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What changes should chucky have gotten instead of nerfing his speed

jasonq500
jasonq500 Member Posts: 231
edited December 23 in General Discussions

I want to hear solution in what changes you would like to see from Chucky whether he's strong or weak

For me if they wanted to reduce his lethality, he should at least feel good to play

Revert the speed reduction and the increase duration,

Keep his 14 second cooldown

Give Chucky's laugh lullaby for people of hearing when in stealth

Increase his charge time of slice & dice (one of his downside add-on silk pillow as basekit)

Slightly increase slice & dice angle when performing a scamper

Rework rats poison and jump ropes add-on into something different

I never cared about the strength of the character so as long as it feels good to play which to me Chucky doesn't feel good to play with the recent nerfs

Comments

  • Monkeypox
    Monkeypox Member Posts: 3
    edited December 23

    Nothing. He got changed before where they removed his manual scamper he didn't need anything. It's just bhvr pampering baby survivors yet again. Look at skull merchant and freddy for example.

  • DancewithmeKate
    DancewithmeKate Member Posts: 34
    edited December 23

    Nothing. He was fine before last update. Just revert everything back.

    If killer has no map pressure / teleport , chase power need to be strong enough to justice that.

    Post edited by DancewithmeKate on
  • Valuetown
    Valuetown Member Posts: 488
    edited December 23

    They didn't do enough in my opinion. They should have made him base 98% movement speed for starters. His power, if missed, should be a 5 minute recharge. They also should have removed his ability to steer while dashing, requiring it to be in a straight line. In addition, his movement speed while dashing should be hard capped to 100% movement speed, and it should only last 2 seconds. His footstep decoy mechanic should also be removed, and his undetectable mechanic should also be removed. To offset these balancing tweaks to bring him down to an acceptable level, he should be given better chase music.

    Post edited by Valuetown on
  • PetTheDoggo
    PetTheDoggo Member Posts: 326

    Yeah, never understood why devs like double nerfing so much. Like you are already making power worse, why also increase cooldown? Should be doing an opposite instead…

  • Sandt1985
    Sandt1985 Member Posts: 389
    edited 12:21AM

    I'm still annoyed that manual scamper was completely removed. It was core to the characters DBD identity.

    What I would have done to balance it was allow chucky to keep his original manual scamber, but increase the cooldown of his power to 60 seconds each time he does it. Once his power comes off that lengthy cooldown, the cooldown returns to normal.

    He'll have his super strong scamber back, but at the cost of being a 110% killer with no power for a full minute, which is an eternity in DBD time. Strong, but at a cost.

    Post edited by Sandt1985 at
  • ControllerFeedback
    ControllerFeedback Member Posts: 188

    I really don't know. I think Chucky's design has just always been a little…boring. Having a dash killer that largely ignores traditional dash counterplay due to the flexibility & hitbox of the attack (and it's tied to a stealth killer) is just eh. And on the killer side of things being 4.4 m/s without a map traversal ability kinda sucks sometimes. And now that Dracula exists having a 3rd person camera isn't exactly novel anymore. You pretty much just play Chucky if you either A) want to turn your brain off or B) just really like the license.

    The only thing I can think of is maybe do something weird like the dash inflicts some sort of status effect but can't actually down survivors (I would love a better animation here to make the hitbox feel better, like he physically latches on to stab the survivor), and when in chase/near a survivor affected by the status effect, you can scamper under pallets like the original design (maybe make him 4.6 m/s in this state, or just basekit). So essentially he becomes a sort of primer/detonator kind of character that has a little bit more going on instead of "dash, wait for cooldown, dash" or "wait for drop, scamper, dash" as was the case originally.

    But really, I don't know. I don't think they should've changed him before going on break, that's for sure.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,966

    I haven’t played Chucky or against him enough but I’d like someone’s opinion on something.

    Is reverting his movement speed the correct direction? It seems like it is based off of playing against him + watching streamers use him. What if his speed was even less than it is now but he had more enhanced auxiliary powers? Albeit more restricted like @Valuetown ‘s proposals like making slice and dice a straight line?

    I’m not hard committed to this idea. It just seems neat if he could be a Killer doll that may not be super fast but can do many little tricks to terrorize.

  • DancewithmeKate
    DancewithmeKate Member Posts: 34

    How it's uncounterable when he is warning you with laugh? And plus Wraith can also get many free hits, is he problem too?

  • Valuetown
    Valuetown Member Posts: 488

    More than half the time his laugh is bugged and is silent. A good wraith is competitive at all MMR except 4 man swf comp matches. The difference with wraith and Chucky's undetectable is Chucky can immediately dash afterwards to down the survivor almost instantly, whereas wraith has to cloak and uncloak to make up distance.