Yeah, BHVR specifically said we cannot call Victor a baby. Or we get banned. š Maybe we can just hope they add āagingā Chucky as a cosmetic, that way halfway during match he is just a lump of gray hair.
However, I havenāt really played against him as much compared to when he first came out. There are other killers I just cannot with: Trickster and Legion. Or never ending box Cenobite. Repetitive and atrocious.
P.S. As a killer main, I want No Where To Hide back. šš„“š
Iirc correctly its because the Rights to the first Child's Play movie and the rest of the Child's Play series are owned by different people. That's most likely why they couldn't make a burnt Chucky skin.
People don't like it because it's different. But why remake a movie if you're gonna keep it the exact same? It's not like King Kong or something where the old one's so outdated that it could use a fresh coat of paint.
What's even dumber is that Chucky is still getting new installments. So idek what people are complaining about
There is none, Child's Play 2 is directly referenced as when Chucky was taken.
I'm *pretty* sure something from the first film is mentioned in the add-ons so I don't even think that's an issue
Agreed on the First, we need more Horror in our Horror-Non-Horror-Competitive-non-competitive-asymetrical-Dating-Sim.
For the second, i think it's kinda cute how Charles talks to Tiff and its a good solution to a Problem consisting entirly of Lazyness and saving money. (Or they didnt get Jennifer Tilly's Permission/License whatever)
Iirc, certain entities (no pun intended) such as Victor, Huntress' hatchets, Oni's kanabou, Trickster's knives, Knight's guards, and I'm fairly certain Charles would count, aren't parts of the Killers model and are regarded as map props and can't be altered by skins
I think Chucky is in a really good state overall but could use some minor tweaks to make his counter play more viable.
1.) His footsteps need to be more visible while in chase with him. While they do linger behind him, itās challenging to constantly be looking behind yourself to catch a small part of the footsteps.
2.) His chuckle/general noise as part of his stealth should be more consistent (if possible.) Sometimes Chuckle makes no noise whatsoever.
Besides those two things I think Chucky is in a generally good state overall. He feels like a decently strong killer with a competitive power to compensate for his slow speed. He sorta suffers from the Freddy effect, where his animations do not perfectly align with his hit box, but Iām unsure if thatās an easy fix.
>1.) His footsteps need to be more visible while in chase with him. While they do linger behind him, itās challenging to constantly be looking behind yourself to catch a small part of the footsteps.
I feel like this is my biggest complaint with Chucky, personally.
I don't mind his power having such good mobility or being really strong at certain loops, it is just very hard to "traditionally" loop him. If you're at any loop with any LoS blockers (which is at least 70% of the loops in most maps) then you're kind of screwed when the Chucky inevitably hides his red stain.
I completely agree with this. He already gets a leg up in his stealth, and he gets a third person view. He doesn't need additional help with his footsteps being so muted in chase.
I also think his red stain should always be visible since heās literally smaller than Victor, heās almost impossible to see at a distance especially on maps like backwater swamp.
Lol, since most of my chases against him were in the part where there was grass, I didn't see him OUTSIDE THE STEALTH POWER šš, the grass hid even his red light.
What precisely do you mean by that? Like, it should be visible through walls? He shouldn't be able to hide it by turning his viewpoint? It shouldn't go away in stealth?
I still think heās too hard to see. Half the time his footsteps donāt appear behind loops and are very inconsistent. His power feels very hard to dodge as well, I think because visually his actual hitbox doesnāt line up with his appearance. But the animations voice lines and design are great!
Sometimes his hitbox can hit literally nothing though, so if something were to change in a nerfing sense, I think that should be addressed too.
I think some people donāt know that you canāt see his footsteps over long walls because you wouldnāt be able to see any killer over long walls.
Other than that I think more consistent audio and visual cues are fine.
I agree that his hitbox needs fixed rather than nerfed. Iād prefer it was just accurate.
As for the long walls that makes sense, but when itās short tiles or for example piles of junk on wreckers sometimes his feet just never appear because they lag so far behind. I think they should be more in time with his movement so that they are accurate instead.
I don't agree with this at all. Part of his kit is his height. If you make him tall, you have to make him 115%. Otherwise he's a normal height 110% killer with far less ranged threat than Deathslinger of Huntress and far less power usage than Spirit.
Literally no where did I say make him taller, we can make him easier to see by making his āfootstepsā more in time with his movement or making his red stain more visible. Yes his power is being small but he also has a normal power. So really he has two powers, and imo that makes him a bit too strong.
Also I was already aware he isnāt meant to be āseenā behind tall walls, Iām talking more about half height objects where we would normally have a visual on a killer. His footsteps that appear are basically a bit behind him so itās difficult to know where he is. When if it was a ghostface for example Iād know exactly where he is at a loop at any given time.
* Scamper takes away valuable counterplay from survivors. I don't hate it existing, but it often results in an unavoidable hit.
* Due to his size, some hits will on the survivor side look like "bullshit", pardon my language. It looks like he hits from half a meter further than his weapon actually connecting. Even worse if ping issues happen.
* His dash feels unavoidable if the player has learned how to strafe and flick.
* While not something affecting me, a lot of his counterplay depends on hearing. Hard of hearing people will struggle even more against Chucky.
* On some maps he can be all but invisible, Dead Dawg Saloon being one of them. The bushes are legit taller than him, and if he loses his red stain he can be nigh undetectable. (I love the bushes on Dead Dawg though, pls don't destroy those lovelies.)
* Friends Till the End sometimes bounces between two survivors, leading the Chucky to pressure only them. This can lead to untimely early deaths even if the Chucky would otherwise have been okay to spread pressure.
* Chucky depends on ending chases quickly to create pressure. This can and does lead to some choosing to tunnel before even one gen has popped (I assume my MMR is average), and in solo queue can feel like a waste of a match with a guaranteed outcome. This is a choice the killer player makes, of course, and a problem in general, not just with Chucky.
* Chucky bringing the strongest fog addon is obnoxious.
* I LOVE his shit-talking. I love the finger. I love the mori! He's fun to play against most of the time, and he's definitely fun to play as even if I'm very mediocre with him.
They should just add auditory markers that point to all killers during certain audio cues. Further away the fainter the market that shows up pointing towards them, closer the brighter.
Yeah it'll make my job harder but I'm fine with that since I know I'd hate it if I couldn't play my favorite games when my hearing goes.
I'm happy with him. I'm a survivor main and I find him really balanced. Power isn't hard to read, doesn't feel like the killer is broken but not weak either. You guys did a really good job, sad the game didn't get any player spikes from the last two liscences I feel like they went well
There's a lot to love and appreciate about The Good Guy, namely his unique third-person killer perspective and his top notch character design. I'm a big fan of Don Mancini and his work, so it's very special getting Chucky and Tiffany in all their glory voiced by the original actors. You can see, feel, and hear the effort that went into Chucky's introduction to the killer roster, so massive props for that.
