubts that DBD will lose half of its playerbase over Vecna. In fact I have seen quite a few people say that they enjoy going against Vecna.

  • maybesarahhh
    maybesarahhh Member Posts: 77

    I don't know that The First is necessarily completely broken, but I think a few things could be tweaked to give survivors some loop ability (especially on indoor maps). Some of the main issues I've noticed:

    1. On indoor maps, it is incredibly hard to dodge/go around the vine attacks. The paths are simply not wide enough in any of the locations to not be read like a book by a half decent killer player. Like, even if I do predict where he's going to put it down, there often isn't a lot I can do. If I run back to dodge (which often times is the only option you have on an indoor map), then I just instantly get hit with an M1 because there is virtually no cooldown after he uses the vine attack. I think either slightly reducing the radius of the vine attack circle or adding a slightly longer cooldown after the attack would make this killer a lot less oppressive on indoor maps. I don't think they should take either of these nerfs too far if they do make them, though. It would be a shame if this new really fun killer got nerfed into the ground IMO.
    2. It seems to be too easy to activate worldbreaker mode for how powerful it is. The reason I say it's powerful is it gives you the range of a nurse without actually leaving your spot, meaning you can pinch survivors to guarantee damage if you are in a corridor of sorts if you use this power strategically (if the surv runs straight they get hit with the vine attack, if they run back they run into you and take a basic attack). Do I think this should be nerfed? Not necessarily, because there is a counter (doing the clocks to make the mode end quicker). I kind of wonder if addressing what i said in point 1 would fix this anyways, as it might be more difficult for the killer to gain tokens with some slight adjustments to the vine attack. It might still be nice to implement some kind of cooldown on the worldbreaker mode, though. For example, when it ends the killer can't reactivate it for 30 seconds or something.

    My best advice for anyone trying to figure out how to counter this killer that is feeling entirely lost is to start looping The First like you'd loop a Nurse. This killer can't really be mind gamed around a pallet or something like others, as he can place his vine attack wherever he wants inside of the placeable radius around him (20-30 meters, not sure where exactly this ends). It's almost better to hold W and look for some tall obstacles to block yourself from the killer's line of sight. Do some silly pathing once they can't see you, continue bobbing and weaving through different obstacles. It's also better to deny the worldbreaker tokens and just take an M1 if you are in a position where you have to choose between that and the vine attack. Perks that disguise your scratchmarks are strong against this killer, as breaking line of sight is your best line of defense.

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    Honestly they only need to tweak a few things, but I'm expecting that they'll change him in a way that will make him incredibly unfun to play after the sales die down and we won't see him too often again.

  • maybesarahhh
    maybesarahhh Member Posts: 77

    I hope they don't do a huge nerf. Once I started playing against him with the same mindset as I play against a nurse, I was doing a lot better. Those first few matches where I was getting a feel for him were BRUTAL, but that makes sense. You can't loop this killer like you loop other killers in this game (with the exception of nurse) or you will get downed VERY quickly. When that was figured out, I can extend my chase a bit longer now. I really do think some minor adjustments are in order (either a longer cooldown on a missed vine attack or a smaller radius for the vine attack) but nothing too major really needs to be done.

    I did witness a vine attack coming out of a wall rather than the floor twice on Tuesday and thought this was a super busted mechanic (this happened in Hawkins and the vines spread across like 75% of the hallway width and were not passable), but have since realized that was a bug (its only supposed to be placed on floors). I unfortunately don't have clips or game log from when these instances happened so I've just been waiting for it to happen again so I can make an official report with a clip lol

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    Yeah, I really only take issue with the vine attack sniping too easily and the ease that aura reading provides. And we can all expect he'll be nerfed when the chapter's over since that happens like clockwork. But I think he's been designed so delicately that one wrong move and he's dead in the dust.

  • maybesarahhh
    maybesarahhh Member Posts: 77

    I hope not, its actually really refreshing to have another killer with a different chase strategy. Makes playing survivor feel kinda new again, it's fun!

