Suggestions of Changes to the new killer "The First"

DeathDaphy
DeathDaphy Member Posts: 3
edited January 28 in Feedback and Suggestions

Vine Attack Overpowered

With the current Vine Attack, the cooldown between each Vine Attack feels a bit too fast, getting a Vine Attack every 3 seconds it is so easily spammable and I've seen it being used repeatedly up to 7-8 times within 1 short chase. I've seen people complain about it and myself playing against it feel like there's nothing I could do. Maybe this is just a new killer thing, with everyone unfamiliar to how his attacks work, but I still think there could be a good change for this attack.

My suggestion for a change

I think that the base Vine Attack should have a token system similar to it's iridescent add-on Chess Piece, and have 2 tokens just like the add-on, but unlike the add-on I think there should be a cooldown in between the two usage of the tokens that’s the same as the current cooldown for each Vine Attack. The tokens will charge after being used similar to Wesker's charge for his Bound Attack with the same time it takes to recharge, 5.5s. I am unsure to whether the current size of the default Vine Attack is a good fit for this change, as he is new and as time goes on survivors could adapt and learn to better dodge the Vine Attack, though I do think the size of the vine is slightly on the larger side. With all this changes, it would require the killers to put more thought and be more skilful with their usage of the Vine Attack, instead of how it is currently, where you can mindlessly use it constantly and still injure and down survivors.

Iridescent add-on Chess Piece

With this change, this would basically render the iridescent add-on Chess Piece useless, I think it could have a decrease of cast time from 0.6s to 0.4s, maybe instead of 50% smaller it could be 25% smaller, to keep it at the same level as it is. Maybe the add-ons could have some tier switches to change things around making different add-ons iridescent instead of Chess Piece, or it could just have a full rework, I can't say as much for add-ons as I am not as knowledgable in their usage. Maybe some other players could give some suggestions and ideas on how the add-ons can be changed.

Conclusion/tl;dr

The current iteration of Vine Attack is quite overpowered, I believe switching from a base cooldown to a token system then having a recharge time and cooldown will bring down how overpowered and mindless it feels to use the Vine Attack, still having the same speed and quickness to blocking, injuring or downing survivors, but has the killer think more and be more skilful with their uses of the Vine Attack. Add-ons are hard to speak on, as I am less knowledgable but I think a few changes, maybe a few tier swaps so it aligns with the changes of the Vine Attack would be enough. With that said, I am loving the new chapter, killer, survivors and everything you guys have done with it, thank you for everything you guys do.

For everyone and anyone leaving a comment, thank you I am grateful for any feedback, but please take a little time to at least read the conclusion/tl;dr before giving your feedback.

Post edited by DeathDaphy on
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Comments

  • Skillfulstone
    Skillfulstone Member Posts: 1,139

    Please, let's not have a repeat of the Fog Vials, and let's wait a few weeks to a month for people to adjust to the counterplay (and for content creators to make tutorials) before sending something to the Shadow Realm within days because it's not obvious and easy to play around something.

  • Rogue11
    Rogue11 Member Posts: 2,067

    I understand not wanting to make knee-jerk changes. But I also dont want to wait a year for sensible adjustments like we just had to for Ghoul.

    I'd also like to hear what the actual counterplay is supposed to be, other than run around like a headless chicken until you inevitably die.

    Pallets? No. Windows? No. Pre-run? Well he literally pops up underneath you to start chase so no. Dodge and gain distance? His cooldowns aren't long enough to make any while actively attempting to dodge. Use the clocks? His power lasts a long time regardless, takes time away from gens/healing to complete, and he gets it back nearly instantly anyway. So we're left with the aforementioned turn off your brain and press random buttons, with maybe a sprinkle of everyone's favorite strategy; choose which corner to die in!

  • DeathDaphy
    DeathDaphy Member Posts: 3
    edited January 28

    I'm not saying it should be completely gone, I just think it would be better for both killers and survivors if it was similar to how other killer's skill works, because right now you can just mindlessly spam it while survivors would just get stuck looping 1 small area around a pallet with how fast the cooldown is, I have also seen some killers completely tunnel 1 survivor on 5 generators just by spamming it, just feels a little unfair to me. And also I have said that this all could just be a problem of being a new killer and giving time for people to adapt is definitely needed, but I think the change could also be great to see smart plays from both the killers and survivors while giving survivors a chance to actually escape instead of getting stuck in a chase dodging a skill shot every 3 seconds.