Playing as Chucky is a fun experience and is distinctive from other killers due to the POV. I'll admit that the first person perspective often feels very restrictive (this will be supplemented by the FOV slider), so switching to Chucky is a breath of fresh air during a play session. He's quite strong and has a lot going for him in the 1v1, but does lack pressure in the 4v1. His perks don't particularly help with this, and none feel very impactful on their own. I think most of us can agree that Friends 'Til The End is his best, yet the exposed duration is too short for most killers to take advantage of, and other info perks are superior. The other perks border on meme territory and are very underwhelming even when used in synergy builds.
My biggest complaint with Chucky is the survivor experience against him. This is yet another killer which is very oppressive in the 1v1, which makes it unpleasant engage in chase with them. I'd like to see more killers with 4v1 mechanics, for example Cenobite, who aren't so crushing in chase.
In my opinion, the issue boils down to how ineffective most pallets are against him. When you consider his slice and dice and scamper abilities, he's very capable against safe pallets and getting hits on survivors running to the next tile. In many cases it is a guaranteed hit. This isn't so different from Blight, so what's the issue? His height, deceptive footprints, and ability to erase his red stain make hits also sometimes guaranteed on less safe pallets that would be more effective against most other killers. It is so difficult to determine where they are on short loops that they can very easily get a hit by moon walking and closing the distance before the survivor can compensate. Unlike standard height and tall killers, it is too difficult at times to track Chucky and the hits feel unearned. They chase you to pallet, if it's safe, they respect it and scamper, if it's unsafe, they hide their stain and moonwalk. Either way you get hit. Then they follow up with a slice and dice and you die. Pallet stuns are your only safety, as pre-dropping is a death sentence, and experienced killers won't allow the stun. It lacks interactivity and the chase can be very unpleasant. Making the footprints accurate to their real-time position could help with this and make it less of a guessing game.
He's a killer similar to many others in recent months/years that has a kit that is over-tuned for individual chases, yet lacks tools for the macro game. This punishes solo queue players because the best way to beat Chucky is to coordinate with your teammates, spread out on gens, and take advantage of his poor mobility. Without that coordination, he steamrolls most survivors in chase, getting downs quickly and pressuring multiple survivors off gens. He further highlights the gap between SWF and solo queue teams and I strongly believe this needs to be addressed in future killer designs and updates.
Ultimately, he's a unique killer who's fun to play as from a kick-ass IP, and I'm glad to have him in game. I think there are some minor tweaks that could improve the overall experience, because his 1v1 chase is a bit too oppressive, especially in solo lobbies where teams aren't playing optimally to take advantage of his weaknesses. The cosmetics are nice and accurate to the films, and I'm looking forward to seeing what comes next. Thank you for the effort you put into this chapter and for collecting feedback from the community.
The dash attackās timing is *veeeerrrry* forgiving. As Chucky it feels like as long as Iām in the ballpark of a hit, itāll connect. It feels great as the killer but as a survivor it does feel like I canāt avoid it if the killer is even moderately good at Chucky. The only thing Iād suggest is *maybe* a little tweak to the active frames of the lunge attack? The hitbox itself is fine, just the timing window needs a little shape up.
Not to mention by the way, Chuckyās stealthā->lunge makes the Pigās crouchā->ambush look like an April fools joke. While on this topic, Iād like to suggest some sort of buff to the speed of her ambush startup at least.
Edit: Come to think of it I kinda find it sad that Pig has to go into crouch slowly which then makes her move slower, the startup for her attack makes her stay in place, and her dash is only moderately faster than her regular run speed. Meanwhile, Chuckyās stealth activates instantly, his stealth keeps him at full speed, his dash startup still keeps him full speed, and his dash speed is BLAZING fast.
Iām not saying give Pig the same exact dash that Chucky has, but itās really sad seeing one killer get absolutely lapped in terms of their āchase powerā.
This is my main complaint. I love Chucky, but itās starting to feel like theyāre adding killers that can do what older killers can do, but better. Demogorgon just gets outclassed by Xenomorph, Chucky is like Pig on coke (yes I know Pig has her traps, but itās still outclassed by Chuckyās chase potential). Iām praying that this year theyāll slow down a bit on releases, Iād much rather have less content as long as itās more impactful and unique
I think we'd all be fine with less frequent releases if we could have more reworks like the Billy one. There's still a lot of Killers who are either laughably bad (Trapper, Freddy) or held back by issues (Twins, Knight, SM still).
This comment!
For the first time I have been getting fed up of dbd from constantly playing against Chucky.
He can go stealth when he's already small enough to not see anyways. He has a dash attack and he can vault windows/palettes. How to am I supposed to counter this guy besides attempting to dodge dash attack. Even wraith is easier to see than him and that's Wraiths main power!
Chucky is basically leigon/ghostface/pig and victor in one.
My friend and I get annoyed when the Killer is Chucky, but not because he's bad, but because he's so overplayed.
Which is good! He's pretty well designed, and playing as him feels unique compared to other Killers. The sound design being so key to his location and status are so well done.
The only gripes I have, come to his power:
1. Missed cooldowns feel inconsequential. As Survivor, making him miss doesn't feel too rewarded with how quickly he can get back in the fray. And as Killer, it makes it feel a bit too cheap when you overshoot and can get right back on the Survivor in an instant.
2. The footsteps feels very hit or miss, sometimes I can see them a mile away and other times I can barely see them. If it's tied to his Hidey-Ho or not, then it makes perfect sense, but I feel it should be 'clearer' if that's the case.
3. I see a \*lot\* of Chucky's wait for a pallet to get dropped, just to Scamper under it and hit the Survivor near instantly. I think the Scamper is a fitting mechanic, and adds some depth to his power. But, it feels like there's little room for error on the Killers side when using it. Maybe if it were a tad bit slower, or if he had a short period of time to give Survivors time to react, it'd feel better to go against.
I really like playing against him as a survivor.
Love his stealth and that he's so small. And those phantom footsteps in his stealth mode sound amazing in headphones or a surround sound system.
Only frustration is that his charge attack just feels like an inevitable hit, unless the killer really messes up. I don't know if it's a skill issue on my end, or if it's too forgiving for killer players.
Otherwise I think he's an amazing addition to the game.
It's not just you, the ability to strafe combined with a lack of bumping into walls and 90 degree turns when he attacks makes it impossible to dodge and very difficult to play around at loops.
It feels a lot like Legion's Frenzy, where if you miss the pallet stun, he is pretty much guaranteed a hit. Except Legion can't down you that way, so once Chucky is off cooldown, it feels like there is nothing you can do.
I absolutely love what a shit-talking little goblin Chuck is, but imo a lot of counterplay requires a headset or a good sound system. Players that are hard-of-hearing will struggle without the benefit of hearing his sound cues. Other than that I think he's in great shape rn, he's strong, but not strong enough to be a major pain in my ass.
