http://dbd.game/killswitch
Chucky rework discussion
I reworked this entire feedback I don't think the killer much of a rework these are my opinions and my thought don't call me stupid or an idiot just if you have different ideas share them with me give me your thoughts
Hide Ho increase cooldown to 13 seconds-Nerf
Footfalls colour change to red-Change
lullaby within 18 meters-Change
Slice and Dice hit box smaller-Nerf
slice and dice duration 1.5 m/s-Buff
charge time 1.4 seconds-Nerf
scamper can vault pallets and window while in Hide Ho mode without using a slice and dice attack-Buff
exit Hide Ho mode when scampering under a pallet does not effect window scampers-Nerf and Buff
scamper speed increase to 1.6 seconds-Nerf
scamper dash speed increase to 1.1 seconds-Nerf
Add-ons
Hard Hat-same effect
removes exiting Hide Ho mode effect increase scamper time to 1.8 seconds
Mirror shards-same effect
when a survivor steps over the footfalls they scream and there auras are revealed for 3 seconds
Piles of Nails
removes laugh effect when exiting Hide Ho mode
Undetected for 6 seconds
Power drill
Decreases the Hide Ho cooldown by 7% when hitting a slice and dice attack while scampering a window or pallet
(Only works on scamper dash hits)
Comments
-
place your opinions if you want
0 -
It was multiple times when people wanted Chucky's scamper to come back and let me explain why it wasn't good for any side.
Scenario: You as Chucky go for chase, they dropped pallet, you scamper and get hit on them… now you run to different loop and scenario happens again. It's like only mage hand Vecna. Not only that it makes Chucky pretty boring to go against but on top of that it gives him limit to only use this as a power to counter loops.
Chucky is still pretty good killer, but he needs some tweaks in those things.
→ Slightly buff the end lock animation to allow him a little bit more curving
→ Reduce cooldown to 10s (rework rope and drill)
→ Increase the base duration of hide ho mode
History of Chucky:
Chucky 1.0 - had scamper and then 20s cooldown. So it was all around come to loop, take free hit, leave the loop and wait 20s untill you can do this again. His slice and dice was pretty good, but everyone used the lazy and simple free hit scamper.
Chucky 2.0 - cooldown down to 10s, with add ons about 8s, tuned the slice and dice so it was a guaranteed hit every 8s unless they predropped pallet, he could 180 in dash.
Chucky 3.0 - removed 180 flicks, which in 90 % still resulted in free hits and insanely short power cooldown.
Chucky 4.0 - most healthy version, allows some 50/50, while giving him more map mobility. Defienetly not the strongest version, but overall most healthy.
And you can also see that always the easiest killer is most played because the lack of effort to win. With Chucky you pretty much couldn't lose if you knew what you are doing, survivors just went down no matter what. It was similiar to current version of "Scamper Legion" = iri add on, bamboozle, cancelling power all the time, most boring but effective way to play legion currently. After Chucky got nerfed the next easiest killer to win as is Ghoul, and you can see that he is the second most picked killer 4 months after he came out and was 1st most picked killer untill Springtrap came out.
0 -
I know I made this but make the scamper tided to an add-on and make it slow on base kit like 1.6 or 1.7 seconds I want them to bring scamper in a way shape or form and window scamper should be a thing in the game
0 -
but the argument I have is other killers also can counter loops like
Legion
Wesker
Ghoul
Vecna
Hound masters dog
Nurse
0