    Post edited by DeathDaphy on
  • Elan
    Elan Member Posts: 1,664

    I'm in the opposite side. We escaped almost every Vecna yesterday despite them not running adept. He's hindred by his 110 % movement speed. Power is easily dodgeable and it's more of Pyramid Head scenario where it's about lucky shot. He's not even A tier in my opinion. Maybe B at best. People will soon realize, I'm sure.

  • DeathDaphy
    DeathDaphy Member Posts: 3

    This is definitely a situation of unfamiliar killers, Vecna and Pyramid Head's skills are definitely not lucky shots and a skill that can be improved and learnt. But with the current attack, Vecna can just constantly spam the skill and is very forgiving if you miss, where as Pyramid Head I have seen some very skilled killers who hit some crazy shots.

  • ad19970
    ad19970 Member Posts: 6,813

    Well the main counterplay simply is moving unpredictably and trying to dodge the vine attacks. But you have to dodge the vine attacks by predicting them, not reacting to them, because if the latter was possible, Vecna would be completely useless against good survivors.

    Breaking line of sight whenever you can is also helpful, makes it much harder for him to aim his vine attack.

    Pallets and windows are usable, but only during his cooldown, so right after he used his power. Unless you can get a stun with a pallet, that works as well.

    Also, his undergate attack slows him down for quite a while, so you gain some distance again after he uses it on you. If you can, try to hold that distance as long as possible by holding w, he is only 110% and slows down a lot when charging his power.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 356

    I feel like the attack needs to appear sooner for the Survivors pov just as it does for the killer because everytime I've gone against vecna/Henry, the attack only has a split millisecond to react which is WAY too fast, if they do this, I guarantee that this killer would be less frustrating and "op" as it seems right now, and I'm speaking from experience from going against and playing as, and I definitely see the difference in m2 visibility from both sides

  • KingOfDoom55
    KingOfDoom55 Member Posts: 356

    I can confirm, what you mention does work, and is the best strategy possible, but also, how I dodge/mind game them, is that if the killer sees me running in a direction, there is a sound affect that plays when the attack is used but before its activated, once I hear that, I immediately turn into a different direction, which is probably one of the best ways to bait his vine attack

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,177

    I remember when Vecna released and everybody was so sure he was massively overpowered. I even nearly got a 50 win streak on release like Hens333 just did on The First yesterday.

    People are going to get better at facing The First.

  • maybesarahhh
    maybesarahhh Member Posts: 67

    I've been having trouble against this killer as well. Like there are obviously some matches where I can tell the killer doesn't know how the power works yet so it's easy, but the ones where the killers have already seemed to perfect it? Those ones are rough.

    Even if they weren't to change the mechanics, some kind of indicator on the ground when he is aiming (similar to Pyramid head or Dracula) would be incredibly helpful. If this already exists, I need a way to change the color or something because I could not see it for the life of me in any of my games until about 0.5s before the attack actually hits (I would think you should at least be able to see it when the sound indicating that he has released it plays, but there is a delay after that before it shows). Due to this lack of information, this really feels similar playing against the nurse to me. Like, they both have a surprise ranged attack (kind of, the hit from the blink is technically a melee attack, but the distance from blink + hit has a ranged aspect to it), but Vecna (The First) has a faster base movement speed, faster recovery, and doesn't actually leave the spot they start the attack from. This last one is what is making this killer feel the most oppressive IMO, as they can forcibly pinch you by placing the circle in front of you and making you run back, especially on indoor maps where the circle is unable to be pathed around in the halls and many rooms without getting hit because the diameter is so large.

    To give the benefit of the doubt, it's only been a day, so maybe there is a counter here that I'm not understanding yet. I do think this character's design and power are super fun and interesting and appreciate that we are getting some more variety in the killer power department. (Because tbh the last couple of new killers have felt familiar to me with Springtrap getting a combo of teleporting, projectile M2, and some base kit stealth, Kaneki getting a dash/deep wound attack, and Krasue getting infection and dash attacks.) I love seeing some new variety in the gameplay mechanics and understand it might take a few iterations to balance, but I'm optimistic this will be a really good addition to the lineup of killers.

  • Skillfulstone
    Skillfulstone Member Posts: 1,139

    Well, after a lot of games against and as The First, I'd say that as far as counterplay goes, mindgame is the name of the game.