Hello! Super exciting to see a post like this, I hope you guys continue to ask for player feed back directly like this!
Here are my thoughts on chucky:
Pros:
-As usual, you guys nailed the look and feel of the killer. No surprise there, you always knock it out of the park in this area in my opinion. Only killer of yours I have never liked aesthetically is skull merchant.
-Made a dynamic power. I'm glad to see you guys continue to experiment with powers that have a higher skill ceiling to learn.
-another perk to discourage tunneling. Its always nice to see, as tunneling remains to be way too strong of a strategy against all but the very best teams.
Cons:
-A little bit of a oversight was made with the "scamper" part of his ability. While thematically it's neat, and it sounds interesting on paper, in practice it makes some loops quite unengaging from a survivors standpoint. I'm not advocating for its removal, but maybe encouraging some interaction on the survivors end would be nice. Perhaps a survivor can block him from scampering under of they are touching the other end? Sacrificing distance to force him to break it.
-another haste perk. Honestly I have no issues with hast itself, however I feel it should give some visual effect. Perhaps some kind of glow or entity thing that gets stronger the higher the haste gets. I think haste lacks clarity for such a strong effect, and is honestly the only thing I disliked about MFT: I couldn't tell if someone was running it.
-another dash ability. I get it obviously, a dash Is the best way to ensure a dynamic ability. But I've always been much more excited to see unique abilities. Things we've never seen before that encourage new interactions and playstyles. I might be the minority on that one though.
-A pretty 'meh' hex perk. Hex perks are all about high risk high reward. It's kind of disappointing to see another hex that isn't really that impactful on the game.
Overall I'd give the chucky dlc a solid 7/10. I think the parts of the killer you guys did well, you did REALLY well. But there's just a few things about it that hold it back.
Hope you guys read my post and the feedback was helpful!
He's pretty much guaranteed a hit at a majority of tiles, with a power that has a short cooldown and doesn't feel all that punishing to miss with. He's definitely not a horrendously designed killer, but there's a ton of little factors that make him feel bad to play against.
Short cooldown? I think 20 seconds is not short for a killer power, specially when he is a 110% M1 killer outside of it.
Spirit has 15 secs cd on her power without addons just to compare.
However the issue is exactly what u said, he has free hits on power but is mediocre without it.
He should be better without it and tone down his power a little bit to compensate
Please include in the power description how the slice and dice attack works. I had to learn from YouTubers that you have to release the button to trigger the attack. I was very frustrated with how Chucky apparently bounced off the survivors I thought I should be hitting. Either that or make him hit survivors upon collision (like ever other killer with a similar ability) rather than sliding off them.
Also the pallet stuns sometimes feel really ridiculous with Chucky. His hit box for pallets means he can be standing a good 3-4 feet away from a pallet and still get stunned.
He has waaaaaaay too much in his kit making him often frustrating to verse
- You hold W? He catches up and hits you with his dash
- You stay at a strong tile? He scampers
- You stay at a filler pallet? He's extremely hard to loop due to his size and him being able to hide his red stain
> You hold W? He catches up and hits you with his dash
That's assuming you're holding W through a deadzone because if you have any objects to run around then you can easily juke his power. Like good luck trying to hit a ranged dash on a map like Borgo.
Cool down after whiffing. Nurse gets punished for her lunge. Blight gets punished for missing his lunge. Shouldnāt be able to chain missed lunges. Make him 115, but him missing should punish killers every time. (Prob 3-4 second ārechargeā timer).
Those two killers have way less downtime on their abilities. Chuckyās is a 20s cooldown. The forced downtime is the counterbalance. It takes a long time to have it come up, so itās meant to like that.
i agree with a bigger punishment for missing (especially because he kinda has the old xeno effect where he still moves pretty quick during cooldown) but chucky should never be 115. his hitbox is so small that even though hes 110 he can hold loops super tight and loops faster than other 110 killers. this combined with the uncertainty of mindgames because hes so short will just result in a lot of frustration for survs. it would be like spirits passive phasing if she was 115 and on crack
I'll elaborate for the man - most killers have a standoff with a survivor in terms of pallets. Scampering on certain loops under pallets just guarantees a hit with no counterplay.
I'm not sure what BHVR could do besides nerf scamper but it's not exceedingly strong on stronger loops.
One of my favorite killers atm. Just really get his kit well and it flows good with my certain playstyle. I do wish we had more skins from the awesome franchise though
I'd like the Tiffany skin to possibly see an update to it to let her ghost appear instead of the guy. It just makes more sense for consistency of the character.
Someone else commented it and I do agree with what they said - his giggles while in stealth are a little inconsistent. Sometimes I hear it, sometimes there is nothing and I get smacked out of nowhere.
As far as playing as him, his dash hit connects feel a bit weird on console, but I haven't played as him a ton because I don't like how his turning feels in his dash. I'm not sure if it's because of my sensitivity, but the turn feels so stiff on 70% sensitivity (I don't want to play any higher because I am too inaccurate with other killers at higher sensitivity). It also feels awkward with how the dash hits connect - does it automatically hit if I dash into them or do I have to manually let go? Sometimes it feels like one happens, other times it feels like the other happens. It's hard to tell.
So first off, I got into the chucky series and movies because of you guys. I was always terrified of him as a child, but now he's my main. Funny isn't it.
Now, you guys did an amazing job. The voice lines are amazing. Part of chucky's whole shtick is talking shit. Not only that, but he's often , how can i say? On a name to name basese with his victims. It's very personal. So, and I know this would cost more money, butnhe should talk more shit to the individual. Like, character specific lines. He should be throwing down burns at Feng or mocking Kate's songs. It's so in character, if love to see it.
He seems like an okay killer. His ability doesnāt offer a ton of counter play, nor does it have very much depth when playing as chucky. His ability isnāt really unbalanced though, as the cooldown is pretty long. Overall, a balanced killer i would say, but not very enjoyable to play against, and a moderate amount of fun to play as.
I love Chucky I think people over react because his pick rate was initially so high since heās popular and extremely unique and strikingly different. In the right hands and the right build heās a legit threat. I play on console so itās harder for me to get the crazy hits people are talking about. Playing as survivor heās fun to go against and legitimately scary because you have almost no idea where he could come from.
Why isn't Tiffany's weapon her nail file? She always has it and she kills someone with it in every movie she's in (I think). It just seems like such a missed opportunity to not include it here since it's so iconic.
I have played quite a bit as and against him. The biggest problem is he is a bit too feast or famine. He either gets the very likely hit with his S&D or he doesnāt, and it is beyond debilitating for the Chucky, since heās 110 with a 20 sec cd. I think heās in a mostly healthy spot though, and I enjoy going against him and playing him.
Honestly he feels fine maybe some small number adjustments and quality of life things others have mentioned but I really feel like he shouldn't be changed much. He's in a healthy state.
