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I'm still not over how entirely unwarranted the removal of Chucky's manual scamper was

Smoe
Smoe Member Posts: 2,914
edited October 11 in Feedback and Suggestions

Current Chucky is reduced to nothing more than just another variation of the boring old ''Press & Hold the power button to charge/dash forward'' playstyle mainly that we've seen so many times by now in other killers already and that's just quite frankly depressing to me.

Not only did the removal make every add-on related to scamper useless, but manual scamper itself didn't really help Chucky get any free hits on Survivors unless they were straight up camping unsafe pallets.

There were numerous better ways of handling/changing Manual Scamper that didn't require completely and outright removing one of Chucky's most important core features to his identity as a character.

In fact, here are some examples of how manual scamper could be adjusted without having to remove it.

  • Manual scamper speed is decreased for a brief duration if used again after having used manual scamper already not too long ago.
  • Manual scamper speed is adjusted back to it's ptb speed entirely.
  • Manual scamper's speed when vaulting windows is the same as it was before manual scamper was removed, but manual scamper's speed under pallets is slower.
  • Manual scamper consumes some of Hidey-Ho mode's duration everytime it's used.
  • Manual scamper goes on cooldown for a brief duration after using it.

I honestly don't care how it's done, all that matters to me at the end of the day is seeing manual scamper be added back in some way or form, because without it, Chucky to me feels incomplete as a character.

Comments

  • redglyph
    redglyph Member Posts: 54

    current abilities are stronger, but using them is boring.
    Even if it was weak, the old one was better.

    It looks like you are using matchbox nurse.

  • Smoe
    Smoe Member Posts: 2,914
    edited October 11

    They could easily have buffed the old power to be better while still adjusting manual scamper to be fairer if required.

    In fact, here is all Chucky really needed.

    • QOL buffs to majority of his least used or weakest add-ons
    • Manual scamper remaining and adjusted if required
    • Hidey-Ho mode duration being buffed to how it currently is
    • Free camera adjusting period during slice & dice scamper animation

    That's literally it.

  • MementoMori_Massacre
    MementoMori_Massacre Member Posts: 38
    edited October 29

    Yes, please switch Chucky's scamper back to what it was! It played so much better before the change.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817
    edited October 30

    i think he only needs that 90 degree turn change on scamper. the patch note state they fixed it but it is still in the game. S&D into scamper is as good as manual scamper if the killer can mildly angle the scamper at the survivor. the scamper change was poor because it missed a characteristic of his ability.

    i hope upcoming chucky changes add that change into his scamper. it is almost like they bug-fix chucky by accident with newer patch than intended.

    Manual scamper wasn't good design and encouraged m1 post-scamper leaving survivor no counter-play options similar to how old legion used function. while his m/s is 4.4 m/s compare to 130% m/s of legion, the premise of the problem is that killer with extended experience are unlikely to miss m1 very often if not at all.

    I do think they should explore legion's vault →m1 gameplay to down people by giving survivors dramaturgy to attempt avoid m1 or dead hard but chucky variation wasn't it.

    Wesker should allow be able to vault pallet →use power to get hits and he is on the change list as well, so hopefully these changes a little bit more positive for killer instead of negativity changes like Skull merchant.

  • Smoe
    Smoe Member Posts: 2,914
    edited October 30

    Completely and utterly disagree.

    i think he only needs that 90 degree turn change on scamper. the patch note state they fixed it but it is still in the game. S&D into scamper is as good as manual scamper if the killer can mildly angle the scamper at the survivor. the scamper change was poor because it missed a characteristic of his ability.

    Manual Scamper is more in character with Chucky than Slice & Dice Scamper is, however both should be an option because they are both too important for Chucky to not have both options.

    In fact, Slice & Dice is far more powerful than manual scamper ever was and if your 90 degree suggestion ever happens, it'll be even more stronger than manual scamper ever was.

    i hope upcoming chucky changes add that change into his scamper. it is almost like they bug-fix chucky by accident with newer patch than intended.

    I would rather that they just reverted the manual scamper change altogether and just number balanced it, rather than outright removing it and making every scamper related add-on entirely useless in the process.

    Manual scamper wasn't good design and encouraged m1 post-scamper leaving survivor no counter-play options similar to how old legion used function. while his m/s is 4.4 m/s compare to 130% m/s of legion, the premise of the problem is that killer with extended experience are unlikely to miss m1 very often if not at all.

