FIRST IMPRESSIONS OF THE NEW KILLER VECNA & SURVIVOR PERKS Dead by Daylight PTB



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FIRST IMPRESSIONS OF THE NEW KILLER VECNA & SURVIVOR PERKS Dead by Daylight PTB

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18 thoughts on “FIRST IMPRESSIONS OF THE NEW KILLER VECNA & SURVIVOR PERKS Dead by Daylight PTB”

  1. The reward is way to high than the actual risk. You scream and thats it? You should scream and be exposed for 20 seconds. Make it actually feel like you are being rewarded when you dont roll a 1.

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  2. For bardic inspiration.
    If my math is correct you would need to get around 16 skill checks at 1% to make up for the 15 seconds spent.

    8 for 2% and 6 for 3%.

    Keep in mind those are just to break even for the time spend doing it, so it very much required to do with multiple people around to get the full effect but without prove thyself that's inefficient unless the run to another gen but then you are wasting time on the buff.

    Overall I think it's a fun but fairly balanced perk first impression could maybe be broken with SWF with specific perks but that is always an issue.

    Veccna's perks are lame, boring, niche and not strong at all.

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  3. Vecna ​​clearly has crazy potential, but is cruelly punished as a whole using his power.

    Raise the palet with the magic hand? you are slowed down during the incantation, giving the survivor the opportunity to get ahead of you and make the palet drop again. do you want to block the palet? it only lasts 4 seconds, and once again you are slowed down. Especially since the CD is too long.

    The Call of the damned? the survivor can dodge it by crouching or positioning himself between the path of two skeletons.

    The Dash ? You are greatly slowed down on landing, and cannot m1.

    The Orb? perhaps the only viable power, allowing you to gain information and deactivate special items from survivors.

    Let's talk about special objects that either give the possibility of seeing the aura of Vecna, or of having a speed boost when using a precise sort linked to the characteristics of the object in question. You can also become invisible to him, or teleport, or even see the Orb.

    After a few games, a tweak on the killer with buffs, putting add-ons in basekit such as skeletons appearing on the GROUND and not in the air is necessary. I don't want to have a Singularity vibe, where we never see this killer again after a week.

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  4. Vecna's spell cooldowns are crazy long. They need to reduce the cooldowns and rework the addon that gives you something when all spells are on cooldown; that should never happen.

    Vecna's Mage Hand is weak. Xenomorph exists and it's far from an auto-win.

    Vecna's Fly is too short for map traversal and has a ridiculous stagger after use for chasing.

    Vecna's Flight of the Damned can be countered by a legally blind 8-year-old. Bots auto-crouch with wallhacks on activation as well.

    Vecna's Dispelling Sphere is too slow; it needs better targeting, and the stagger/slow from using it needs to be completely removed. It's not a chase/offensive spell. I would change it to "Slow," which is a much more iconic wizard spell, and make survivors slightly hindered and unable to perform fast actions inside it. In this case, leave stagger as is, maybe even longer.

    Vecna needs skins. He exists in numerous campaign settings with different aesthetics. My suggestions: Acererak Skin, Ascended Vecna Skin (Exandria) (MERCER!! FUCK YEAH!!), and Sigil Vecna Skin (for old-school nerds like myself). Would be AWESOME if we could get a Kas skin for Knight and a Raven Queen skin for Artist aswell.

    Yes, I am extremely biased because "Die Vecna Die" was no joke my first enjoyable read when I was a kid. I aspire to be a good writer because of this character. It would be pretty sad for it to be a tier D killer with clunky mechanics and far from the ideal smoothness that one carrying the Whispered One name deserves.

    I already am a Myers stan. That pain is enough.

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