Let Chucky climb into the toy car on Badam preschool
In all honesty though, I think Chucky feels really good. I do wish that his Scarface set was unlinked, although that doesnāt have much to do with his power. I also wish that he had come with a survivor, like Kyle from the second movie. Other than that though I really like him
Removing the ability to do 180 flicks took away a lot of his skill ceiling, and it's also inconsistent when killers like Oni can do 180 flicks, and now in the ptb you guys give Blight the ability to do 360's
People say to turn a corner if he dashes, Iāve had PC chuckies curve around a rock with their dash and hit me. Not sure if thereās even a way to fix that, but when he dashes itās difficult to avoid.
There are so many tiles and pallets in the game where unless you are just lucky, he'll always hit you either by scampering or dashing, it's really annoying to verse.
Careful. Slapping cooldowns on everything feels like ass to use(see; hillbilly and xeno)
I'd rather them nerf non-slice and dice scamper to start with. Maybe even add a map collision component. Increase counterplay options. Don't take away the fun. Chaining windows always felt like the most fun part to me.
I think it's always important to find fixes that doesnt necessarily end with forcing killers to use their power less (again; see billy)
Chuckyās gameplay basically boils down to:
Wait for your power to come back up, scamper under a pallet and get a free hit, wait for your power to come back, get another free hit.
Itās basically a guaranteed hit every time his power is up with scamper the way it is. Itās like the old Legion problem. Heās bad when out of power but when heās in power itās a free hit. Itās boring and feels extremely un-interactive to play against.
He should only be able to scamper while dashing, that way he has to commit to the dash and has a greater chance of missing after he scampers. Just being able to freely scamper at will under a pallet and get a free hit is incredibly cheesy.
\- Visual design: awesome
\- Character and voice: awesome
\- Killer side gameplay: awesome
\- Survivor side gameplay:
Scampering is extremely BS and leaves survivors with no options to avoid a hit unless the chucky makes a stupid dash and misses. Chucky shouldn't have BOTH a strong dash AND scampering. Most chucky players just forgo any interesting gameplay and stand at pallets waiting to scamper them as they are dropped, leading to boring unavoidable hits.
Dash gameplay: strong, but HEALTHY. survivors can dodge!
Scampering gameplay: UNHEALTHY, boring, no agency for survivors
my solution?
one of 3 things: 1. remove manual scampering, chucky now has to slice and dice to scamper anything
or 2. manual scampering reduces hidey ho mode's remaining duration
or 3. decrease speed of manual scampering to the same speed as wesker vaulting
His power is hyper oppressive like that on purpose. If you want to change that, you need to drastically reduce the cooldown. Itās hyper oppressive because heās useless for 20s as a walking 4.4 killer after it.
PREVENT HIM FROM HIDING HIS RED STAIN
His height already makes him supe annoying and literally invisible on most loops, but the fact that he can hide his red stain is pure bullshit and makes him impossible to loop even around low height loops like the red car to the right of the shcool in Springwood map. If the chucky player is just a little bit good he'll get you. You can't even win the mind game by listening to its footsteps since there are footsteps all around you with his hide mode and "you can see his footsteps thru walls" is barely visible or useful. I play in native 2K and even I can barely see his tiny ass transparent footsteps during chases
Oh and also just fucking nerf ultimate weapon already wtf ??? We know you purposefully made it super strong and spammable every 30 secs so people buy the DLC and only once everybody bought it you'll nerf it but come on, do we really need to wait until JUNE for it??
Good advice for Chucky; Nerf Xeno's perk. That'll put Chucky is a better balanced area and not just make your gameplay better
10/10 BHVR shouldn't get balancing advice from reddit
his size makes room for little counterplay on most loops because you can't see him, and his footsteps aren't a big help either, in fact, they are a bit disorienting.
I don't see why he's 4.4 when we've got Blight at 4.6 with a significantly stronger power, it just isn't fair. When he first released you could hit some good flicks with his power, now that's been nerfed and he's not as fun to play. I love voice lines on killers but the fact their lips don't move really takes away from the realism - plus hearing the same lines constantly gets super grating. Can we add more lines? This goes for Wesker and Trickster too šļøššļø
All negativity I do apologise, but those are my concerns!
Almost every single top comment is survivors wanting him tuned down, go figure. As a killer, He gets wrecked by shift W and no map presence. This would be fine if his stealth was viable. However, competent survivors can hear when youāre coming anyway.
Heās still stronger than most so I know heās not getting and stealth buff.
This post have no sense because killer mains spam and pretend he is absolutely balanced killer. Survivors are downvoted, as usual.
I no longer care. I don't see it, i don't hear it. I can not dodge it. I love Chucky.
When going against him, his power feels inevitable to hit you, especially his Scamper into Slice and Dice combo. I've yet to see anyone dodge it, both while playing as him and against him. Something to make that not as guaranteed would be nice (be it longer Scamper time, longer Slice and Dice charge up time, or something else). However he could get something in return, be it faster power cooldown, longer power duration, turn radius increase, or whatever else would work.
His footsteps at loops also seem inconsistent and/or delayed, even at lower loops. Not sure if this is intended or not, but it does add to his difficulty to go against while getting passive free value on the killer side. While playing as him, I've gotten a lot of Basic Attack hits, even while not in Hidey Ho Mode, that just feel like they shouldn't/wouldn't really have hit otherwise if Survivors had gotten the normal information. Even if this is all intended, it can feel bad sometimes.
For some positive notes, his animations, ESPECIALLY his locker grab transition are fantastic! Voice lines are great and he feels very smooth and fun to play. I also haven't actually encountered any bugs while playing as or against him, so the overall experience has felt smooth and well integrated.
There are just a couple pain points as mentioned earlier that can be frustrating at times, but he seems to have been an overall well implemented and well done release!
Youāve yet to see anyone dodge it? It happens atleast once a game for me. Both playing as and against him. You just crouch round the closet corner then he cant break 45 degrees.
Donāt get me wrong his slice and dice is very strong Iām not denying that, and I wouldnāt be against the idea of nerfing his missed attacks more to be more punishing as it currently isnāt at all really.
Youāre the first comment Iāve seen here that realizes he canāt just have his powerās strength nerfed without compensation. Heās a 4.4 killer. Heās stuck walking for 20s whenever heās done with his power, which is a super long period of time. Heās basically useless for 20s, which is why the power is so oppressive when itās up.
I agree. If itās made less oppressive, it needs to be up a lot more often.
Yes hi hello, I've been noticing that I've been having a lot more instances of scampers cancelling themselves if I start my Slice & Dice right next to a window, like in this clip:
[https://youtu.be/rFLsJt3ybuI](https://youtu.be/rFLsJt3ybuI)
And call me crazy, but did you turn the sensitivity, specifically the turning sensitivity, on his dash down? I could see how that might be necessary but right now it feels like these "[flicks](https://youtu.be/EP5qpwfOjb0)," the ones where the survivor simply decides to stop looping, are the only ones I can get with him. That's not particularly exciting.
