http://dbd.game/killswitch
Two small nerfs that The First (Vecna) might need
Now personally, I find the First to already be a pretty well balanced killer, if only possibly very slightly overtuned. He is very well designed, being strong, but with a lot of fair counterplay on the survivor side. The delay of the vine attack seems to have been very carefull chosen, as it seems pretty ideal if you ask me. Both sides pretty much have to predict what the opposite is going to do. The vine attack is always dodgeable if you make the correct read as survivor, but it's also always hitable by Vecna if he makes the correct read.
With that said, I would suggest two small nerfs to make Vecna absolutely perfectly balanced:
- Increase the recharge time of Vecna's vine attack from 3 to 5 seconds.
To be clear here, I am not talking about Vecna's cooldown, during which he is slowed down. Right now, Vecna's vine attack also has a recharge time, indicated by the red bar surrounding his power on the UI. However, it is only 3 seconds long, which is the exact length of Vecna's cooldown. So he gets his power back immediately after the cooldown ends. I would suggest to increase the recharge time to 5 seconds, so that after the cooldown of Vecna's vine attack ends, he has to wait 2 more seconds before he can use his vine attack again. This would give survivors just a tad more breathing room, and make dodging Vecna's vine attacks just a little more rewarding.
- Increase the cooldown duration after canceling the vine attack from 1.5 seconds to 1.75 seconds
To really make sure that Vecna's zoning potential is kept in check, I would personally increase the cancel cooldown of Vecna's vine attack just slightly more.
And those are the two nerfs I personally would suggest. He'd still be strong after these nerfs, but just a tad more manageable for survivors.
One more note, it could be that on the survivor side, the vine attacks sometimes visually spawn quicker than they should, which probably means that the visual cue for where the vine attack will spawn appears too late. This might be lag, but maybe there is also a bug that causes this? If so, it should be looked into.
Comments
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I don't think that increasing the cooldown is a good idea. Increasing a killer's cooldown and making him being more punished for missing, they will start to use their power only in safe situations instead of doing random tries like Pyramid Head and Deathslinger players do, which is very boring.
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Whats the lot amount of fair counterplay?
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Moving unpredictably, breaking line of sight and most importantly dodging in time. But of course you have to predict where the vine attack will appear, reacting to it doesn't work.
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Exactly. The thing with these kinds of killers is that they're purposefully made to be high risk/high reward. For example, as you mentioned The Deathslinger, getting a hit on a survivor with your gun pretty much guarantees an injury/dying state, but if you miss, not only have you been moving slower while aiming, but you then also have to reload before trying again, giving the survivor so much distance on you, which as a 4.4 killer, means he'll have to spend a lot of time then catching up again before being able to risk another shot.
While I do think the 3s cooldown for Vecna's Vine Attacks is a little too short, I think that 5 seconds is way too excessive. Maybe like 3.25s - 3.5s MAX. I don't mind the other suggestion they made as that extra .25s isn't so much time that it opens any opportunities the survivors wouldn't already have.
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To clarify here, I do not want a 5 second cooldown for The First. That would slow him down for way too much, especially considering he slows down to 1.79 M/S during that cooldown. I am talking about a recharge time increase. So Vecna gets to move at 110% again after 3 seconds, but only gets to use his power again after 5 seconds.
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I want to clarify here too that I do not want a cooldown duration increase, being slowed down for 3 seconds is definitely enough, I want the recharge time to be just slightly longer so Vecna is forced to follow a survivor for 2 seconds at normal 110% movement speed without getting to use his power after having just used it.
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I know you meant the Vine Attack. Slowing Vecna himself down for 5 seconds would be too much. That moment where you're slowed after using your power is called "fatigue," not cooldown. I do however still think that 5 seconds is too long for the Vine Attack's cooldown. 4 second imo would have to be the absolute max.
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