Chucky feedback
As a chucky main i would like to give my feedback about the changes to him on PTB
Scamper duration reduced from 1.3s to 1s.
Buffing scamper is great, making it faster means survivors will have less time to react, making it more likely to get a hit. This also matches the charge time for slice and dice making it more intuitive. I think a lot of people will wish for less restrictive turning after scampering to allow it to be used in loops but personally i think this change is enough. I'd also rather chucky not be based around "flicks", it's too mechanically intensive for my liking and chucky is already hard enough to avoid with his restricted turning.
This change also improves the viability of ruler, shoes and hard hat add-on which is great.
Increased Hidey Ho cooldown from 10 seconds to 12 seconds.
I am fine with this change. I do think it's important to know though, chucky's cooldown has been changing a lot due to the bugs. It's only since the most recent patch that the cooldown bugs have been addressed. But i am completely fine with a 12 second cooldown at this point.
Rat poison = 12m to 6m, duration from 5 to 2.5s
I think this change is completely fine. Rat poison has certainly been overtuned since launch. Some will say that the add-on is still too good but i disagree. After trying it on PTB i don't think it's that good. You can't slice and dice in the general direction and have them be revealed anymore, you need some level of accuracy. It basically serves as a small visual assist at the end of your dash which i think is fine.
Also, this change makes the ruler add-on make a lot more sense as well.
Overall i am pleased with the tweaks to chucky and think they should go live.
Comments
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still not enough changes. he still has the problem of being a killer that just goes power into dash power into dash power into dash. chucky needs to go back to his original release.
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Agree, we need manual scamper back. I’m fine with them making it 1.7-2.2s to scamper, but bring it back please.
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I still think Rat Poison should've been completely reworked rather than just being nerfed, but overall the changes are fine. He's still going to be pretty good.
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we need more initial turning rate after scamping…. not faster scampering. BVHR is soooooooooo slow at improving chucky. i can accept -2 second cooldown if they were meaningfully improving the mechanic vs god pallets but this change is nothing change.
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I really don't understand why we can't have an easy to use yet strong killer that requires skill to avoid. Should I remind you that his ability was initially 18 seconds?? He had to decide whether to use Hidey-Ho to chase with Scamper or risk missing a Slice & Dice and go into cooldown. He was fun for both parties, now he is insufferable.
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If you look at old feedback 90% of comments are complaining that scamper had no counterplay. So to say he was fun for both parties i dont think is fair. And loads of killers complained he spent too much time without a power. And, his kill rate on nightlight peaked at 55% before 8.1.0, where it's now ranging from 56-60%
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I think that cooldown and rat poison nerfs are fine, but I really don't like the scamper change. Scamper is really situational and I don't think faster scampering change anything. In (very few) places where you want to scamper now you still will get hit and in most places you still most likely won't. What scamper needs to be useful is increased turn rate after scampering and honestly they could make scampering a little bit slower rather than faster, if they were to implement that. We had that for a week after 8.3.1 bugfix patch and it was the most fun I had in my ~800 hours of playing him. If he became a little bit too strong they could increase cooldown to 14s for example.
Also both yardstick and boots need complete rework and it's kinda sad that they didn't change them when they removed manual scamper, it's painfully obvious that they were meant for manual scamper and they didn't bother to change them when they should and now both of these add-ons serve no purpose whatsoever
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because people whine about everything???? people whined because of jill's perks. and now they complain about a 4.4 killer with no map presence, that has an unreliable undetectable, with an anti god pallet power, when killers like nurse who have always been here can also bypass pallets, killers like wesker can also vault pallets, and other killers like blight or billy can directly break them so i don't see where the issue is that chucky can scamper. the counter to chucky was looping to force him into a 50/50 with slice and dice, but i guess people prefer to teabag at pallets or just go in a straight line instead of thinking after predropping.
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I just want manual scamper back. I don’t care wether or not it isn’t quite useful.
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The changes are pretty decent overall but I wish they'd give Chucky kind of an addon pass. A lot of them are just kinda dull in their effects and mostly number changes. The more interesting ones like mirror shards should be made more viable at least.
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slice & dice scamper takes more skill to use. it is just that current balance gives you 0 opportunity to express your skill on scamper on loops.
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Personally im fine with scamper being restricted at loops, i think it's fine if it's only meant for punishing a survivor that attempts to make a lot of distance after vaulting.
I think if scamper was made good at loops then it could have the same problem as before, where survivors get punished for dropping pallets, and vaults would do nothing.0 -
Scamper wasn't the same as wesker vault, he has to charge his power and then after vaulting he has a cooldown. And breaking pallets is not the same as vaulting it, the killers momentum stops and the action takes 1-2 seconds.
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Facts: Scamper is no longer a reason to be complaining about Chucky, so this minor buff won't really change much.
Cooldown nerf will be barely noticable as Chucky has drill add on that makes him having his power hald way back before he finishes slice and dice cooldown. So in reality, this will be still 8-10s between dashes.
Rat poison was never a problem for me in chase but for how free info it was, completely negating options to hide from him in crucial situations. So this one is only real nerf that happened to him.
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I agree with your take and so on, but still I want manual scamper back, even tho it might not be useful with 2s of manual scamper time, but at least nobody can complain anymore when I mindgame them with it.
The thing is, I do not expect them to buff scamper in any meaningful way. While I would like it, I don’t see it happening.
Post edited by Langweilg on0 -
God forbid there was a killer that counters mindlessly pre-dropping pallets. Survivors would have to use their brains in chase, the horror
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I'm not really sure what you mean.
You can still use slice and dice at most loops where a pallet is dropped. Slice and dice is too fast so unless the loop is really long you can't really 50/50 at an undropped one.
The problem with scamper is that it didn't really matter when you dropped the pallet. You could just scamper immediately after they drop it. Chucky would follow a survivor to a pallet and wait until they dropped it. If they didnt drop then you can quick attack or follow them0 -
The problem with scamper is that it didn't really matter when you dropped the pallet. You could just scamper immediately after they drop it. Chucky would follow a survivor to a pallet and wait until they dropped it. If they didnt drop then you can quick attack or follow them
How exactly is that different to any other range anti loop killer?! They can all immediately hit you when you drop pallets. There is no difference to manual scamper.
The only thing they needed to do, was nerfing the numbers of manual scamper.
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They all have movement speed penalties for holding their power, which allows the survivor to do another loop if they dont drop the pallet. Chucky doesn't have that
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That’s why I said, just make manual scamper slower. Then survivors can loop around, but if Chucky successfully mindgames them, he gets the hit. Between 1.7s and 2.2s would be fair.
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Same, he just feels incomplete now without it.
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Agree. I played him for his height and for scamper. I never liked slice and dice, because it feels super free. Scamper on the other hand could be mindgamed back then and playing around it was more fun than spamming slice and dice all the time.
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I'll show you on example
This is a clip I made when scamper was bugged, I wish they would make it work like this, just be a little bit slower. All that Mikaela had to do is to stay at the pallet.
Current scamper is very situational and very close to useless and if it worked like it does now in that situation she could just turn off her brain, pre-drop the pallet like she did and get away
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