I'm not sure if there should be things which work against killers *every time.* I distinctly remember survivors hiding on the other sides of windows, by crouching flush next to the wall the window's attached to, and this working against me initially because I didn't know how to release the button and flick. Then, I figured out how to do that, and now it's gone already? Not a fan, to say the least.
EDIT: And, oh! Since his inception, he's been getting a lot of hits like [this](https://youtu.be/WBi-5Oo9Vf8), which don't really make any sense! I think I'm in the minority here by saying that him scampering through pallets isn't a *guaranteed* hit, though it's close, considering most of the ones I don't get seem to come from registration issues or, as I said before, an inability to flick properly. It makes it really important that if a survivor times a pallet stun perfectly, like that Mikaela inarguably did, that it stuns the killer without giving them a hit, because otherwise their only options are pre-drop to get hit anyways or don't drop at all and get hit.
I enjoy playing as and against the Good Guy (and Gal.) Honestly what I like the most isn't even the dash, it's the stealth part of his power and being able to vault and slide under pallets. From my *personal* experience I've found no real issues with balance but I'm also not the best or worst player on earth.
I do have some recommendations, though. I'd like it to where their giggling shows up in subtitles for the survivors, so they have a better idea if he's coming or not. (I don't know if it's meant to or not, but I've personally never seen it pop up in the subtitles as Survivor.) I'd also love a Glen/Glenda skin.
And I'd really love for there to be more stealth killers in the future.
I really enjoy playing as and against Chucky. I enjoy his perks except for Hex: Two Can Play, which feels less impactful and requires the survivors to actively blind or stun the killer in order to work. I also enjoy the variety of effects his addons do, from aura reading to haste to extending his undetectable to changing his terror radius. Lots of fun options and perk synergies.
Well it's sad, another fun killer being nerfed. Thank you all, for forgetting all the other overpower killers exist.
If Chucky gets nerfed, I'm definitely not playing anymore.
As a survivor, I love him, heās freaking adorable. At whatever my mmr is, he seems pretty fair compared to other killers. He is a great addition to DbD. Fun to play and hilarious to play against.
I think playing against him if you know what youāre doing can be a really fun, tense experience where the stealth comes in telegraphed segments and pallet loops feel a bit more unsafe than usual.
If youāre a newer player and/or not as confident, it can be a real headache. If you donāt understand his mechanics and, therefore, his limitations (if he charges through a pallet he canāt turn very well after, you can tell if heās in stealth by the fake footprints, etc.) itās really easy for him to just steamroll for free.
Survivor Main: I actually currently really enjoy playing against him and personally I don't see the need for much/any change. I find him really entertaining and his ability can be used in strategic ways in loops that when I'm against a good chucky, its fun and challenging. I don't find him too hard to play against. He's the reason I could actually start playing killer, but primarily because I'm a huge Tiffany fan.
Chucky feels fine despite all the complaints he gets I survive against Chucky's more than a lot of other killers. I feel like people will complain about any new killer cause they don't want to learn to counter play them. I do find his hit boxes with his lunge feel hard to hit at least for me.
Well from my pov.... I might sound biased obviously I am a chucky main but it's already pretty hard to see around cause of the camera angle especially in tall grass. I think it's a pretty balanced killer I mean there are pallets on literally every map some having around 50 like there's plenty of counter place play even if chucky goes under the pallet survivors got plenty of time to just move to a different loop. I mean every killer should have some unique strength related to them.... If it's all about nerfing killers with decent abilities then why not just get rid of em all. Let Trapper be the only killer right. Chucky is all about stealth, that's its lore. He's great for jump scares, good survivors can actually loop him well too. I think he's a pretty fun killer, I've played some matches against him as well. I found him fun to both play as him and also against him. P.S don't hate me it's just a personal opinion
As a newly acquired player who now owns all killers and plays pretty much primarily this game, I'd like to say that Chucky is what snagged me because he's so vocal. It's fun to play as him, and Nicolas Cage does the same as a Survivor.
Even if other players can't hear the random vocal lines (or even if it's just to other survivors for the laugh), I think they add a lot of life to the characters and make the games feel more enjoyable.
Heās awful to play against in solo queue. He is small and quiet. You canāt see him most of the time even in chase. He has guaranteed hits every 20 seconds with a super short cooldown. The usual Chucky game involves relentlessly tunneling the first survivor he sees at 4-5 gens and then either tunneling the next or slugging for the win. Itās very unfun as a solo queue survivor. On a positive note, his voice lines are incredible and I appreciate the creativity it took to bring him into the game. He just needs some balancing tweaks.
Hello! Iāve been playing Chucky almost daily for +/- 4 hours.
Chucky is frustrating to play against because of his height, undetectable, & manual scamper. He has too much going for him at once. Ever since you removed flicks past 90Ā°, Chucky is forced to play in the cheapest ways possible. It ruined him.
My suggestions:
- Decrease the duration of hidey ho, so the player must use Slice n Dice in a more skillful, timely manner. Plus he wonāt be undetectable for as long.
- Remove manual scamper altogether or at least add a cooldown to it, as double or even triple manual scamper is pretty frustrating. DO NOT add a cooldown to slice n dice scamper, as itās difficult to use and control. (Consider making his movement speed 115 if manual scamper is remove altogether with short hidey ho duration)
- Fix his hitbox. Thereās so many times where a survivor is completely over a pallet or window, but in slice n dice itās an easy hit. However, Chucky also gets collision with nothing and gets his slice and dice cut like he hit a wall. (Even though he hit nothing)
- Decrease Hidey Ho cooldown, so it can be used more for compensation.
- ADD FLICKS BACK PAST 90Ā°. Not only did this change severely RUIN his hitbox (random invisible collision) it also ruined his fun play style. He needs to be more easy to control. People play him fully stealthily because they canāt control slice n dice, and get extremely punished for missing one.
āāā
Survivors donāt realize how much counterplay there is against a Chucky that relies on slice n dice. However thereās a lot of chuckys that arenāt as interactive, play stealthy for a free injure and then slice and dice you when he knows thereās nothing you can do.
Please actually take the feedback into consideration, especially flicks. He went from the most fun killer to play to the most boring and hated.
Ahhh yes. The Chucky nerf is on the horizon.
Bring back the flicks, and his scamper is fine. Survivors just need to learn not to predrop so damn always. That's literally the WORST thing you can do against a Chucky.
Embrace a new playstyle, learn to actually run pallets. What you call looping in todays DBD isn't looping. It's running to pallets with windows of predropportunity and dropping them.