    I think you could make the aura reading sniping concern hold true for a lot of killers, honestly. Pyramid Head, Dracula, Artist, nurse can all hit you through solid objects with aura reading. If they make a few tweaks to Henry to slow him down a hair (like I mentioned in my previous comment) I think this will be less problematic. Once the survivors learn how to counter this killer and start having longer chases, aura reading builds won't be all that strong. You have no generator regression pressure, no wasting time perks (like plaything to make them go look for totems instead of doing gens), no anti-loop perks to block windows/pallets or break pallets/walls quicker, etc. It is only strong right now because survivors don't know what they are doing against him yet lol.

    The thing with new killers is that it takes survivors MUCH longer to learn how to counter than it does for the killer to learn how to play them/use their power. This is partially due to the lack of a good tutorial, but mainly because (I know this is gonna piss someone off) playing survivor inherently takes a lot more technical skill due to the unbalanced nature of the game. Killers have to be strategic, but they don't necessarily need to have strong technical skills (at average level MMR) to win. This tune changes slightly at the very top of the top group of survivors because they are just so skilled that they start to challenge the killer in a technical manner rather than just a strategic one.

    This was a lot of yap to say in a few weeks, this aura reading build will probably only give half the value its giving you today and will likely let some survivors escape (because they will be able to get gens done quickly without any gen pressure perks).

  • ad19970
    ad19970 Member Posts: 6,814

    Aura reading doesn't change the fact that you can still predict the vine attack and dodge early enough though. Of course aura reading does help him quite a bit, as it eliminates his guess work on where survivors are when they break line of sight. But the vine attack is still dodgeable beyond that. If you predict the vine attack correctly, you can dodge it.

    Running unpredictably and dodging are valid counterplays against Vecna whether he has sight on you or not. It#s too early to tell if he'll need a small nerf or not, but so far he seems pretty balanced to me.

  • ad19970
    ad19970 Member Posts: 6,814

    His cooldown after using vine attack is 3 seconds, during which he slows down to 1.79 M/S. So I wouldn't call that virtually no cooldown. Unless he is right on you, running back into his direction to dodge the vine attack can still work, survivors have done it against me.

    With that said, he does seem pretty oppressive on Hawkins and Midwhich, I definitely wouldn't mind if they increased his power cooldown from 3 to 3.5 seconds or something like that.

    I do disagree with the second point though. If Vecna ends up needing a nerf, I don't think making worldbreaker mode happen less frequently is the right decision here. If anything, I'd prefer to see a nerf that helps counterplay on survivors side. Like a small recharge time increase on his vine attack, so that he can't immediately use the vine attack again as soon as the cooldown ends.

    But honestly he seems pretty balanced to me so far. Time will tell if he does need a nerf or not.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303

    I mean it's fine if it wasnt as frequent, but you get to attack so often making a mistake doesnt matter at all, that cannot be argued.

  • ad19970
    ad19970 Member Posts: 6,814

    That's the aspect I am not yet sure of. Right now it seems fine to me personally, survivors do have to dodge frequently but it's doable and survivors do buy some time dodging a few vine attacks back to back. But at the same time I could definitely see that aspect needing a slight nerf if Vecna does turn out to be too strong.

    Right now the recharge time of his power is the same as his vine attack cooldown, which is 3 seconds, so after the cooldown ends, he can immediately use his power again. Even just increasing that recharge time from 3 to 5 seconds would probably already go a long way to make his power less spammy and to make dodging his vine attack a little more rewarding. Because now, after his vine attack cooldown ends, he would have to wait 2 additional seconds before he can use his vine attack again.

    But at the moment I still think it's too early to tell if he needs a nerf like that.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,797

    He needs to be left alone. He's one of the most balanced killers ever to come out of PTB. If we tweak or adjust him its going to just ruin the character..Do we really need another killer that just gets ruined….again?