    The only times manual scamper left Survivors with no counterplay is if they were camping an unsafe pallet. If Survivors didn't do that, then Chucky wouldn't be able to catch them, manual scamper couldn't even help Chucky get to Survivors at safe loops anyway.

    It is in no way anywhere close to how legion was. Even if there was any actual issues, then it could easily have fixed by doing number changes to it.

    I do think they should explore legion's vault →m1 gameplay to down people by giving survivors dramaturgy to attempt avoid m1 or dead hard but chucky variation wasn't it.

    Again, completely disagree. It could easily have been adjusted to be more balanced.

    Wesker should allow be able to vault pallet →use power to get hits and he is on the change list as well, so hopefully these changes a little bit more positive for killer instead of negativity changes like Skull merchant.

    If Wesker should be allowed to use power after vaulting then so should Chucky.

    I firmly believe manual scamper was too important to Chucky's character to be removed and i will keep trying to get it back because Chucky feels incomplete without it.

    Also i am so genuinely sick and ######### tired of killers that mainly just ''press & hold power button to charge forward'' and i refuse to see Chucky be butchered/reduced into becoming yet another one of that type of killer variant just like Wesker/Blight/Billy/Oni/etc is.

    I absolutely believe that turning Chucky entirely into another one of those types of killers will kill his identity as a character as he is more than just that.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    In fact, Slice & Dice is far more powerful than manual scamper ever was and if your 90 degree suggestion ever happens, it'll be even more stronger than manual scamper ever was.

    no because m1 cannot miss or their probability to miss when player is good is next to 0. Slice & dice can miss and the overall dash has restrictive turning so survivors can go far left or far right or play specific movement mindgames.

    I would rather that they just reverted the manual scamper change altogether and just number balanced it, rather than outright removing it and making every scamper related add-on entirely useless in the process.

    They can't balance in any shape or form because you either have enough time to hit survivor around loop or you don't. making scamper take longer for one hampers his Slice & Dice and it occurs wesker bound problem where when wesker vaults a pallet, the survivor always makes to vault when looping in a circle. it is true and false type equation.

    The only times manual scamper left Survivors with no counterplay is if they were camping an unsafe pallet. If Survivors didn't do that, then Chucky wouldn't be able to catch them, manual scamper couldn't even help Chucky get to Survivors at safe loops anyway.

    wrong, the manual scamper was less effective in short loops because time to loop around in a circle is shorter. the thing, unsafe loops where killer lunge is big enough don't really need pallet vault to get a hit. only requires a mindgame to be won by the killer. safe loops on other hand is where manual scamper was problematic because safe loops have longer walls which allows even chucky who is 4.4 m/s to catch up over a long period of time.

    It is in no way anywhere close to how legion was. Even if there was any actual issues, then it could easily have fixed by doing number changes to it.

    if end result is that you can vault a pallet → m1 the survivor and the survivor's skill in said instance is unavoidable damage than it is old legion problem. that is why they removed it.

    I am not saying that BVHR cannot balance around pallet vault →m1 but to this day, BVHR hasn't bothered to balance around that. how you would approach balancing vault pallet →m1 is by making M1 worse. the goal in this instance would be to make killer able to swing and miss. sometimes survivor do pull this off by doing something called 360'd or a wiggle but this often said to be bad killer player if he gets 360'd or wiggled. however if BVHR makes it so that you have faster base movement speed as survivor than you can make wiggle or 360'd very fast such that killer has trouble tracking survivor with m1. this creates interesting gameplay that revolves around movement and baiting m1 in good instances to make killer miss. unfortunately for BVHR, BVHR hasn't really experiment with this very much and if there was a killer to do this on, it would be Legion who in his current is not very strong killer because of his complete lack of 1vs1 within his ability.

    If Wesker should be allowed to use power after vaulting then so should Chucky.

    Chucky already is able to use his power after performing a pallet vault. the issue is that he can't hit any survivor after the vault because his turning-rate is too bad to turn enough to do a swing. he just goes straight forward when survivor is taking 120 degree turns like → or ← around loops. he is never get a chance to swing and survivor don't really need to do any fancy movement to avoid the hit as they simply cannot get hit.

  • bjorksnas
    bjorksnas Member Posts: 5,616

    Scampering under pallets and through windows is just boring on both sides it feels like a cheap hit and just doesn't feel like you actually outplayed someone or got outplayed you just got a free win.