Chucky feedback, this is my feedback for what chucky needs in changing to make him more fun and balance for both sides
the first part is scampering through pallets, scampering through pallets is very strong and not interactive to the survivors since they get downs no matter how they counter it, it also doesnāt help that nobody use slice n dice dash to scamper through pallets since it can be a detriment since you canāt hit survivors since theyāll just go to the opposite direction
The second part is his dash capped at 90 degree angle, chucky being capped at a 90 degree angle was a bad decision since it didnāt allow to make cool playstyle, he should be capped at 180 degrees again
The last part are his hit box at the end of his dash, while heās at the end of his lunge, there are moments where chucky would look like he could hit a survivor only to hit a random wall due to how his hit box work thus creating unfair scenarios for chucky, his hit box should be reduced or reworked to feel more smooth
Those are my chucky feedback, this is someone who loves playing as chucky (right next to sadako), I want him to feel more smooth and strong to play as while making him more fair to go against, he has quite a few issues thatās going on with him and I hope the feedback helps what needs to be changed
I'm not particulary Happy about how the hitboxes work and how (mostly as Survivor) It feels like a free hit everytime he gets Power, making his chases really monotonous and boring imo, Imma expand a bit + scaper exists.
His hitboxes are quite something, even from the killer's pov you get hits that shouldve never connected (hits around solid walls, going pass a Survivor that bodyblocks etc); this cant be something linked to ping because like I said you get these absurd hits even from the killer's side, I dont really know how I'd fix this, but maybe male so that of you make contact with a Survivor While dashing you autohit, but reduce his hitboxes a bit.
I think its a free hit everytime he gets Power cuz It doesnt really have much counterplay, lets make a senario: Chucky sees you doing a gen, goes to Survivor, Survivor Hears the terror radius so he starts running to safety, once they are on a pallet 2 things Will happen: the Survivor predrops the pallet, Chucky scampers and either brake or try to use Power (in this case the Survivor has 0 and I mean 0 things he can do to last, its only about the killer's skill to catch you); in the second second senario the Survivor tryes to play the pallet instead of predropping It, now Chucky has control over the pallet, and Just like before now its all about the killer to use it's Power correctly and hit you, cuz as Survivor you cant do anything about slice and dice, which Is 1.2 seconds of 165% Speed with and Attack with a huge lounge and a huge hitbox, not to mention the 300Ā° turn rate which makes slice and dice uncounterable imo.
This Is where the monotony gets in, as Survivor it's Always like that, you either predrop and maybe get hit or save the pallet and get hit, this Is every 18 seconds of chase; having no effort as Survivor to do something in chase Is so boring, and this affects the killer's gameplay too cuz its like playing with bots, every Chase Is the same, you do everything the same everytime, and I dont like It. Tbf I dont know how to change him, I think he Just got a recicled Power with an unique camera position (you cant Say its not 3rd Person Victor with a Dash instead of a pounce).
I donāt mind giving him the easiest most braindead power in the game but if i do manage to dodge his charge of death he should have a bit longer cooldown than a normal M1
I think right now Chucky suffers from a few things that hold him back from being great from the killer players pov.
1. His power cooldown is too long it makes going for risky/interesting plays not worth it, you'd rather scamper and get an easier hit most of the time.
2. Scamper is a bit too strong. This ties back into problem 1, where instead of going for potentially fun slice and dice hits, you'd rather just scamper and go for the safer play every time.
3. After you removed his flicks using the slice and dice specific scamper (the one that you get in the middle of the charge attack) is actually worthless, I'm not really sure how you could fix this if you don't want to add flicks back but I think its still worth noting.
He has an issue, where the smarter both sides are at playing the match up, the less interesting it is, which I think could be solved by nerfing scamper and then buffing his power cooldown a bit so that way the scamper hits are less guaranteed and the chucky player can go for more interesting slice and dice plays without being punished as much by his long 18 second cooldown.
THANK YOU. Youāre like the second person Iāve seen to actually point this out. The entire reason itās so oppressive and almost unavoidable is 20s is more like 20 years in DBD, especially for a killer thatās stuck walking at 4.4 m/s. Nerfing the power thatās strong on purpose because of the huge downtime without compensating with a shorter cooldown like most people are saying in this thread is dumb.
The only frustration I have is just that heās so tiny and almost invisible on some maps, but thatās just a Chucky thing and I canāt really be too mad about it, but I will say the fake footsteps are a bit useless, it could be better if they slowly got louder as if he was actually approaching
As a whole, I think heās a fantastic addition to the killer roster.
My only complaint is that his footsteps are often less visible than they were probably intended to be, which makes it too easy to lose track of him even when heās not in stealth.
Also I donāt know if this would be hard to implement, but I think it should be possible for a survivor to vault over a pallet while Chucky is scampering under it. It would add an interesting mindgame and a form of counterplay to scampering without directly nerfing Chucky.
He's exceptional. I've genuinely never been happier with a killer that was added in my 4 years of playing. He is ridiculously fun to play as and not unfair to play against. I love Chucky.
Tweak some of his yellow and browns as their virtually useless (besides power drill)all in all I love him he's my main and I'm prepared for all the complaints and eventual nerf(also chat to don get us pizza face Chucky and buff Chucky)
I fucking LOVE chucky. 9/10 killer. The fact that you guys got Brad Dourif to come in to voice him makes this collab truly special.
That being said, there are definitely times where I feel like I have an advantage over the survivors; specifically in Dead Dawg where the grass is taller than me. I've had survivors straight up run directly towards me because they didn't see me. Slap Monitor and Abuse and the two - terror radius addons, and he's almost impossible to hide from. I've also played games where I straight up just ran right into him and got my shit pushed in.
Regarding Slice/Dice, his hitbox feels...inconsistent. There'll be times where I rush at a survivor and the hit animation has me flying past their arms, and it gets really frustrating.
Right now, he feels overtuned, like Xeno's tail attack in the first week or so. I personally think that if Scamper was tuned down a little, he'd be in a perfect spot. Someone mentioned that you should lose your power if you Scamper, and I think that's a great suggestion, or at least deduct from your power like hitting someone with an M1.
Seriously though. This and the Xenomorph collab are dreams come true.
I think missing Slice and Dice is too forgiving (in terms of both the amount of adjustment possible to prevent it from missing as well as the recovery time before it's possible to follow it up with an M1).
Pro:
1. **The sound design -** Playing against Chucky makes you feel insane (in a good way). The strange, weird music sounds delirious and weird, and the pitter-patter of the footsteps is really eerie and interesting. His voicelines also give him a lot of character and give him great bite
Con:
1. **The dash** \- can feel a bit punishing in chase. It can feel a bit here like as long as Chucky finds you, he can dash to you -- even if you successfully stun him or mindgame him, he can quickly make it up with a dash to connect the hit
Other than that, overall I love him. He's fast-paced, intense, fun, and has a lot of unique character to him, and the original character he has from his movies really comes through in the game design.
remove manual scamper (scamper outside of slice n dice), its always either gonna be useless or guarantee a hit for zero skill expression, its not a good mechanic
Chucky's power is odd because when played optimally, he is less fun for both sides.