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303

    I'm sorry I disagree very strongly, any killer player can see their killer is being powercrept by this guy, you don't need to interact with anything and you can take health states, you have mobility and you dont even need to respect walls.

    As an Unknown player seeing Krasue and now Vecna, or even like you compare his power to say Nemesis or P.head, what's the excuse there?

    So many killers are getting left to rot and they keep making new ones instead of helping the ones we love.

    You of all people should agree with that with the state Houndmaster is in.

  • BoopTheDemo
    BoopTheDemo Member Posts: 5

    Skill issue

  • MechWarrior3
    MechWarrior3 Member Posts: 5,797

    "you don't need to interact with anything and you can take health states"

    This is just false. Survivors have to dodge this power much like nurse, the only difference is nurse gets an instant hit. Vecna takes multiple vine attacks before an injury occurs.

    "As an Unknown player seeing Krasue and now Vecna, or even like you compare his power to say Nemesis or P.head, what's the excuse there?"

    I do agree Unknown needs some buffs again. However, we cannot forget Unknown can get to the other side within an instant due to his TP. Krasue and Vecna cannot. This needs to be considered. My point stands. Unknown still needs some buffs. Nemesis only needs 2 total tentacle hits for injury. He does have zombies that cause distractions and annoy survivors to give him a chance to make his way to the other side of the map. PH gets an instant injury everytime. He shouldn't have mobility.

    "So many killers are getting left to rot and they keep making new ones instead of helping the ones we love."

    I advocate for this a lot. You know this. I wouldn't argue this point. Lots of killers do need love whether buffs, QOL or bug fixes.

    Hope this clears up anything.

  • Royval
    Royval Member Posts: 1,285

    I’d say he’s stronger than release Ghoul the spam for injures and downs are way too quick

  • ibass21
    ibass21 Member Posts: 15

    He is definetly super OP, biggest change to be made is that his Workd breaker mode should be survivor specific instead of all together.

  • I_CAME
    I_CAME Member Posts: 1,621
    edited January 30

    Yep. It's about making the killer role appeal to the lowest common denominator. Same reason they made filler pallets so terrible. The worst example of this was Ghoul where the killer literally plays itself. Then the first version of Krasue where it was so blatantly overpowered that even the most biased content creators thought it was ridiculous. Now we have the newest killer where being bad is not punished in the slightest. You can just miss repeatedly and it does not matter much at all. At some point Behavior realized that being good at killer doesn't matter as long as you FEEL like you are good. Making killers brain dead easy to play seems to be the new direction for the game. It's all about getting the casuals to play the role so they can sell more skins.

  • Green_Sliche
    Green_Sliche Member Posts: 843
    edited January 30

    Isn't that too obvious already?

    Expect nerfs like longer CD on power ( one way or another ), nerfs on addons or making him massively addon-dependent or range nerf. Stuff like this will make him more ''manageable'' but extremely unpleasant to play as so he joins the forgotten killer group once the sales are done and sufficient money has been gathered.

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    💯. I'm always willing to be surprised but after 2025, it's smarter to expect the worst.

  • Philscooper
    Philscooper Member Posts: 677

    4 hits to down which he actually have to put more effort into than anything ghoul ever did.

    He still does feel really bullshit to go against when you have to dodge 50 times over and eventually you get unlucky, cant loop because the map is too open or the killer got lucky.

  • Elan
    Elan Member Posts: 1,746

    Vecna is of of most balanced and fairest killer to date. If anyone hate him or struggle it's nothing else than skill issue. Learn the counterplay rather than whining about another killer. I understood the Ghoul and Krasue complaints. But Vecna is nowhere near that point to be even remotely overpowered or unfair.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303
    edited January 30

    It doesn't clear anything up you just prove my point more, I think all you have to do is play against him on midwhich with no aura read protection when he has an aura read build for you to actually get some context.

    It's an extreme case but it shows how badly designed they can be, this also goes for nurse actually. No its not the map, it's a perfect example of a map which should be used for testing to point out these issues early.

