Nerfing Chucky (Analysis + Actually please do nerf him ;/ )

Firstly, playing against chucky is super fun unless it's some kind of sweat that will try to use every little detail about his power to hit every single hit. 


Even though chucky is not in game for a very long time, I just feel like he needs some QOL changes and tiny nerfs to make him balanced. If you are a chucky main, I highly doupt you will agree with me because you don't want your favourite killer to get nerfed (although knowing how "balanced" the game is rn for both survivor and killer this nerf 100% won't happen),


Let's get into it




1. Chucky's "Hug Tech"


Ah yes, the old "hug tech" that is supposed to be a bug for blight and was supposed to be fixed over 2 years ago. There is not a single person in the DBD community to not know what it is, but let's get to the point:


Chucky can hug tech literally everything, with very high speed that is not counterable (although I will get back to it to make some adjustments). Take killer shack as an example, the outside on the good side for the survivor to take the window. Chucky can insta-go into hidey-ho mode and charge his power. Yes, you can hear the sound affect going something like "Gah!" which suggest he is charging is power up, and yes, you CAN react to it, but here's the catch: He can either go to the left outside of the killer shack or he can go inside of killer shack. 90% of players would go for a hug-tech as it is the most "optimistic" way to actually try and get a hit. Basically a 50/50 (spirit ahem) that is luck based and we all know that luck is not a skill. It can only be "countered" if you have a loop and there is multiple objects on your way in an almost straight line you can easily dodge his attack as he doesn't turn that much when in his power. Even though that is one example you can tell how op it is as you most likely saw it with your own eyes. Additionally, when looping on a pallet he will make you drop the pallet eventually so he can hug tech you on it to throw you off guard. Let's make some adjustments, shall we?:


When he runs into a wall with his power on, he will just swing like he got a hit but basically he didn't and just cancels his power BUT make it not cancel the power when turning on corners of the walls, so he doesn't bump into a corner but rather slide on it and skip it. Like on the game, you have multiple walls there that have tight corners. In my opinion that would be a spot-on as it would be more fair to actually get some value out of it than just simply guessing where that small doll is going to come from.


On top of that,let's adjust so he can only "hug" tech short objects that are a bit round or just small in size (for example, snow piles) which he can easily slide off so it won't be like "Oh, my power got cancelled because of this stupid chair". Blight and chucky can both do it but you get the point. E.g on lerys you got many beds on a loop with tiny buckets. As an example, the rework will make him slide off the buckets but cancel his power when he runs into the bed instead, BUT he can go around it on the corner if he charged the power up. This will ensure that survivors don't do 50/50 and will have enough reaction time to actually try and get away or even dodge the attack. Keeping only that but completely reworking his "hug" tech on tall objects would be a spot on. 


But this comes with a tiny buff. To make survivors actually focus on the chase and the potential killer's location, charge time for the power is decreased by 0.15 seconds and his vault speed is 0.05 seconds faster. This would ensure that even if he cannot vault when his power is not charged, he can still get a lot of value because of the new, tiny buff.


Overall, reworking his "hug tech" will prevent the exploit and will force the killer to use their actual skill to kill survivors.




2. Get into power (NOT charged) -> Vault instantly -> Get hit


(I know he is sliding under a pallet but I will still say vault to save typing)


His power enables him to vault any pallet or window without charging it up. Even though it has a duration, mid-chase vaulting a window survivor vaulted almost at the same speed and then getting hit or even downed it a very intimidating experience. It just feels like you don't get any distance because there is always no pallets less than 10m away from a window (not counting shack and double-floored maps) because he ignores the basic concept of gaining distance. Additionally, he is basically legion with the only thing changed is the tiny bit slower vault speed and the fact that he doesn't affect deep wound because his power is a normal attack, so taking legion as an example when they can hit you an infinite amount of times when their power is up, chucky's power just hits you normally. To make it more fair, I made some adjustments:


Make him only vault windows and pallets when his power is fully charged up and he start sprinting. therefore, the killer HAS to use the brain whether to mindgame by moonwalking, mindgame by vaulting with his power charged up or just trying to get a survivor on a thin side of a wall that has the window so chucky can mindgame by loading up his power and then quickly switching sides of the wall to hit the survivor. This will make sure that survivors can get some value out of the windows because, at least for now, they are useless against him on 70% of the maps.


His charged (when sprinting) power won't get cancelled as it is right now BUT we can adjust a tiny buff which is so he can turn a little bit when vaulting with his charged-up power. This ensures so even if the players get thrown off-guard, chucky can surprise them with a vault and juicy hit.


Delay of about 0.2-0.35 seconds before charging his power up (when the crouching animation ends basically because it is very short). This would make it more realistic and on top of that - more fair on both sides so he doesn't get into his power immediately and right away charge his power up; that's a tiny nerf but it will not be that big of a deal


If the idea of charging up the power to vault was not a perfect one - I got an alternative: A delay of 0.75 seconds before he can vault the pallet so it won't be something like "Bro I just dropped a pallet and that thing can crawl under it RIGHT AWAY with NO distance because he basically ignores the key point of the pallet; to gain distance. Everything else can stay the same but can also add the buff when he can turn a little bit when mid-vaulting with the camera to adjust an angle.


All of these changes are basically for Reaction Time so survivors can have enough time to react to actually get away and not getting hit instantly. If you don't agree that insta-vault is an overkill then damn you lol



3. Tiny nerf to his perk "Friends 'til the End"


On some killers, like Wraith or Spirit as an example (but there are more killers that can take an advantage of their speed addons) this perk is an extreme overkill as going from person-to-person with high speed with this perk equipped is not a very fun experience. Let's change that:


When hooking not an obsession, the obsession screams and their aura is revealed only one time but the next time non-obsession gets hooked, their aura is revealed for 3/3.5/4 seconds. This will make sure so the killer would have to act fast to spot the survivor if they want to get any value out of the perk. If they can just lock their eyes on a survivor for these 10 seconds which is a very long time. The exposed status effect duration remains unchanged. The reason why this needs a change is because killers with that perk like to chase and tunnel survivors that are not good at the game which are NOT the obsession makes the game less fun as they are basically getting carried by that perk.


In general, this would technically prevent heavy tunneling from the game so it won't be that unfun for both sides.

Exposed status effect and its duration remain unchanged.

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