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More chucky nerfs...

OrangeBear
OrangeBear Member Posts: 2,774
edited June 13 in Feedback and Suggestions

I was okay with the most recent update but this is getting ridiculous now

This behaviour of the slice and dice power recharge has always been the same since the PTB. How can something be "incorrect" from the beginning? for 8 months?

Depending on when they consider the slice and dice attack to finish, either after the attack duration or after the cooldown duration. We could be seeing his power cooldown increase by 3.45-7 seconds depending on the add-ons. So he would be in his worse state yet. And this is from a killer who according to the community stats has been historically under the targeted 60% kill rate.

I also don't really trust the devs to revert the add-on when this "fix" is implemented because they said the same thing about the decisive strike stun when it came to the enduring interaction.

I'm not happy. My favourite killer is being ruined.

I guess chucky is the new pig.

Post edited by EQWashu on

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Chucky was Fun before they changes him. He Isnt as Fun anymore.

  • OrangeBear
    OrangeBear Member Posts: 2,774

    I still enjoy the killer but if they make him too weak i won't keep playing him.

    I don't think current iteration of chucky is too strong at all. If you don't land the slice and dice hits you are kinda screwed.

    Also i am having to use 3 slowdowns (corrupt, pain res, grim embrace) and the games are still getting close

  • Archol123
    Archol123 Member Posts: 4,634

    I mean it is the same thing as hug tech in that sense, it was in the game for years… But I have to say this one is more reasonable… If you look at how low the cooldown was, you had like 7-8 seconds of power cooldown, that was quite fast, so I guess that is not too bad..

  • Jaredleto1234
    Jaredleto1234 Unconfirmed, Member Posts: 70

    The way they are releasing killers you want to basically play them the first 3 months they come out and then drop them. Because they are releasing killers in a hilariously OP state and then nerfing them in the next patch.

    I wish they would do the same for survivor perks.

  • Raccoon
    Raccoon Member Posts: 7,716

    Chucky is pretty weak and bland these days.

    Scamper is borderline useless, he eats pallets like a champ, gets bodied by windows, and has extremely linear gameplay revolving around Slice n Dice.

    He may as well be 115.

  • fussy
    fussy Member Posts: 1,638

    Yeah, it's perfect description of his gameplay. He is not super weak now, but mid. But bland is his second name, definately.
    I hope they will give him back 180 flicks (or at least 135) and make possible to turn after scamper, so it will be at least slightly useful in some situations.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    So I have the same question about this then, when is the cooldown supposed to start? Is it…

    • Immediately after the slice and dice attack, or
    • After the hit/miss cooldown following the slice and dice attack?

    If it’s the former, then this change won’t do very much (at most a 1.2 second nerf basekit assuming you use the full slice and dice duration). If it’s the latter, that could be anywhere up to about a 4 second nerf (potentially a bit more than that for successful attacks.)

    I have to admit though after having some more time to play new Chucky that the current cooldown does seem a bit too fast so I don’t really have a problem with it being a bit longer. What I would really like them to do though is let Chucky turn a bit more after a scamper during slice and dice to give scamper a little more versatility, right now it’s easy for survivors to move to the sides to avoid being hit in this scenario.

  • zarr
    zarr Member Posts: 998

    Meanwhile Nurse still starts recharging tokens as soon as fatigue begins… No idea why they wisened up to it having being ridiculous that Blight started recharging rush tokens during fatigue, and find the time to do this for Chucky, but not Nurse.

    That said, Chucky's cooldown really is ridiculously short right now, and believe it or not, for good Chucky players the recent changes were actually more so a buff. With good timings and mechanics, it is rare not to convert a Slice & Dice into a hit. That on top of the stealth that can regularly net you surprise hits results in people getting "two-tapped" left and right. The adjustment to not have the cooldown timer start during the attack is more than reasonable.

    The changes I would want for Chucky are reworking Rat Poison which makes things much too easy, and bringing back 180° flicks, if with the use of a "turn rate" add-on or two.

  • JPLongstreet
    JPLongstreet Member Posts: 5,880
  • OrangeBear
    OrangeBear Member Posts: 2,774

    Maybe it's a bit too short but i feel like this change could make it too long.

    Depending on when they actually consider the end of the slice and dice attack he could see up to 3-4 second increase on his cooldown.

    Considering the power cooldown got reduced by 6 seconds to compensate for the scamper removal. Making it 15/16 seconds means he would be in his worst ever state. And i don't think chucky has ever really been strong enough to warrant such a nerf. Even when he had scamper i don't think that made him OP it just made the gameplay less interesting.

    The other problem is they are calling it unintended, which is not reasonable. It's has worked this way since the PTB. How could it become bugged during development, PTB, live release, the 2 hotfixes and 8 months later and suddenly now they notice it's not correct? It's not believable.

