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Why was Chucky nerfed? again...
His cooldown got nerfed for a second time now. Just why? Lower movement speed in dash is big enough nerf.
Right now his cooldown is only 2.2 seconds lower than when he had Scamper… He is worse than after 8.0.0 patch.
Basically it is 14 + 1.8 seconds, because cooldown now start when dash ends. Before it was 18, but cooldown started at start.
His pick rate is not that high, his kill rate is not that high. Is this another nerf simply because survivors don't like him?
Btw change to longer duration, but slower movement speed is not even buff for distance. The difference between survivor and Chucky's distance traveled during dash is exactly same. But Chucky will simply be slower in loops.
1.2 * 4 = 4.8
1.2*10 = 12
12-4.8 = 7.2 m
1.8*4 = 7.2
1.8*8 = 14.4
14.4-7.2 = 7.2 m
So this is just straight nerf, while cooldown starts recharging later and you need extra 2 seconds, because why not.
I am really annoyed I just yesterday bought that charred skin. Such a waste of Auric Cells.
Comments
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It's super unnecessary and comes across like they don't know what they want to do with the killer at all.
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As a Chucky main, I feel the exact same. I think this change should be reverted. But if not, at least compensated with a much better control over S&D (like increased turn rate, etc…).
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MESSAGE TO BHVR: Don't f u c c with the c h u c c (please)
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Well said my friend, well said
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he was busted and extremly easy to play, he´s still good but slightly weaker🤷♂️
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How exactly was he busted? He was at no point even close to best killers. Yet alone after Scamper got removed.
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his dash was basically uncounterable in 99,9% of the loops, and his cooldown post dash was really short (specially with the drill addon, but it´s not like it was needed)
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I think he probably got overbuffed, he feels a lot worse now. He was a bit more balanced before, if a touch on the strong side. I really think these nerfs bring him closer to B tier than A tier, which okay, I'd rather see more Killers around that area than A, but it still feels real weird that they hit him this hard; there's multiple times I completely bamboozled the poor guy tonight where they'd be guaranteed hits before.
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Chucky is the new nerf pig
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Well, he's really short which makes him hard to track, has stealth in his kit which also gives him an advantage for mindgaming, has a ridiculous powerful M2 that can get hits at practically every tile with little to no punishment for messing it up, all while being one of the easiest killers in the game to play as. Yeah, he needed more nerfs as his previous round of changes were a mere slap on the wrist. The speed of his S&D was by far the most frustrating part of his kit as it can't be reacted to especially with his short size, you're just forced to guess where he's gonna slice to on every tile.
That all being said though, I do think they may have gone too far with these changes. I don't think shortening his cooldown was necessary with these other changes. They may need to either find a middle ground between the old speed and new speed, make his slice and dice last even longer, or revert the cooldown back to 10s. We'll see though.
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As a Chucky player myself, I can say it's not true. There were realy few situations where the das was uncountable, and the speed change don't solve that, because in those cases, it still is. The only near uncountable scenario is when you holding W in a large open space, as Chucky has a hard time navigating around obsticles and making sharp turns in dash. Basicaly in any of the indoor maps if you made a 90 degree turn to another hallway, it was instantly countered.
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It's not 100% counterable, which no attack should be, but you had many situations where you just needed to win 50/50.
Saying 99% is funny, because it simply doesn't work on most loops as soon I drop pallet. Even if I give Chucky a pallet, I just need to win 50/50 to guess from which side he will run.
His CD post dash was 16,8 at release, then 10,8 with removal of scamper, then 10 when they changed recharging start, then 12 when they "buffed" dash scamper by 0,3 seconds (so nerf) and now 14, where they nerfed both dash and cooldown (logic missing).
Chucky has 3 seconds fatigue on hit and 2,25 on missed attacks.
Blight cooldown on all charges wasted is 10 seconds, fatigue 2,5 seconds
Spirit if she wastes her whole power 15 seconds
Billy has no cooldown basically charge time 2.5 seconds, fatigue 2,5 seconds
Nurse 6 seconds cooldown, charge 2 seconds, fatigue up to 3,5 seconds (2 blinks + missed attack)
Arttist lowest CD is 5 seconds, highest (5 crows) 15 seconds
I think you need to get some perspective of what short cooldown means. His dash has limited flick and range, nothing really special and his cooldown right now is one of highest.
You have many killers, where there is basically no cooldown. Only fatigue and charge time. His cooldown even at his best was not really that short.
