We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Killer mains rant: Chucky Dash needs rework(Slightly OP)

I've been playing chucky for a while, soft maining him to get a good understanding of him. In my experience, he's a lot of fun, on both sides. I'm not saying he isn't annoying to fight, just that he's fun too. However, his dash attack is what I consider the easiest to use in the game, and it has minimal counter play. PLEASE, Behavior, do not do what you did with nurse: make it so her M1 is super weak to justify her M2 being broken strong. To solve this killers design issues, I would like it if this was made more counterable, even though I will suggest a buff to give Chucky more options.

The issues:

Unlike some of the well designed dash attacks, Masterminds Virulent bound or Hillbilly's chainsaw, his dash doesn't have a proper weakness, other than the maps props or pallets and Windows. You can juke either of these killers dash attacks, meaning if you predict where and when the killer is going to do it, you can dodge them. With Chucky, I've been juked a couple times, but after a little bit of practice, and how easy it is to course correct as chuck, it doesn't really happen. This on it's own, is not overpowered to me. The idea behind his dash is to make it so W key away from a loop is not an easy escape from Chucky given his low speed. However, it's charge up speed is so fast, I don't have to predict survivors are gonna leave the loop. I can play reactively, instead of predicting survivors decision making.

My rework:

I've been trying the Silk Pillow add on that shortens your terror radius by 6 meters, but increases your charge time by 50%. I have found this does require me to actually predict and think ahead on where survivors are going. However, I think it might require a slight bit to much, and doesn't entirely open counterplay for them. I would lower his speed when charging up to 4.2 meters, increase the charge time by 30%, and lower his early turn rate, but buff his later turn rate, and increase his slice and dice duration by 20%. This way you can juke him in close range, but he's more capable of dealing with W keying.

The other buff I would suggest is making it so if Chucky press S, or pulls back on controller while dashing, he stops running, turns 180 degrees, and after 0.5 seconds, begins dashing in a straight line unless he gets to a pallet or vault location, in which case he will regain his ability to turn. This way he can do those revaults he used to be able to do pre-nerf on PC, but now all players have access to it, and he can't use it to course correct dashes without counterplay. For further clarity, he can do the 180 degree dash turn as many times as he wants, and they refill his duration each time, but at a cost. The max dash time is 1second - (0.2*Number of 180 turns), and the cooldown after the dash is increased by 5% for each turn.

Comments

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 32

    I wasn't playing the game for a couple months when chucky came out and had the "free hits," so I'm not able to judge to well on his old scamper. However, I'm being sincere because I would like to actually make a good rework suggestion, but what about Chucky now is more braindead, and what was the counterplay to the older dash?

  • CLHL
    CLHL Member Posts: 198

    He can now use his power every 10 seconds, which means that every 10 seconds he will get a hit as long as he has someone in range. It's an easy to use easy to hit power. It also means that every 10 seconds he will have no terror radius… compare that to Ghostface's that has a power with 24 seconds cool-down. That's why he is braindead now. Before the change you could get hits from pallet campers but now you only need to spam his power everytime you can. And the worst thing is that they can't reduce this cool-down because after all he is a 4.4 killer and that would make him useless.

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 32

    Scincerely, ty. This was a really good, well put perspective.

  • notstarboard
    notstarboard Member Posts: 3,903
    edited October 6

    Chucky is easily a top 5 killer, and his M2 has less counterplay than almost every other killer ability in the game, including the abilities of every killer stronger than him.

  • notstarboard
    notstarboard Member Posts: 3,903
    edited October 6

    They absolutely can increase his cooldown. He is a top 5 killer as is so he can sustain plenty of nerfs before he becomes anything resembling "useless".

    That's not the core problem with the power, though. It's the combination of range, maneuverability, 3P camera, and his really short height. You basically can't do anything about it as survivor.