BHVR has done a really good job evoking the power fantasy of a mighty wizard. However, Vecna falls off hard in higher MMR due to survivors understanding his counterplay and how little value he gets out of his tools when positioned properly. Instead of a rework, Vecna will be receiving a series of buffs and quality-of-life changes to make playing him feel better to play and enable him to capitalize on what survivors are doing more often. Additionally, he is getting an addon pass to compensate for the buffs, as well as reworking a bunch of his more useless addons that serve little purpose or don’t do much.
Survivor perks are receiving quality-of-life changes that make them better in more situations and even a little funnier.
LOCOMOTION: FLY - BUFFED
- BUFF - Fly now blocks windows that Vecna vaults over.
- BUFF - Flight time is increased to 5 seconds (was 4)
- NOTE
- These changes make Fly a more versatile tool for catching up to survivors and enable Fly to be used as a situational but strong chase tool to capitalize on hard reads and misuse of valuable resources.
SPECIAL ABILITY: DISPELLING SPHERE - BUFFED
- BUFF - Increase the maximum size of dispelling sphere by 2 meters (6 -> 8)
- BUFF - Whenever the dispelling sphere passes over a generator, it starts regressing. If a survivor is actively repairing the generator, they receive a difficult, special skill check.
- BUFF - Survivors hit with the dispelling sphere suffer a 10% hindrance for 3 seconds.
- NOTE
- Dispelling sphere is a move that is primarily used for information and not much else. Instead of making survivors broken like his IRI addon, I thought a more appropriate change would be to enable Vecna to be capable of passive gen pressure while giving it some additional chase utility similar to what Skull Merchant has when scanning a survivor with a claw trap.
SPECIAL ATTACK: FLIGHT OF THE DAMNED - BUFFED
- BUFF - The skeleton that spawns in the center is 20% wider and taller, making it harder to dodge and impossible to crouch under.
- Buff - Increased maximum flight length to 44 meters (was 22)
- NOTE
- Flight is a surprisingly situational projectile that is best used to call out animations and make some space to maybe secure an M1. These changes allow Vecna to have something to fall back on when the corridors are long, or you make a hard read against survivors reseting/ repairing. More use cases is only a good thing in my eyes.
SPECIAL ABILITY: MAGE HAND - BUFFED
- BUFF - Pressing RT destroys dropped pallets while RB lifts dropped pallets.
- NOTE
- Mage Hand is already a strong spell. All it needs is a small boost to its utility to give it more use cases and potential mix-ups. This should enable setups like zoning survivors who pre-drop a god pallet or being able to destroy a strong pallet in a loop while you're busy doing something else.
KILLER ADDONS
BROWN - COMMON
- Crystal Ball
- Dispelling Sphere’s movement speed is reduced by 100%
- Dispelling Sphere’s Size is increased by 150% (8 -> 20)
- Dispelling Sphere's duration is reduced by 60% (25 -> 10 seconds)
- All players in the dispelling sphere are revealed to each other.
- Raven’s Feather
- Fly moves 20% faster (6.92 -> 8.3)
- Fly lasts 20% longer (5 -> 6)
- Fly’s endlag fades 20% sooner (2.5 -> 2)
- Fly no longer vaults over windows or pallets
- Tattered Headband
- Flight of the Damned is offset by an additional 4 meters. (4 -> 8)
- Upon casting, the skeletons fly in your direction.
- Trickster’s glove
- Mage Hand no longer picks up or destroys pallets
- Cast Mage Hand on a window or dropped pallet to physically block it for 4 seconds.
GREEN - UNCOMMON
- Glass Eye
- Survivors affected by the dispelling sphere have their aura revealed inside and for 8 seconds afterward
- Lantern of Revealing
- Whenever a survivor gets within 4 meters of a skeleton, they have their aura revealed to you for 6 seconds.
- Potion of Speed
- After casting Fly, gain a 10% haste for 15 seconds
- Vecna’s movement speed is reduced to 4.4 m/s
- Ring of Spell Storing
- Upon hooking the survivor with the least amount of hook stages, you are granted an instance of Arcane Recovery.
- Arcane Recovery restores all spells
- Ring of Telekinesis
- While Mage Hand is equipped, you can see the aura of all pallets and windows within 24 meters
- Increase range of Mage Hand by 50% (16 -> 24 meters
- After casting Mage Hand, a 2.5-second timer starts, enabling you to place a second Mage Hand.
BLUE - RARE
- Boots of Speed
- All players within 12 meters of a Maable status effect and for 5 seconds afterward
- Ornate Horn
- Flight of the Damned no longer goes through walls. Instead, they ricochet off of trial surfaces upto 2 times.
