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Chucky in 2v8

Chucky in 2v8 is pretty fun just needs some somethings changed

Increase the base movement speed to 4.6 m/s

decrease scamper time to 0.7 seconds

your slice and dice duration is at end game is increased to 170%

Overall i think that's really all he needs changed on him but i do think we should wait for him to get changed on the base mode of dbd but yeah i think that's all he needs in 2v8 but we should for bit of time

Comments

  • AGM
    AGM Member Posts: 887

    Personally I think he needs more help than that, but I don't necessarily think making him 4.6m/s is the answer.

    • Hidey-Ho's cooldown is very long even by 1v4 standards. (Longer than Blight if he uses all his rush tokens.) I'd like to see it brought down to 10 seconds with a 2 second cooldown reduction on successful Slice n' Dice hits.
    • His inability to turn more than 45 degrees in either direction after scampering during Slice n' Dice severely hinders his viability; any survivor who knows this essentially turns Chucky into a 4.4m/s m1 killer. I'd like to see this turn restriction relaxed to ~60 degrees but only for a small window after scampering.
    • The duration of Slice n' Dice itself feels pretty short, especially if you try to chain scamper some downed pallets to break them. I'd like to see the duration increased by 0.2 seconds.

    (Honestly I think some of these buffs could also be considered for 1v4, not just 2v8.)

  • Royval
    Royval Member Posts: 1,282

    he honestly feels like garbage to play if I’m going to be honest

  • zonkednb
    zonkednb Member Posts: 208

    I really really want to like Chucky. I love his quips, his entire personality. It's peak gremlin wish fulfillment.

    But he's kinda just, bad? Scamper is worthless outside of catching new players off guard and breaking a pallet. Hidey-Ho takes six years to come off cooldown, and isn't a particularly good stealth ability to begin with. His real strengh is playing in third person, which admittedly helps, but it's not enough to offset his issues.

    I feel in 2v8 his long cooldowns and slow speed hurt even more. The map is bigger, the pace of the game is faster and survivors are more consistently decked out with useful 'perks' in the form of their classes. The best he has is increased charge length allowing for cheeky hits, but even that can be preran/predicted by a competent survivor, and injuries in 2v8 don't apply the same level of pressure as they do in 1v4, so you have to close the chase too.

  • tjt85
    tjt85 Member Posts: 1,801
    edited March 2

    I've really enjoyed playing Chucky a lot in 2V8 and managed to do quite well with him. I don't think he really needs too much more, tbh.

    I do think he occupies an awkward spot on the 2V8 Killer roster, however. His power doesn't do much to help his teammate like simpler support Killers such as Trapper and Ghostie and is a bit too tricky for less experienced players to use effectively. But at the same time, he's not nearly as strong as the other 2V8 dash Killers like Wesker, Oni, Blight and Billy. I think falling between two stools like this is part of the reason why I haven't seen many Chuckys in my trials, even though he's the only new Killer for this iteration of the mode.

    I do have some suggestions. This suggestion is a silly bit of fun - I'd like for him to have a base-kit Insidious power. This perk never leaves my Chucky build and I have a lot of fun hiding in bushes and exit gates to give Survivors a scare. It wouldn't be very impactful, just something I'd like him to have because I think it would be a good laugh.

    The other suggestion is a bit more controversial, but I think it would be neat for him to be given his old ability to scamper under pallets while in Hidey-Ho mode. To this day, I'm still sad that this was removed from his power when they made him all about the Slice & Dice. I honestly don't think it would be busted in 2V8 (or at least no more busted than everything else in this mode). This might get a lot of complaints though, so I doubt BHVR would ever bring it back.

    He's also very slow getting around those huge maps, so the Fearmonger class feels like a necessary pick for him. I don't really think this is such a big deal, since I tend to pick a section of the map to defend anyway and let my Killer partner roam around more freely.