    However, scampering under pallets mid slice and dice should be more heavily rewarded / incentivized because that is peak gameplay right there, id love to see

    1. Scampering under a pallet or through a window while slice and dicing happen much faster (currently 1.3s) and it should be ~0.9 or ~0.8s while slice and dicing
    2. Given a lot more freedom of control after scampering under a window or pallet in slice and dice (currently you get ~90 degrees worth of turning and they can crouch right at the side to dodge), id love to see him given ~180 degrees or more so he can actually play around some loops in this way and hit survivors who just camp the edge of a pallet or window that he scampers through.
    3. Extend the duration of slice and dices that go through windows or pallets by like 25-50%

  • Tits
    Tits Member Posts: 323

    Manual scamper under pallets is no different then vecna prelifting the pallet for a free unavoidable hit, only the pallet is reuseable if timed incorrectly. And then theres the many killers that can just hit you over the pallet. So ive never seen the problem in scampering under and hittinf someone. It didnt even feel cheap to me just one of his unique abilities.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,304

    I personally don't want to see manual scamper back it's boring to interact with, if Legion can't down doing it why does he get to? Same with Wesker he has to take longer to start up and recover….?

    I'd rather interact with my killers, I don't need more nurses in this game.

  • Langweilg
    Langweilg Member Posts: 1,263
    edited October 30

    I honestly believe those people, who claim scampering was a free hit, have no idea how to play against Chucky. It only was a free hit if someone camped pallets or at god pallets, but we have so many anti loop killers, who do the exact same, so I don’t see this as a problem. Scamper had a lot more counterplay than slice and dice and was weaker, so I really don’t understand how a almost guaranteed hit every 10s is better. Scamper could still be mindgamed or looped at not too big loops if you knew where he was.

    Chucky right now is so boring to play as and against. The only thing behavior needed to do was making scamper longer like from 1.4s to 1.7s or make it consume the power completely or partly the more you do it. There would have been so many ways to keep scamper without straight up removing it. I hope they bring manual scamper back and adjust the numbers a bit.

    Post edited by Langweilg on
  • Smoe
    Smoe Member Posts: 2,914
    edited October 30

    no because m1 cannot miss or their probability to miss when player is good is next to 0. Slice & dice can miss and the overall dash has restrictive turning so survivors can go far left or far right or play specific movement mindgames.

    Which is hindered by the fact that Chucky still needs to catch up to the Survivors before he can land a hit and there is a timer on Hidey-Ho mode for how long Chucky can use Scamper to do that. If Survivors are anywhere other than at an unsafe loop that they're camping, they more often than not can outrun Hidey-Ho mode's duration.

    Also let's not pretend Slice & Dice isn't stronger than Manual Scamper or that it doesn't get Chucky more hits, because it does. Anyone with a basic understanding of how to use Slice & Dice can easily use it to just charge forward and hit a Survivor for free like any other movement speed killer can.

    They can't balance in any shape or form because you either have enough time to hit survivor around loop or you don't. making scamper take longer for one hampers his Slice & Dice and it occurs wesker bound problem where when wesker vaults a pallet, the survivor always makes to vault when looping in a circle. it is true and false type equation.

    First off: Hitting a Survivor around a loop while in Hidey-ho mode isn't a problem, it's part of his mindgame aspect.

    Secondly: That is completely untrue, they absolutely can balance manual scamper without impacting his Slice & Dice scamper.

    Lastly: Chucky most certainly couldn't catch up to Survivors who knew how to loop properly, only way Chucky could mindgame at a loop is if it's too short to do so in the first place, i.e. unsafe loops.

    wrong, the manual scamper was less effective in short loops because time to loop around in a circle is shorter. the thing, unsafe loops where killer lunge is big enough don't really need pallet vault to get a hit. only requires a mindgame to be won by the killer. safe loops on other hand is where manual scamper was problematic because safe loops have longer walls which allows even chucky who is 4.4 m/s to catch up over a long period of time.

    Only way Chucky could ever catch up to Survivors at safe loops is if he was mindgaming with the Running Shoes add-on, which could easily just be fixed by changing the addon.

    Also any stealth killer only requires a mindgame to win at a loop and any killer is also able to catch up to Survivors over a long period of time, let's not pretend otherwise.

    Any Survivor who knows how to loop could easily outrun Chucky's Hidey-Ho mode duration at safe loops.

    if end result is that you can vault a pallet → m1 the survivor and the survivor's skill in said instance is unavoidable damage than it is old legion problem. that is why they removed it.