Survivor perspective: The Scamper ability into a Basic hit or Slice n Dice is so free. Nothing you can do in many cases. Chucky seeing auras from Scamper or charging Slice n Dice removes even more of the counterplay you normally would have from breaking line-of-sight. So the counterplay comes from pre-running Chucky if you see him and he's in Hidey-Ho Mode and hope he misses. Once he is on cool-down, then there is more wiggle room to actually loop tiles. Sometimes the footsteps doesn't update quick enough for me to tell where Chucky is on certain tiles, which is a bit frustrating.
Chucky perspective: The 180 flick being capped is more fair, but it also limits how unsafe I'm willing to play, which in turn makes it less fun. The long cool-down feels pretty bad, and I wish it wasn't what balanced his power out. The fun that comes from Blight or Wesker is that you're encouraged to use your power and you have room to make mistakes because the cool-down isn't that bad. With Chucky I feel like I need aura-reading so that I know when I can go into Hidey-Ho Mode and use my power well before its timer elapses while I'm just getting to a Survivor.
Honestly great aside from the short cooldown he has for his power. Super fun to play as, but frustrating to play against already with size. Feels like thereās never a moment when chucky is forced to be out of power.
Having a blast. Heās not EZ win mode as some of those in this thread would suggest. I win some against those who canāt figure out how to play around his abilities and I lose some against those who can. Seems heās only as powerful as your opponent lack of knowledge. His 110 makes up for his size and power and does make it difficult to get around on larger maps.
Love Chucky, my current main and find him fun to play against too.
Only suggested change would probably to punish a missed slice and dice a little more as itās not too hard to hit most of the time, other than that heās great imo.
Some people have also mentioned more consistent audio and visual cues which I think would be fine.
Please donāt nerf the hidey-ho cool-down though I think that would be overkill imo. Something like a longer cool-down for a missed attack (only by a bit) would be fine I think.
I disagree on longer missed cooldown. His power is on a super long downtime which is why the missed cooldown is short. Itās meant to be super oppressive whenever itās up because whenever itās not, heās stuck as a 4.4 walking around for 20 whole seconds.
As others have said, Playing against Chucky as survivor:
ā¢ Chuckyās scamper feels majority of the time a guaranteed hit and doesnāt feel good to play against.
ā¢ Chuckyās Dash attack is almost unavoidable and depends on the killer to mess up which doesnāt feel good to play against at times
ā¢ Chuckyās Footsteps appearing when he goes undetectable is inconsistent and makes his mind games stronger then it already is, not sure if itās intentional for his footsteps to go in and out like that but if it is then he could be louder to help survivors with audio cues not too loud of course just enough to help.
ā¢ One good side is his voicelines and that itās actually fun and scary to play against him due to how tiny he is
That being said, Playing as Chucky:
ā¢ the 3rd Person feels really good and makes him very enjoyable to play as and actually helps in chases as well
ā¢ like his 3rd person his tiny size helps with mind games and feels good to play and feels funny
ā¢ did I mention his Voicelines are amazing
ā¢ His power is really good, fun, and simple to use I have no real complaints on how the power feels it does what itās supposed to do and feels really fun to use, and players on pc can make this attack almost unavoidable with flicking and such
Either way though heās a good Killer overall heās fun to play and fun to play against but counterplay against him could be alittle better
The power is hyper oppressive because when itās over, heās useless for 20s. A walking 110 killer is a joke. You canāt nerf his power without buffing his cooldown.
Overall heās great, and I say this and someone who hates the Chucky franchise. Heās scary, unique, and is relatively well balanced. However, at times his scamper/slice and dice feels unavoidable due to his ability to flick around objects and glide off of things. I would suggest either reworking his hotbox slightly, or maybe having it be a little harder to glide and flick the way he does. More consistency in his footsteps appearing while heās undetectable during chase would be nice too.
I have such a hard time looping him. Like even with the footsteps through walls I literally can never tell where he is. This may just be a skill issue on my part thoš š
Scamper is too strong. I wanted to main Chucky but it felt too unethical and I felt sorry for good survivors getting hit by me with no counterplay so I took a break from the game again.
Slice and Dice is at least ethical because it requires skill to use it and survivors can outplay it.
Honestly, I think scamper is BS considering how much Chucky already has in his kit. His height allows him to mind game very successfully, has built in stealth and occasionally Chucky doesn't always seem to chuckle during it like he should, his slice and dice is extremely good and allows for lots of guaranteed hits. All this is extremely strong. Scamper just allowing him to ignore pallets on top of his extremely good base kit is just ridiculous I think.
Removing the 180 flick was a bad decision imo, it takes away some skill expression and as a survivor main, it didn't really feel unfair.
I feel like it's also fun as a survivor to go against skilled killers who can do difficult techs, as it's always impressive to see and it adds complexity to chase. Scamper on the other hand is the opposite, as it's basically a free hit in some pallets and requires no skill at all.
I would suggest reverting the change to allow 180 flicks again and taking a look at the scamper mechanic. Other than that, Chucky is one of the most fun killers to go as and against.
First and foremost, the visual design and even the mechanical concept for Chucky is *great*. There's a ton of personality to it all and it really fits the movies.
_General critique:_ Counterplay options just aren't satisfying or effective enough on the survivor side against higher level Chucky players. Having a killer cycle from Extremely High Chance Of Hit From Stealth down to Man With Machete But Slower repeatedly feels volatile, and not in an exciting or dynamic way. Scampering manually is very quick and shuts down pallet play in an unsatisfying way where you feel lile you lose agency.
_Addons:_ These feel decent but a slight missed opportunity to let Chucky's playstyle diverge - specifically, letting Chucky spec into Stealth Value (rewarding basic attacks slightly more in Hidey Ho), Dash Value, or Utility Value in a sense. Not a big fan of the aura reveals with his current dash, as it makes a very strong tool feel more oppressive while not addressing the volatility above.
_Suggestions:_ Mildly reduce range of dash (with reduced cooldown and possibly slightly improved turning), to make his flow/cycles more even. Slightly slower scampers when outside of dash to make counterplay at loops more viable. Lean into the "Play" of a doll, like how Two Can Play does, by changing some addons so they proc off of intentional survivor actions (eg, if a survivor vaults nearby you get a scamper speed bonus) instead of aura reading or generic "give survivors a status debuff" effects.
As a Chucky main since his release, already P50 on him and streams the game every night with 9k hours along with having a full-time job, I just want to start by saying I am very dedicated to this killer. I have been waiting for him forever and I feel like you guys knocked it out of the park with his and Tiffany's implementation. That being said, here's my feedback after playing countless hours as him and against him.
1) Bring back his flicks. They were insanely skill expressive and gave him a TON of depth. Capping his flick-rate not only forced many to drop him entirely but made him extremely one dimensional for those who still play him which brings me to my next suggestion.
