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Chucky rework discussion

juciy8717
juciy8717 Member Posts: 86
edited August 6 in Feedback and Suggestions

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)

Post edited by juciy8717 on

Comments

  • juciy8717
    juciy8717 Member Posts: 86

    place your opinions if you want

  • Elan
    Elan Member Posts: 1,427
    edited July 17

    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.

  • juciy8717
    juciy8717 Member Posts: 86

    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

  • juciy8717
    juciy8717 Member Posts: 86

    but the argument I have is other killers also can counter loops like

    Legion

    Wesker

    Ghoul

    Vecna

    Hound masters dog

    Nurse