    I am not saying that BVHR cannot balance around pallet vault →m1 but to this day, BVHR hasn't bothered to balance around that. how you would approach balancing vault pallet →m1 is by making M1 worse. the goal in this instance would be to make killer able to swing and miss. sometimes survivor do pull this off by doing something called 360'd or a wiggle but this often said to be bad killer player if he gets 360'd or wiggled. however if BVHR makes it so that you have faster base movement speed as survivor than you can make wiggle or 360'd very fast such that killer has trouble tracking survivor with m1. this creates interesting gameplay that revolves around movement and baiting m1 in good instances to make killer miss. unfortunately for BVHR, BVHR hasn't really experiment with this very much and if there was a killer to do this on, it would be Legion who in his current is not very strong killer because of his complete lack of 1vs1 within his ability.

    Except Survivors who again, knows how to loop can easily outrun the duration of Chucky's Hidey-Ho mode, many of the Survivors i played against did so back when Chucky could still use manual scamper.

    I still believe only number changes to Scamper and Hidey-Ho mode is all it takes to fix manual scamper.

    Chucky already is able to use his power after performing a pallet vault. the issue is that he can't hit any survivor after the vault because his turning-rate is too bad to turn enough to do a swing. he just goes straight forward when survivor is taking 120 degree turns like → or ← around loops. he is never get a chance to swing and survivor don't really need to do any fancy movement to avoid the hit as they simply cannot get hit.

    And if Chucky gets his 180 degree turning, then he would absolutely be able to get unavoidable hits on anyone close enough to the pallet or window, something in hindsight that i'm perfectly fine with him not having.

    Current Chucky is stronger but more boring to use, while Chucky before was weaker but more interesting and was accurate to his character in the movies. I absolutely prioritize the latter over the former because it is more important to me that characters (Unless it's Freddy) are as accurate as possible to their source material.

    Post edited by Smoe on
  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    Which is hindered by the fact that Chucky still needs to catch up to the Survivors before he can land a hit and there is a timer on Hidey-Ho mode for how long Chucky can use Scamper to do that. If Survivors are anywhere other than at an unsafe loop that they're camping, they more often than not can outrun Hidey-Ho mode's duration.

    100% missing the point here. first of all, iri amulet increases hide-oh duration by 50%. i believe it was 100% in PTB but between activating hide-oh and it is expiring which by default lasts 14 seconds and extended duration which is 14+7 so 21 seconds, the ability lasts so long that you can bloodlust in this duration. timing out ability is near impractical.

    Slice & Dice is more universally time efficient than walking for chucky but the ability does not necessary grant guaranteed hits. While the ability is difficult to avoid, it is not impossible to avoid. avoiding m1 for killer almost entirely rely on killer to not be good at playing killer in general. the whole 360 clip's tiktok clips isn't real thing at the good level of dbd. it is survivor taking advantage of like newish killers. Unless you balance around m1 attacks being a semi-reliable prospective to dodge, it is not something that can be balanced around.

    M1 killer are balanced around concept of distance, not the concept of avoid-ability while m2 are balanced off avoid-ability. When you add palle vaulting for m1 killers, the concept is no longer concept of distance but concept of avoid-ability which is where vault pallet →m1 problem arises which leads to my next point.

    First off: Hitting a Survivor around a loop while in Hidey-ho mode isn't a problem, it's part of his mindgame aspect.

    Chucky doesn't need mindgame loops if he can vault pallet and run forward. if your stats are innately better than survivors, you innately will get the hit through function of time. There is functionally no need to mindgame. you brute force every loop. Brute forcing may not be time efficient strategy… like chases can still take long enough for survivor finish all 5 gens but we are not talking about strength. we're talking about its counter-play. the interactive process between killer in chase vs survivor in chase.

    Only way Chucky could ever catch up to Survivors at safe loops is if he was mindgaming with the Running Shoes add-on, which could easily just be fixed by changing the addon.

    Also any stealth killer only requires a mindgame to win at a loop and any killer is also able to catch up to Survivors over a long period of time, let's not pretend otherwise.

    Not without breaking pallet. safe loops in the game are functionally bloodlust 3 infinities and when killer breaks a pallet, the survivor gains a large amount of distance. it is like most basic fundamental concept of looping. You catch-up eventually as killer by survivor having no resources. It is not same thing as entirely ignoring the resource.

    Current Chucky is stronger but more boring to use, while Chucky before was weaker but more interesting and was accurate to his character in the movies.