  • TheTom20
    TheTom20 Member Posts: 484

    I still haven't gone against a chucky since the changes

  • YayC
    YayC Member Posts: 116

    Behaviour, noone is playing chucky. He isn't fun to play and literally all you've been doing is making him less lucrative to play. Why? He wasn't even overpowered before with scamper and you're now removing the only thing from the change that could be conceivably considered fun.

    It's like they are looking at his player numbers and going "guys, there's still 3 people playing Chucky. What can we do to make them all quit?".

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    I don't know why they are obsessed with destroying a licensed killer so much, do they hate the movie or something

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    the worst change to date. what is the point of reducing his cooldown if your setting the cooldown to almost the same as prior to the change? Chucky is the super fun to play now for me minus scamper being weak.

  • Archol123
    Archol123 Member Posts: 4,634

    He has 12 seconds now, and for now only the addons got nerfed that reduce it even further, because currently it is basically more like 9 seconds because it starts when slice and dice starts... Before it was 18…that is quite the big difference..

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    no, it was 15 because cooldown started as you dash. On-hit, He has 3 second cooldown and on miss, he has 2.25 second cooldown. The yellow add-on reduced it to 13.2 seconds and 12.3 seconds respectively in 18 second cooldown. It is why some player label this as nerf because you could get similar cooldown when running old add-on's. These cooldown still felt bad because Chucky is 110% m/s killer. He is almost nothing without his ability.

    The buff in this version of chucky is that you can use 12 second cooldown alongside add-on to reduce it further.

    I can agree with Rat poison being reworked/nerfed. No turn-rate add-on's. killer being add-on reliant should be something the past. A large majority of killers as of recent updates have been getting add-on's into their base-kit to be playable.

  • Archol123
    Archol123 Member Posts: 4,634

    Almost nothing aside from 3rd person POV and a really small model/hitbox...

    With the addon it would probably still be more like 10 seconds, considering they want to buff the numbers again when the bug is fixed. Does it start to recharge after the hit or after the cooldown of the hit in their plan?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    it starts cooldown as soon as you dash. for example if you run portable TV which is an add-on that gives you 70% S&D duration when exit gates are powered, you'll have like 6-7 second because the S&D dash duration is lasting for half map S&D. Like I said, this always worked this way.

    Mathematically, 1.2 second+2.25/3 second cooldown will increase his cooldown from 12 to 15 seconds. He'll have same cooldown as before change WITH the nerfed Scamper. There is like 0 point in the change. It is just flat out nerf with no positives.

    Almost nothing aside from 3rd person POV and a really small model/hitbox...

    3rd person doesn't matter if survivor can see my illusionary steps or see me over loops. At the end of the day, Chucky relies on S&D.

  • Archol123
    Archol123 Member Posts: 4,634

    In their plan... Not currently, I know how it works currently...

    I think you are underestimating the 3rd person viewpoint.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    i think 3rd person viewpoint works vs weaker player but is pretty much useless vs the top loopers because of check-spots.

    generally speaking, I use 3rd person viewpoint to try to mind-game/make experience loopers to come closer to me so I am closer to S&D. The 3rd person only helps facilitate his S&D in certain instances. it should never give you full hits if the player is remotely good.

  • Archol123
    Archol123 Member Posts: 4,634

    I would say it depends, because you have a better view angle and the footsteps are not always on spot. It is an advantage though, question is just how big.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817
    edited June 14

    they lower skill-floor for mindgaming. normally killer have to moon-walk. Chucky doesn't have to moon-walk. In practice it provides no advantage at all but the act of lowering skill-floor of an action makes it more prominent for a killer to do said action.

    I am not sure how to explain this. It is like great skill-checks. some player might actively avoid aiming for great skill-checks because they see the risk vs reward of missing skill-check as -10% vs 1% but if you make This is not happening base-kit, a survivor might actively aim for more great skill-checks because the risk of blowing the up the gen is lower. A lot of killer actively avoid red glow mindgames vs a strong looper because they see the cost of losing distance as higher detriment then the odds that they get an extra hit.

    This type of interaction is something that happened with flashlights. flashlights used to be this super high skill move for survivor but nobody went for them. their skill-floor to perform flashlight was lowered and suddenly, more player will incline to go for flashlight saves, so on average, you as killer deal more with flashlight saves…. Of course some killer plays hated so they are lightborn gamer's now.

  • Archol123
    Archol123 Member Posts: 4,634

    You can look around corner without showing your model, how is that not an advantage?

    I mean fair, playing m1 against a really good player will often times just result in massive time waste.

  • VomitMommy
    VomitMommy Member Posts: 2,257
    edited June 14

    I have tried to learn Chucky, because of the low cooldown. Just for them to nerf it in next patch?

    Just c'mon now...

    When power starts an activating, isn't that kinda rewarding system for trying to use his power on long range? I feel like that should be supported, because it's fun.

    Kinda boring to use power only when I am confident on downing a survivor close to me.