Chucky was never OP, survivors just didn't enjoy playing against him. That's it.1 -
We have very different experiences as chucky then, I could hit basically every dash in most of the tiles/loops no matter what type of movement the survivor does, the ones that I miss were all because of bad camera positioning, also, indoor maps are usually decent for him besides lerys
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I don't mean that Chucky isn't capable of doing it, just that he's not some super weapon auto-win killer as many tells. Plays like that require a lot of skill that I don't think most of the Chucky players have, me included. What I'm saying is an average Chucky player is more than counterable. Of coure pros make it very hard (but still almost never impossible), but wich killer doesn't allow sometimes to do almost uncounterable plays at the skill ceiling.
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That nerf was deserved he was too strong, and his m2 is crazy when he has 100+ ping allowing hits from miles, also having 3rd person helps him a lot, so nerf was fine, devs great job don't listen too much to killer mains please, solo survs like me exists!
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Those are terrible reasons why he deserves the nerfs
How is high ping a good reason, almost any killer with high ping can down survivors from a far
And don't forget we have dracula wolf form who's 4.6 btw that has 3rd person angle with a dash ability
1 -
He can't control his dash in some loops where Chucky can, devs nerfed him for good, glad they don't listen so much to tons of similar suggestion from killer mains that wants an ez win with busted Chucky
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If you think Chucky is overpowered, try playing with him. You will quickly realize he can be defeated just as much as any other killer. Even more now.
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I do play with him too, but its no longer brainless m2 power simulator thanks to insane speed that even faster than blight which can't hug tech anymore, nerf deserved now we will use his power more stratigacally and in skilled manner
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And now he is one of the slowest. I didn't said he doesn't needed adjustments, I just said he doesn't needed THIS adjustment.
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But he cover more distance now than before, so it's like mobility+stealth, he is fine killer mains will used to it
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His distance is increased with 2.4 meters, wich doesn't make his power noticably better for map traversal, while also doesn't provide any benefit in chase, as this is the exact distance the survivor being chased will run in the extra 0.6 sec. And he is at best semi-stealth, as he constantly giggles while he uses his power, so you can hear him coming, while the fact that he uses the power is announced to all players.
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Your statement is incorrect. He doesn't get more distance.
Difference between his speed and survivor over duration of dash is same.
Total distance covered by Chucky over those 1.8 is actually less.
Time to reach 12 meters is higher.
You will never get a hit against hold W survivor, you wouldn't get before.
You can miss a hit on corners, you would get before.
Your cooldown is higher, because of higher duration and overall cooldown.
Try to use some simple math, when you want to argue about speed and distance. Not difficult…
But if you can't handle elementary level math, I can write it down for you.
At this point, it's better to play Pig. Based on your statement, she covers more distance than him, so should be better, but it simply doesn't work like that.1 -
Okay play Pig then, she is more fun to vs than this "invisible" killer, or l2p with his new speed instead of whining on a 100% right dev decision, I hate that he could counter my Sprint Burst/Lithe thanks to insane 10m/s speed
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If there is something in the game that's a 100% uncounterable, like you want sprint burst and lithe to be, it's a bad game design. Nerfing a character just because you didn't like him is not a valid reason. I'm not crying to the devs to nerf palet stuns just because I don't like them. You not likeing it doesn't mean it's not balanced. He already had many compromises, including basicaly non existent map pressoure, which is one of the most critical aspects of a killer nowadays.
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Then why I should run Sprint Burst to not get value from it?? Especially as a soloq with no comms
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Not being 100% uncounterable doesn't mean it's useless. It would had the same value as before against the other killers, and still useful agains Chucky, because while you can't outrun him, you can use it to reach a palet or go out of his range.
You just have to think about it rather than using it mindlessly.0 -
So not even trying to correct your statemnent. Seems like we can agree you were wrong.
So your only argument why Chucky should be "fine" after this change, is incorrect. Only thing you have otherwise is complaining and trying to hide behind soloQ for a killer change, which doesn't make much sense.
Some aspect of the killer can be changed to help soloQ (especially when it works primary on soloQ), but in no way it should ever be strict nerf, just because of soloQ.
His nerf made him worse against everyone, it doesn't affect soloQ in any specific way, so it doesn't make sense to try to hide it behind soloQ survivors.0 -
Maybe don't wait until he is 1 meter away from you?
Chucky was always (now even more) weak against hold W. So if you prerun with Sprint Burst, there is no way he can commit on you.
Also top secret, you don't always have to run in direct line, there are objects on maps for a reason.0