    What makes him not lore accurate right now? He still scampers pallets. I mean scamper isn't strong but he still has scamper. Slice & dice is him moving faster, more of product of dbd gameplay. Chucky is m2 dash killer. Like all killers, they all have m1 but he is m2 primary focused killer. 4.4 m/s further illustrates that.

  • Smoe
    Smoe Member Posts: 2,914
    edited October 31

    100% missing the point here. first of all, iri amulet increases hide-oh duration by 50%. i believe it was 100% in PTB but between activating hide-oh and it is expiring which by default lasts 14 seconds and extended duration which is 14+7 so 21 seconds, the ability lasts so long that you can bloodlust in this duration. timing out ability is near impractical.

    That just means addons like iri amulet is what should be looked at, not hidey-ho mode and manual scamper itself.

    Slice & Dice is more universally time efficient than walking for chucky but the ability does not necessary grant guaranteed hits. While the ability is difficult to avoid, it is not impossible to avoid. avoiding m1 for killer almost entirely rely on killer to not be good at playing killer in general. the whole 360 clip's tiktok clips isn't real thing at the good level of dbd. it is survivor taking advantage of like newish killers. Unless you balance around m1 attacks being a semi-reliable prospective to dodge, it is not something that can be balanced around.

    Again, i don't believe you for a second. I have seen many Survivors outrunning Chucky's hidey-ho mode duration in my time playing as Chucky back then, they didn't even require to do anything fancy like 360, they just needed good game sense and not camping the same pallet for the entire duration.

    M1 killer are balanced around concept of distance, not the concept of avoid-ability while m2 are balanced off avoid-ability. When you add palle vaulting for m1 killers, the concept is no longer concept of distance but concept of avoid-ability which is where vault pallet →m1 problem arises which leads to my next point.

    Which again, can be solved by adjusting the stats of Hidey-Ho mode, either through it's duration of the speed of which Chucky moves during Hidey-Ho mode.

    In fact, i'm perfectly fine with having current scamper speed for Slice & Dice's scamper while manual scamper's speed is decreased so that it doesn't work in chases as well, but better for mindgaming and stealthy approach. Literally anything is better than outright removal.

    Chucky doesn't need mindgame loops if he can vault pallet and run forward. if your stats are innately better than survivors, you innately will get the hit through function of time. There is functionally no need to mindgame. you brute force every loop. Brute forcing may not be time efficient strategy… like chases can still take long enough for survivor finish all 5 gens but we are not talking about strength. we're talking about its counter-play. the interactive process between killer in chase vs survivor in chase.

    Like i wrote above, stats can be changed, if the killer's stats is too much for it's power, then it can be ironed out to be more fair.

    Chucky makes loud enough audible noises both when scampering and vaulting in general, something Survivors can and have used to counter him with whenever he does it, forcing him into doing mindgames.

    The counter-play is again, to literally to just having game sense and outrunning the duration of Hidey-Ho mode, which you can't do by simply camping at a short loop.

    Not without breaking pallet. safe loops in the game are functionally bloodlust 3 infinities and when killer breaks a pallet, the survivor gains a large amount of distance. it is like most basic fundamental concept of looping. You catch-up eventually as killer by survivor having no resources. It is not same thing as entirely ignoring the resource.

    Ignoring a pallet at tiles like Jungle Gym or Shack with manual scamper would not help Chucky catch up any faster unless the Survivor makes a mistake. Chucky is still gonna be forced to break the pallets in the end.

    Chucky ignoring pallets and windows only helps him when Survivors camps at a loop with only a single pallet or window without nothing else nearby to chain the loop with, which tends to mostly just be unsafe loops.

    What makes him not lore accurate right now? He still scampers pallets. I mean scamper isn't strong but he still has scamper. Slice & dice is him moving faster, more of product of dbd gameplay. Chucky is m2 dash killer. Like all killers, they all have m1 but he is m2 primary focused killer. 4.4 m/s further illustrates that.

    Except scampering under things stealthly is what he does in the movies, without that, he is not completely lore accurate like he was prior to manual scamper's removal. It's existence is a core component to his character, the loss of it removes a piece of his character's identity.

    You're talking as if his entire identity boils down to Slice & Dice only, but that's just a simplistic misrepresentation of his character as that's just one part of him.

