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What are people thoughts on recent Chucky changes?

Hello all, I would like to know what everyone thinks about recent Chucky changes. As for me who sometimes likes to play him, I think it's too much. The speed nerf on dash is the worst since it feels clunky now and way easier to dodge.

I don't feel playing safe this character regulary considering how offten he is changed. It feels like every few weeks he gets nerfed/changed for the past few months and it's not fun.

Comments

  • Tostapane
    Tostapane Member Posts: 1,667

    i've a suspect: every time that the devs must do some changes, they throw a dice and based on the result they will nerf x/y killer… there were more pressing matters than nerfing chucky right now, yet they did it… they did something extremely dumb: they killed another killer, reducing the pool of the killer available (i doubt that people will be so masochist and still play him after those changes)

  • KatsuhxP
    KatsuhxP Member Posts: 972

    I think 20% is a way too big nerf for his speed without any testing, the double cooldown-nerf made it so much worse. He feels so increadible bad now, although I still win I feel like it doesn't feel good to play him anymore.

  • MoZo
    MoZo Member Posts: 41

    the survivor main in me loves that he got gutted but at the same time in reality it’s not fair that a killer gets gutted overnight. Tbh I loved facing chucky when he didn’t have rat poison because it felt like oni where you could go behind a wall or a corner and try to outplay him. I enjoy the 14 second cooldown but the speed nerf is definitely a problem. Going against him doesn’t even feel fun anymore because he’s so reactable that it feels like he’s pigs dash with a cooldown and 4.4

  • Inosennatoki
    Inosennatoki Member Posts: 110

    Should make Chucky at least 4.6 m/s if this nerf isn't reversed in the next patch.

    He received nothing in compensation from this nerf.

  • MrMori
    MrMori Member Posts: 1,691

    I don't mind him having a 14 second cooldown instead of 12 seconds. But the dash speed nerf absolutely guts him. Think of any time you've ever been hit right before managing to round a corner to dodge his power. It's pretty common, right? Every single one of those hits would be a miss now, and that's just sad. Leave his dash speed alone.

  • danielmaster87
    danielmaster87 Member Posts: 9,683

    Reminds me of Wraith's nerfs, which nobody asked for either.

  • Skittlesthehusky
    Skittlesthehusky Member Posts: 743

    i agree that the nerf to his speed is a little too much. while i appreciate the ability to evade scamper easier, it's a little too easy to dodge and actually tends to cost him too much time in chase if he misses. perhaps they should give it, at minimum, 3% more speed for dashing in order to give both sides an equal chance.

  • zarr
    zarr Member Posts: 1,032

    Chucky at 8 meters per second dash speed and 1.8 seconds dash duration catches up the same distance differential to a survivor he did at 10m/s and 1.2s (4m/s catch-up speed * 1.8s = 7.2m; 6m/s catch-up * 1.2 = 7.2m). The difference of course being that it takes Chucky 600ms longer now to do so, which allows the survivor to cover more distance before the hit happens - 2.4m to be precise. So if there is a pallet or window or sharp turn in range, now the survivor might make it into safety whereas they wouldn't have before. Chucky also covers 2.4m more himself now, but that doesn't matter if there's a pallet, window or wall between him and the survivor at that point.

    I think it would have sufficed had they simply increased the cooldown back to 18 seconds. Chucky is really strong and really easy to play, but the Rat Poison nerf already helped to make him less easy to succeed with and the slower dash is just unfun to use.

    Alternatively, settle for 9m/s and 1.6s duration, perhaps with a 16-second cooldown.

    Or better yet, bring back 180° flick such that a survivor making it behind a wall or pallet due to the lower dash speed isn't as detrimental as it is currently.

    As a concluding note: The decreased dash speed has actually made it considerably easier to hit people after scampering, as you don't overshoot quite as much. So it's not all bad.

  • deckyr
    deckyr Member Posts: 799

    he got smerchanted to prevent him being fun over the xmas holidays while the devs aren't in office. same with that houndma addon. that's my opinion of the chucky changes. common killer player L these days, sadly.

  • JPLongstreet
    JPLongstreet Member Posts: 5,991

    I thought they got rid of the 180's with Chucky because it couldn't be done with a controller?

  • SoGo
    SoGo Member Posts: 1,530

    Revert them asap, not needed.

    To be clear, I mean the 8.4.1 hotfix nerfs that came out of nowhere. Not the Rat Poison nerfs.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,104

    I have to say, I absolutely despise Chucky with a passion so any nerf is welcome as it may hopefully mean I see him less. Though weirdly, I have seen him more than ever which honestly makes me not even want to play DBD at all.

