future Vecna main change suggestions

Most of the following are buffs but in a smoothness balancing way. I like the way most of his kit works as is but there are things that need buffs to make his power threatening and honestly I would be fine with most of these coming in the form of add-on buffs. Most of the changes you will see are already tools available to you Devs in the add-ons.

1) mage hand slows you down too much to be of use to block a pallet and when it lifts a down pallet it doesn't block it as well so the survivor can just throw it immediately if they camp it. I would address this is a couple healthy ways but not all of the following at once:

a) casting Mage Hand no longer slows Vecna at all. Perhaps make this his yellow hand add-on if you feel base kit is too much. The cool down already make this something the Killer is not guaranteed to have on deck every chase so I dont think this is too much and it could be the only spell that has no slow effect since in DnD it is a cantrip anyway and the lowest form of magic.

b) Green haste add-on gives 5 seconds of haste. As is the 2 secs only gives you 5% extra to the time when you are extremely hindered making this effectively useless to catch up to a survivor and with you losing bloodlust for casting your power there isn't a way to capitalize on even the most well timed mage hand. 10 seconds might even be okay honestly since even if you block that pallet they can still loop and chain to other things so the survivor isn't without opitons

2) Flight is mostly his best ability as is with only minor add-on tweaks I would like to see. The speed is fine, the duration is fine, and the cool-down on attacking after is not ideal but acceptable.

a) buff the attack cool down add-on to a full second rather than the .5 it is at

b) make the reduced terror radius add-on and the stealth add-on one and the same so that you get stealth while in flight mode, as well as, buff the brown add-on to 3 seconds of added possible flight. This would allow for a cool fun flight stealth build and since it is tied to just the flight spell that cool down would be constant and balanced for that.

3) Flight of the damned needs…something. I understand it does damage through walls and unlike artist and unknown you dont need to pre hit them but it does have a much longer cool down than theirs on top of the easy to dodge duck mechanic and telegraphed wind up. Here are a few suggestions.

a) reduce the cone's angle of spread (possibly with an add-on) so that at least in close range, about the distance from 1 corner of shack to the opposite, it would be hard to dodge without crouching.

b) buff the increased range add-on (brown) to +10 meters and have it take away 1 projectile even 2 could be taken away if you want to keep it a brown add-on.

c) we can angle the sphere ability so allow us to also do the same with the skele crew. This would allow for better skill expression and be fun to shoot them up into the sky.

d) instead of killer instinct add a hinder if we miss since, as is, we already know where they are if we are chasing them and no sane killer would use this spell for information… which brings me to

4) Dispelling sphere is also mostly good as is so I will only suggest 3 add-on related changes.

a) instead of increasing its size and speed. Decrease its size and speed as well as buff that speed increase. This spell only begins to move when it expands fully so decrease its size to it starts moving faster and the speed so you can check gens across map more efficiently.

b) Switch the exhaust add-on effect with a scream as well as Deafen effect for 30 secs. I like that the other magic killer, Hag, has a deafen add-on and this would make them magic buddies but also what else are yall doing with that status effect so why not.

c) similarly it would be cool to have an opposite effect in an add-on to "a" where you do increase the size AND Decrease the speed but this time it makes skill checks more difficult because the eye of Vecna is upon you. Though this would require more of a rebuild than a number change I know you all have the mechanics in place to make something like this.

Finally, if nothing of the above or similar is chosen then I would take a flat numbers tweak such as the following:

global cool down decreased 5 secs (and dont change the yellow add-on), recovery decreased a full second after a spell since only 1 of the 4 is like an attack and even that will be a skill shot, allow for pre-selecting your next spell a current spell is being cast, buff mage hand and make it so that when you pick up a pallet it is also blocked for the remainder of the duration minus the pick up animation duration.

TLDR: Vecna is fun and I will be maining him with or without these changes BUT as he is he will not be worth people who are not already fans of this cross over event to pick up. His perks are not worth getting him if you dont also enjoy playing him and without some of the above he is way too clunky and specific to utilize casually.

I have more ideas but these are the most practical I can think of as of now.

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