    He is much more of an stealth ambush killer than just a dash killer due to how crafty, deceptive and sneaky he is in his movies, taking his victims by surprise from place they don't expect with extreme violence. His main power being literally a stealth focused power in of itself and Survivors seeing illusions of fake footprints around them proves that and is what manual scamper plays into as it is in-character for him to do that, while Slice & Dice is the part of Chucky when he goes on the offense like in the movies.

    Hidey-Ho mode, Manual Scamper and Slice & Dice are all core components to Chucky's character, remove one of them and he is incomplete. Slice & Dice scamper can't replace importance that manual scamper was to his character.

    Manual Scamper must return to make Chucky as a character whole and it is something that i firmly believe in. Also i'm not the only one who feels this way as it seems the community is split on being either for or against manual scamper's existence.

    Post edited by Smoe on
  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    he still has undetectable. his stealth aspects remain unchanged. what does manual scamper have to do with stealth? Manual scamper was chase tool and by being chase tool, it is opposite of stealth.

    ignoring a pallet at tiles like Jungle Gym or Shack with manual scamper would not help Chucky catch up any faster unless the Survivor makes a mistake. Chucky is still gonna be forced to break the pallets in the end.

    the survivor isn't making a mistake. the killer is brute forcing loop. the safer loop, the better. for example with shack, a chucky that runs bamboozle can block the window, vault pallet and just follow survivor hold-W key until they're in range. eventually they get the m1 hit.

    Which again, can be solved by adjusting the stats of Hidey-Ho mode, either through it's duration of the speed of which Chucky moves during Hidey-Ho mode.

    Adjusting duration of hide-oh makes his stealth worse and it narrows window to use S&D. Changes that he does not need. Decrease speed makes his movement around the map worse and again makes his stealth worse. Increasing time to scamper manual makes tool ineffective in all instances and like i said, the scamper's time for S&D is same as manual scamper time. BVHR doesn't want to deal with these over-lapping balances within killer. that is why manual scamper is gone but in removing manual scamper, they left a hole in Chucky's kit which might get resolved in the not so distant PTB future.

    Maybe they also adjust wesker as he has some of same issues where pallet vault is not very useful and most player's that put all their time into wesker optimize his tech to make his chase power more useful around pallets.

  • Smoe
    Smoe Member Posts: 2,914
    edited October 31

    he still has undetectable. his stealth aspects remain unchanged. what does manual scamper have to do with stealth? Manual scamper was chase tool and by being chase tool, it is opposite of stealth.

    I see it more as a tool for mindgaming since it is tied to the stealth aspect of his power, just that it can also be used for chase, however i believe it should have been more balanced towards his stealth more than what it was previously.

    the survivor isn't making a mistake. the killer is brute forcing loop. the safer loop, the better. for example with shack, a chucky that runs bamboozle can block the window, vault pallet and just follow survivor hold-W key until they're in range. eventually they get the m1 hit.

    Can easily be fixed by not having perks like bamboozle work with scamper.

    Adjusting duration of hide-oh makes his stealth worse and it narrows window to use S&D. Changes that he does not need. Decrease speed makes his movement around the map worse and again makes his stealth worse. Increasing time to scamper manual makes tool ineffective in all instances and like i said, the scamper's time for S&D is same as manual scamper time. BVHR doesn't want to deal with these over-lapping balances within killer. that is why manual scamper is gone but in removing manual scamper, they left a hole in Chucky's kit which might get resolved in the not so distant PTB future.

    Maybe they also adjust wesker as he has some of same issues where pallet vault is not very useful and most player's that put all their time into wesker optimize his tech to make his chase power more useful around pallets.

    There's so much in this quote alone that i completely disagree with, especially anything related to techs.

    You may be perfectly fine with having Chucky's be focused entirely on his Slice & Dice so that he can be turned into yet another variant of a movement speed killer that the roster is already overbloated with, rather than having him being faithful to his source material as a stealth ambush killer, but i'm not and never will be.

    Since i don't feel like dragging this discussion out any further, i'm gonna end it here and say that we're gonna have to agree to disagree on the matter, because nothing you or anyone else say is gonna change my mind on wanting manual scamper back and i absolutely will not forgive bhvr ever if they butcher Chucky even further into the direction they've currently taking him.

    Post edited by Smoe on
  • I find that I rarely ever turn to using the scamper now that it was changed. Chucky used to be fun to play with the manual scamper ability but now it's just not the same. Which is a real shame because Chucky was my favorite killer up to this point. I keep hoping the devs will return his ability back to how it was.