  • CountOfTheFog
    CountOfTheFog Member Posts: 2,528
    edited December 16

    I did better than ever when I played as him the other day. I should stress that I use him as an M1 Killer because I can't for the life of me figure out how to control him when he's doing slice n dice. It's like once you launch him, he keeps moving forward, impossible for me to hit even a baby survivor who moves slightly left or right.

    I thought he was hard because I was playing him on Nintendo Switch but I've been on PS5 for months and I swear his power is the only thing that actually feels worse on better hardware. I don't get it.

  • MrMori
    MrMori Member Posts: 1,691
    edited December 16

    I tried him a bit and the dash feels pretty bad now.

    I don't get why they did it unless they have stats that show his killrate being really high. I havent heard many complaints about him after they changed his CD from 10s to 12s again in 8.4.0, so why nerf him? With 10m/s slice and dice, he gained 6 meters per second on a survivor during dash, now he only gains 4m/s. That's 33% less distance gained thanks to the 20% slower dash.

    Sure it lasts longer, but if a survivor can turn a corner or reach a pallet then they're safe, so who cares if it lasts longer, it's not like it's used for mobility unless you have specific addons.

    They could have just made his cooldown 14 seconds and called it a day, I don't think there's anything wrong with his dash being strong. Or at the very least make it 9m/s with a 1.5s duration. This nerf is too much.

  • SharonPancakes
    SharonPancakes Member Posts: 39
    edited December 16

    BHVR must just wants some killers strong and others weak, or they just don't know what they're doing. I think we all know what the reason is.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,104

    I gave up trying to figure out their logic tbh and you can see it even with big content creators like Otz where they are clearly exasperated and also confused with why certain changes are made.

    I just feel the game is becoming a mess with too many perks, too many addons and too many obnoxious metas

  • Sandt1985
    Sandt1985 Member Posts: 389

    if his cooldown is ever reverted back to 18 seconds, then he will, at a minimum, need to become a 115% killer. 18 seconds is waaaay to long of a cooldown to be spent moving at 110% with now power whatsoever

  • fussy
    fussy Member Posts: 1,718

    14 seconds of being powerless 4.4 killer already enough to make me ignore the killer, but they also decided to make his chase power weak, so I don't see a single reason to touch him.

    It's really scary to play any killers these days knowing that BHVR can just completely kill and nerf character out of nowhere in bug fix.

  • zarr
    zarr Member Posts: 1,032

    He wasn't in a bad spot originally at 18 seconds cooldown, they only reduced it to compensate for the removal of scampering without slice-&-dicing. But it turned out that the cooldown reduction was simply too much. I would take the 18 seconds cooldown over 8m/s dash speed any day. Although yeah, to be fair, without 180° flicks, "scancels" and with Rat Poison not being what it was as well as the slight cooldown increase caused by the cooldown now only starting when you swing for the Slice & Dice rather than when you dash, 18 seconds would be too much. 16s is more appropriate. An alternative could be to considerably increase the Hidey-Ho duration, such that Chucky will become more about using stealth rather than only really using power for S&D.

    Anyway, my personal preference would be to have 180° flicks again, then perhaps with 9m/s S&D at 1.4s duration and 16s cooldown. Or some other combination of number tinkering (e. g. 10m/s at 1.1s duration). 180° flicks are just so fun, enable players to make hits happen in so many more interesting ways, and also make scampering more relevant again since it allows to actually hit people tucking in right next to the window/pallet.

    I'm not sure what their reasoning was, but there's plenty of killers that benefit from flicking still that are obviously limited on controllers for that reason. We can't expect and shouldn't want for them to make the game function the same way on categorically different input devices.

    Chucky used to have some really interesting stuff he could do, much of it has been taken away. He was/is still strong because S&D is just often a guaranteed and easy hit and the cooldown was ridiculously low, but the 8m/s dash feels horrible and between that and the lack of flicks, well, there's little reason not to just play Wesker or Blight.

    But I do acknowledge that they can't balance Chucky based on 180° flicks, due to them not being accessible on consoles, so he would have to be in a good spot regardless. I guess the easiest thing for now would just be increasing his dash speed to 10m/s at 1.2s duration again, increasing the cooldown to 16s, and giving him the ability to instantly turn 90° sharp after scampering, such that he can actually more reliably use scampers to convert hits. BHVR will have data on how many scampers actually result in hits, and I can't imagine it's more than 10%, maybe not even that. Again, the reduction in dash speed actually helps with converting scampers into hits, but yeah, that's not a worthwhile trade-off, they should just make scampering more of a threat.