    Unknown also loses their apparitions at a single channel, then has to go back there and wait for it to replace, that needs to be considered, not just mister pancake who can go through breakable walls and windows at high speed. Nemesis still needs to strike twice and needs to be in range, Vecna has clocks that can be used as information tools with addons.

    P.head doesn't need mobility, he needs better control on his projectile, its horrible and clunky, and it takes time to prepare and shoot and then it takes time to come out, Vecna is a point and click adventure game that you can keep spamming while moving quickly and have full camera control.

    Also you missed the point re interaction: He doesn't use windows, he doesn't use pallets, he barely respects walls. That's not good design at all.

    Post edited by Rokku_Rorru on
  • MechWarrior3
    MechWarrior3 Member Posts: 5,797
    edited January 30

    He's 4.4. If he misses he loses a lot of distance. Aura reading is really good on most killers to be fair especially on a map like Midwitch. The odds of you just getting that map is small as well. I have played a lot of vecna. I have gotten mostly outdoor maps. Survivors have had no issues making cuts, dodges, and using LOS breakers to get away. Which is good! Its counter play.

    The illusions can be replaced though and it still waste the survivors time to get over there to take it out. In terms of your last point PH can do the exact same thing except you are instantly injured. Horribly clunky? Not true at all. I guess if you are playing on Console sure. On pc he is rather smooth.

    I don't fully agree with you. I think your views on Vecna are honestly a bit extreme for someone who has played several hours of him and against as a survivor. Plus I played against him on PTB.

    I tried aura perks which was helpful but gen slowdown is all I can handle personally right now.

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  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,303

    Extreme maybe, I'm more just upset unlicensed killers get the short end of the stick most of the time, so maybe it's emotionally charged. I do enjoy playing against him tbf, I just don't like how spammy it is while my killer literally has such a long CD and I have to charge up my shot too AND it has travel time, also it has more chance to go wrong coz it bounces.

    He just gets to point and then click, and reward until it works.

    As for P.head you barely see him for such an iconic character, even with the rework people dislike playing him? Why? Clunky lol, that's the common consensus from any SH fan I know who plays this game.

    4.4 doesn't really matter much when your radius to hurt others is a huge circle around you, plus then you have the mobility albeit a long CD, I don't use it to try and land hits, I use it to close distance/go to a new target.

    It'll get changes for sure, I don't think he'll be nerfed to uselessness, given how they've handled Kaneki, I imagine he'll probs not be able to hit as often again.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,797

    " I'm more just upset unlicensed killers get the short end of the stick most of the time, so maybe it's emotionally charged. "

    I 100% Agree with you. Truly.

  • Yoshirama
    Yoshirama Member Posts: 528

    Please, PLEASE, make a way for survivor to lose infection or whatever the power is called. Not having a way to remove the red infection just make tunneling even easier for him. Is not fun.

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 300

    He will get nerfed. Everyone is complaining about him and survivors are intentionally giving up against him in my matches lol

  • ad19970
    ad19970 Member Posts: 6,814

    As I pointed out in a different reply, "everyone" is simply not true. There are enough people that think he is fine.

    Also, his vine attack delay is fine. If you could react to his vine attack, it would be useless. So that's probably not getting nerfed. The only thing I can see getting nerfed is the recharge time of his vine attack, which probably should see a 2 second nerf or something like that, so he can't spam his power quite as much as right now.

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 300
    edited February 9

    Nearly everyone on the forums are complaining about him and people on twitter are complaining about his vine attack having zero cooldown. They nerf that and the Vecna players will just zone like Springtrap or Huntress at a loop. His power is fundamentally flawed whatever the devs decide to do with the killer.

  • ad19970
    ad19970 Member Posts: 6,814

    Zoning can be further nerfed by increasing his cancel cooldown duration though. I think if they do that and increase the recharge time of Vecna's power a bit, he'd be in a perfect spot.