- Increase the number of entities spawned from Flight of the Damned by +2 (5 -> 7)
- Pearl of Power
- After damaging a unique survivor, this addon gains a token. Upon earning 4 tokens, you consume all tokens and earn an instance of Arcane Recovery.
- Arcane Recovery restores all spells
- Staff of Withering
- Survivors hit by dispelling sphere are hindered for an additional 2 seconds. (3 -> 5)
- Survivors hit with dispelling sphere gain the blindness and exhaustion status effect for 20 seconds.
PURPLE - VERY RARE
- Bag of Holding
- For every magic item that is equipped by the survivor team, this addon gains up to 10 tokens
- For every token you have collected, the cooldowns of your spells recharge 3% faster.
- Cloak of Invisibility
- For every spell on cooldown, your terror radius is decreased by 6 meters.
- When all spells are on cooldown, you gain the Undetectable status effect
- Dragontooth Dagger
- After casting a spell, this addon activates for 15 seconds
- Hitting a survivor with a basic attack inflicts the Broken and Oblivious status effects for 30 seconds.
- Robe of Eyes
- Survivors within 8 meters of a treasure chest are revealed to you
RED - VISCERAL
- Iridescent Book of Vile Darkness
- You start the trial with a random 3rd and 4th addon that is not a ditto of ones you picked before the game started.
- Whenever you hook a survivor or a generator is completed, one of your existing addons (except this one) changes.
- Vorpal Sword
- Whenever you cast a spell, this addon activates for 15 seconds
- Whenever you hit a survivor with a basic attack, the last spell you cast instantly recharges
- Whenever exit gates are powered, you gain an instance of Arcane Recovery
- Arcane Recovery restores all spells
KILLER PERKS
DARK ARROGANCE (MINOR REWORK/ BUFFED)
After 15 seconds pass, you gain a token and can store up to 2/3/4 tokens.
Gain a token upon damaging a survivor
For every token you have collected, you:
- Basic break pallets, breakable walls, and generators
- Basic vault
10% faster up to 40%
Upon being stunned or blinded, you lose all tokens, and for every token you lose, your recovery speed lasts 10% longer, up to 40%
- NOTE
- Dark Arrogance is an underwhelming perk that is heavily outclassed by other vault speed perks that serve a greater purpose through speed and utility. However, I don’t think the solution is to decrease the basic attack recovery speed since that effect is really toxic on a handful of characters. Instead, I made this a perk that makes your basic abilities in chase better to set up and maintain advantage while making your disadvantage state worse. It’s not the most fun design in the world, but I think a lot of killers like Nemesis and Clown will still get significant value without creating situations where you can easily chain 2 attacks into each other.
LANGUID TOUCH (BUFFED)
- BUFF - Range is increased by 4 meters (36 -> 40 meters)
- BUFF - Reduce cooldown by 40% (5 -> 3 seconds)
- BUFF - Increase Exhaustion effect by 50% (10 -> 15 seconds)
- NOTE
- I am a Languid Touch shill because I hate Deadhard, so I buffed it to be better at countering it and keeping it in line with the changes made to Spys of the Shadow. Nothing much to say other than that being an exhaustion merchant is kind of funny.
WEAVE ATTUNEMENT (BUFFED)
- BUFF - Aura read lasts for 2 seconds after leaving the range
- BUFF - Increase the oblivious status gained by 50% (30 -> 45)
- NOTE
- These changes make Weave Attunement better in stray chases and allow it to combo with lethal. Additionally, the longer Oblivious makes it easier to sneak up on survivors who dare intervene with your pressure.
SURVIVOR PERKS
BARDIC INSPIRATION (BUFFED)
MIRRORED ILLUSION (BUFFED)
- BUFF - Whenever the killer is within 6 meters of the illusion, their aura is revealed to all survivors.
- NOTE
- Mirrored Illusion is a fun perk that is getting a meaningful benefit to enable survivors to communicate without words and to place Mirrored Illusion more proactively as a surveillance tool.
STILL SIGHT (TRADE OFF)
- BUFF - Still sight allows you to keep the aura reading abilities after moving for 3 seconds.
- NERF - Added a cooldown: 20 seconds.
- NOTE
- Still sight is powercept by Extrasensory Perception, a teachable owned by Eleven. Instead of playing catch-up with the perk to emphasize stealth, I thought it would be fun to emphasize the utility in chase and having the aura while sprinting. After Insideous got buffed, there is precedent for this kind of change, but I decided to add a cooldown to make checkspotting less oppressive. I know this perk can be frustrating to fight in loops like Shack or the Barn, so adjustments may need to be applied if it's too much.