    If he manages to center a vine attack perfectly on the Survivor, they'll get hit unless they have some method of Haste (holding Sprint Burst saved me a couple times). However perfectly aiming it is easier said than done and it's usually much more reliable to "place" your attack where you think the Survivor will be.

    There lies the Survivor's counterplay. Not unlike most ranged Killers or Pyramid Head & Nurse, keeping an eye on them can tell you where they want to cut you off (more often than not during animation locks, so feints next to pallets and vaults are good bets).

    While The First has a longer range and verticality options unlike PH, if the Survivor is good at predicting his vine attacks and moves erraticaly enough... he's done for because he is 4.4 (and a vine attack basically locks him in place for a second, long enough to continue the chase without the Killer gaining much ground) and as such if he can't get hits with his power he can't fall back on normal M1 chases to see him through.

    The Undergate attack... if the Survivors don't stay there, it's ridiculously easy to evade if nothing slows them down. It takes so long to gain control back that even if the Survivor dodges the actual attack by a hair, the Survivor still has good distance, especially since the Killer is 4.4 and the mobility option has a massive cooldown.

    One of my first pub matches vs The First (they were going for Adept on day 1) was a complete stomp because we kept predicting (and sometimes guessing) correctly and it took 2 gens for him to trigger Worldbreaker for the first time.

    Funnily enough, I've rarely seen close games with The First, it is almost always a stomp on either side. But it makes sense due to how slow his start can be if he goes against good Survivors that can read him well.

    I do agree that the clocks are a bit useless and should be more of a factor in some way (maybe increase the time reduction if more than one Survivor are using clocks at once, more time off gens in return for less Wordlbreaker time) but I honestly don't see how we could nerf his vine attack in any meaningful way without sending the Killer in the Shadow Realm in the process.

  • Defnotmeghead
    Defnotmeghead Member Posts: 343

    It should be obvious, if there is not a single indication on how to dodge it after a PTB and 5 days, its bad design.

    Easy? sure, it doesnt need to be easy. Nurse isnt easy to dodge, but Nurse is forced to blink in straight lines. She cant move her blink on top of you and expect to get a hit unless she's very close, at which point, you would probably get hit by any decently aimed blink. Nurse also gets slowed down while she charges her attack.

    With The First? He has a blink-like attack that's roughly the same reach as a mid-charge Nurse blink. He doesnt get slowed down while power holding (the least that should happen is a 10% reduction in speed when he's holding so that he loses distance by being 99%). He has a mobility move that's like Spirit and Dracula, but he can see people and damage them with it, no lullaby while Drac and Spirit do have lullabies.

    Other than good ol' shift+W, there is no realistic counterplay. And I think everyone agrees that shift+W being the main counter to a 110% killer is boring

  • Elan
    Elan Member Posts: 1,664

    Everyone who thinks that this killer is A tier or higher shouldn't truly comment on any killer-related topics. Complaining about B tier killers when Ghoul, Blight and Nurse exist.

  • ad19970
    ad19970 Member Posts: 6,813

    Nurse can aim her blink at survivors, just like Vecna can aim his vine attack at survivors. There is no difference here. The big difference between Nurse and Vecna is that Nurse can readjust with her second blink, and has more range thanks to her lunge she can use after blinking, compared to the radius of Vecna's vine attack. Vecna's vine attack is without a doubt much more dodgeable than a Nurse who is blinking on top of you.

    Vecna doesn't slow down as much as Nurse when holding his power, but he does slow down to 2.99 M/S, so it's not true that he doesn't slow down. If he moved at 99% speed while holding his power he'd be stronger than now, actually.

    His mobility move is also not like Dracula's or Spirits, as the latter two are slowed down only very shortly or not at all after using their movement, while Vecna loses a lot of distance after coming out of the Upside Down. Plus it has a 35 second cooldown.

    Vecna certainly has quite a bit of counterplay.

  • Defnotmeghead
    Defnotmeghead Member Posts: 343

    The bigger difference, is that Vecna basically has no cooldown on his attack. So while Nurse can readjust, she needs to charge first and then she gets fatique and has to wait to get 2 charges. In the same amount of time, Vecna can use his attack 6 times.

    And while its true that a good Nurse can basically guarantee a hit, so can a good Vecna. If you are in the center of a vine attack, there is no dodging it.

