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You can go for the end game too with grim embrace, no way out, noed and blood warden. Gen always get done against good team so that build take people by surprise
replace corrupt and deadlock with DMS and grim then
Vecna's generator control is fine, in fact it's well above the norm. He's not only lethal in chase, he has a mobility tool in Fly and built-in info tool with Dispelling Sphere, and he's a 115% movespeed killer.
Additionally, he synergizes with every slowdown perk in the game. It doesn't matter which one it is, Vecna can use it. He can of course use Pain Res, Grim Embrace, and Deadlock, which work on basically all killers. But he's fast enough to make use of Pop, and he gets most of his downs with M1s, which means Surge works on him.
My personal favorite Vecna build is Pain Resonance, Surge, Starstruck, and Agitation. All four of these perks synergize with each other and Vecna makes good use of all of them.
My understanding is that the game has no MMR decay, so if you won a bunch on Vecna, your MMR is probably pretty high on him. Meanwhile, as you said, survivors have had more time to get used to him and learn how to counterplay him. So even if you were beating good survivors previously, those good survivors have more experience than they used to against him.
As for if you should use Pop or not, in my opinion most of the time it is worth taking the time to pop the generator. The only times I wouldn't is if the generator has very little progress on it. Try to pick up Nowhere to Hide from Knight if you lose track of survivors after popping their generators a lot.
Also, survivors are creatures of habit. They will almost always return to a generator which had a lot of progress on it, rather than try to find a completely different one to work on. That makes them predictable. You can pretend to leave, then send a Dispelling Sphere back towards the generator and you might catch them with it.