Neveu discussed how the team\u2019s initial gameplay of Vecna gave him up to 10 spells to use against Survivors. The choice, however, was cut down to six, then four, as too many options could overwhelm the player, and some of these spells served the same purpose. For example, the team gave Vecna invisibility, but it had a similar effect for players who used Fly, which was a way to close the distance to a Survivor.<\/p>
\u201cWhen you have too many choices, it\u2019s not enough for players to act,\u201d Neveu explained. \u201cWe really tried to shrink down, and we had to focus on the four of them and make them as valuable as possible.\u201d It\u2019s a quality-over-quantity approach, and some Dungeons & Dragons <\/em>players who typically play spellcasters may appreciate this, since their sheet can become overloaded with spells as they gradually level up when playing a Sorcerer, Warlock, or a Wizard.<\/p>
It\u2019s also a unique way for the Behaviour team to focus on primarily using utility spells rather than damaging ones. Those types of spells spoke to Richard, as the team quickly identified how they wanted to give Vecna creative, utility spells. \u201cThe fun that comes from playing a Wizard in D&D is not the basic, damaging spell,\u201d Richard detailed with an experienced grin. \u201cIt\u2019s using the spells with utility effect in scenarios you did not expect. Mage hand, for me, was that best level zero spell you can use at any time in marvelous ways in gameplay scenarios. Adding it as a part of an ultra-powerful Wizard as Vecna made more sense than a death word spell.\u201d<\/p>
The spells themselves, graphically, also reflect the horror factor of Dead by Daylight<\/em>. They drip with the gruesome, stomach-churning mechanics as the other Killers featured in the game\u2019s horror-filled roster, and for Richard, it was difficult to admit it was time to bring magic to the game. Internally, Richard didn\u2019t want to permit proper magic in the game for a Killer or a Survivor.<\/p>