    And Vecna must be bugged then with his movementspeed, because I had Vecna's still gaining distance on me while charging their Vine Attack, and while playing around, I also didnt lose any distance. Which could have been fixed with the latest hotfix, I wouldnt know as I dont play DBD as commonly anymore, since they still didnt punish tunnelling at 5 gens or long term slugging despite that being promised almost 2 years ago.

    And his mobility is like them, because he moves much faster. It's different in the sense that Vecna can guarantee a hit with his ability by being under someone, and its very easy to get under someone when you can see them. It's also different in that Vecna does not have a lullaby or terror radius, unlike Dracula and Spirit.

    So if they fixed his movementspeed after the hotfix, sure, he would have a bit more counterplay (which, still mainly is shift+w btw, which was pretty much the biggest point at the end of the comment, shift+w is boring counterplay). But then there is still the issue that survivors cannot see where Vecna is aiming, and the issue that the clock mechanic doesnt exactly do much (2 people dont really speed it up, could also have been bugged, but I timed it. While 1 survivor should reduce the 4 minute timer to 27-ish seconds, 2 survivors should drop it to 20 seconds, but I got 26 seconds. So even if they fixed it, it is still terrible design, because he gets another guaranteed minute afterwards and can restart it within 3-5 seconds afterwards).

    All in all, he needs a fix. And imo, just surrounding the clock:
    1. Phase 2 should take as long as phase 1.
    2. 1 survivor listening speeds it up from 1 minute per survivor to 40 seconds per survivor, 2 speed it up to 20 seconds per survivor, 3 speeds it up to 10 seconds per survivor and 4 gets it to 5 seconds per survivor (which is gonna be rare since 1 is always getting chased).
    3. listening to the clock reduces your tokens by 1 for listening in and by 2 if you help finish the interaction.
    4. Getting hooked reduces your tokens by 2, but makes 1 permanent token.
    5. Vecna can damage you even outside the clock timer if he gets you to 4 charges.
    6. The clock timer will start every 2 minutes, each vine attack that connects reduces it by 60 seconds per survivor hit.
    7. Getting unhooked gives you a 1 minute immunity to token gain.
    8. Hooking a survivor with 4 tokens will start/reset the clock and double the time for phase 1.

    That should create a better back and forth between survivors, gives Vecna more lethality if he happens to miss the wrong survivor. The current clock mechanic just feels useless due to how easy it is to trigger and gives a guaranteed minute. Just the ability to reduce phase 2 by interacting with the clocks makes it not a guaranteed minute, but being able to trigger it with any 2 vine hits also means you can spread out.

  • ad19970
    ad19970 Member Posts: 6,813

    If a survivor is in the center of a vine attack, all they need to do is keep running forward and they dodge the vine attack. And that is mathematically provable. Survivors gain 2.4 meters distance within 0.6 seconds, which is the delay of the vine attack. The radius however of the vine attack is only 1.46 meters.

    In my opinion Vecna is pretty fine the way he is, I just think his power should be a little less spammable, and then he'd be in a perfect spot.

  • Defnotmeghead
    Defnotmeghead Member Posts: 343

    Nope, not true, they dont have enough speed to get out. They need 5% haste to do so.

    The mechanical delay is 0.6 seconds after you locked the attack in, but the visual delay and potential desync isnt. If you visually see you're in the center, you cant dodge. Same is true for the underworld attack, you have to shift+W the moment you see him come towards you, otherwise you dont get out. And that's assuming you have a straight path.

    He needs a lullaby for his underworld mode, like Spirit, but like 8 meters distance at best (just to compensate for closed corners), and his vine needs to be more visual from the start.

    Other than that, by far my biggest complaint is the clock mechanic. If it worked a bit more like Freddy, where you're immune/resistant to it for some time if you helped remove it, it would already be so much better. Right now, it doesnt really matter if you do it or not. You need to be a good SWF to use it properly, but a good swf with comms should not be standard.

  • ad19970
    ad19970 Member Posts: 6,813

    Well I am pretty sure it's at least intended that the visual queue happens 0.6 seconds before the vine attack actually damages. If not, then that seems to be a bug, or lag.

    But it doesn't change the fact that if a Vecna places a vine attack with the survivor right in the center of it, that the survivor just has to hold w to dodge the attack. That's why Vecna players always have to place it a bit ahead of the survivor.

    The Undergate attack is particularly dodgeable in my experience, so I see no problem with that.

    I'd probably not be against some small nerfs, but I hope he only gets some smal nerfs and that's it.