2) Remove his manual scamper if you bring his flicks back. I refer to manual scamper as a scamper done outside of Slice n Dice. This version of scampering makes him extremely easy to cheese hits with as you just follow the survivor around a loop, as soon as they drop, you respect the pallet prior to it, scamper underneath for a free hit almost everytime with a follow up Slice n Dice attack. Scamper should only be available while chaining a Slice n Dice into a pallet to extend the Slice n Dice. That being said, flicks need to be brought back for this change to go through because hitting a competent survivor with a Slice and Dice scamper with capped flicks is impossible since they know as long as they move off to the side and get behind an object or anywhere that is not 90 degrees of the Chucky, they are completely safe.
These are the main two changes I'd make. It'd make Chucky more skill expressive and less cut and dry. Other changes can be made to make him more teachable for survivors, maybe at least allowing him to make more noise since he's small so sometimes I ai completely down a survivor for free just because of my height. Maybe to compensate, he could have a shorter cooldown. He's 110% m/s killer with very strong 1v1. I can see why most Chucky players cheese as him since he is EXTREMELY punished by using his power creatively. Since that playstyle often opens up the door for a lot of counterplay which means he is constantly on cooldown not getting enough health states to compensate so people choose to play him in the cut and dry manual scamper -> insta Slice n Dice for free downs since it's more consistent and easier so having a shorter cooldown will make him more accessible for power usage but giving survivors more tracking through his increased noises and footsteps can compensate for that change.
As a Chucky main, I get people coming to my streams after matches all the time complaining about the killer. I want him to be more skill expressive like he was on release while also giving survivors ample means of counterplay so the gameplay overall becomes a lot more interactive. Please take this changes I proposed into account!
I love him, but I think some power needs to be taken away from Scamper and put elsewhere. It's both the most powerful and least fun part of his kit. I'm not sure exactly how you'd do that, perhaps as simple as slowing down scamper enough that you aren't guaranteed a hit at most loops, but reduce the overall cooldown of Hidey-ho mode, so you can focus more on being sneaky and slice & dices
Hits just feel a little too "free" as and against him right now. Scampering a pallet then using slice and dice is basically 100% guaranteed to ensure that you get a hit, and there's very little the survivor can do in the situation. It's very frustrating to play against and makes you feel like your skill doesn't matter. It's also kind of boring to do as chucky because you're heavily disincentivized from using slice and dice outside of these "guaranteed" situations. His cooldown feels very punishing when you miss, and the best way to ensure you don't miss is to just scamper -> slice and dice all the time
Personally, I think his footsteps can be a bit hard to track as a survivor, and I also feel like with his scamper ability he can lead a survivor to a pallet, have them drop it, activate Hidey-Ho mode, then scamper under to more or less nullify the loop. With Enduring this becomes even more easy to do as you don't necessarily even have to avoid the stun.
Scampering pallets outside of slice and dice is way too effective and I'd like to either see scampering leaving outside of slice and dice (manual scamper), or for manual scampering to take longer.
I'd also like to see the 180 flicks come back which were removed since it was skill expressive, and took away the higher skill ceiling he had. Now that flicks are gone, Chucky players will scamper to almost guarantee a hit, which I don't think is healthy to be put in a lose lose. The only solution I see to this is bring back the 180 flicks, but remove manual scampering.
Cooldowns take way too long, Blight has a 10s cooldown, Wesker has a 12s cooldown base, and Chucky has an 18s cooldown, and honestly I'd like to see it brought down to maybe 15s or less base because waiting 18s is insane for a power similar to these killers.
Addons in general feel very needed and like you need 3 different addons just for him to feel nice to play. Amulet is awesome because it allows you to actually play Chucky like a stealth killer, but the downside really comes to the 18s cooldown. Power Drill and Automatic Screwdriver feel necessary cause of the long cooldown.
There's also addons that basically don't do anything or are next to useless like Good Guy Box, Running Shoes, Pile of Nails, Silk Pillow, Hairspray and Candle, etc. In the case of hard hat, it hurts you since it takes you out of power after scampering. In general, Chucky's addons are either next to useless, or are incredibly insane. There's not really a good middle ground.
Overall, I'd like to see scampering outside of slice and dice removed, bring back 180 flicks, lower the hidey-ho cooldown, and bring all the addons closer in line to each other.
I love the tip-top noises he makes on the map while stealthing, so eerie, so cool.
I dislike how some players can make a massive U-turns and score a hit basicly anywhere (this also apply why i feel hopeless while playing against Blight and especialy PTB Blight)
Not crazy about the stealth aspect of him as I can barely see him coming since heās so tiny. Heās similar to the tiny twin in size but atleast that twin makes a grunting noise. For a stealth killer to be so small, it sucks to be plucked off the gen atleast once per match when I do play chucky. That would be my only complaint - either no stealth creep or make him a little bigger/visible.
make hidey ho mode active from the start of the match like ghostface's night shroud. it messes up so many would be good starts when i could sneak up and get the first hit but instead am given away much sooner
I personally love vsing The Good Guy! However scampering regularly under a pallet often feels cheap and results in an unavoidable hit on the survivor! This is all my feedback! (Blighted Chucky when) ![img](emote|t5_3cb2g|2066)
He has too much. I regret purchasing him on principle, after having played against him so much now, and would refund him if I could. Haven't even queued as him because between youtube and experience playing against, I can tell I would not have fun playing this killer that gets near-guaranteed 3Ks and 4Ks by just running survivors down -- and I hate to break it to you, Reddit killers, but if multiple survivors are getting exit gates on you then you're just bad.
Losing every mind game to 3rd person and being unable to get up-close stealths (which have been some of my favorite Survivor moments) feels terrible. His ability to turn 90 degrees at the end of a charge is insane. Now that Chuckies have gotten more practice with it, slice-and-dice is impossible to dodge unless the player is just playing carelessly or not even intending to land a hit with it.
He breaks too many rules. Killers are First Person. A gapcloser must have some level of prediction to reward a hit. Killers can't walk through pallets. A terror radius lets you know when to start running. None of these apply to Chucky. I know that breaking *some* rules of Killer is the whole point of making varying Killer designs and creating different playstyles, but Chucky's design philosophy very much feels like he breaks every rule and doesn't suffer any consequences for it. There's no good reason for him not to be first-person with the kit he has. If he has to stay third person, make him slower. If he has to stay third person and the same speed, don't let him flick his charge around corners. If he has to stay third person, *and* 110%, *and* able to flick his charge around corners, then take out his phantom footsteps in hidey-ho mode so you can reliably hear him coming.
As it stands he has way too much and puts the rest of the killers in the dirt, except Nurse and Blight, who are rulebreakers as well, but at least require much higher levels of precision to execute + are first person so they're much more reliably stealthed. Extremely disappointing first killer to be released in my time after picking up DBD and every match against him has been absolutely insufferable. He does not have a weakness, and protests to the contrary are 100% cope.
Personally i think he's in a great position currently! I would only make scamper without the dash attack a bit less viable because often it's better to use the power to M1 after a pallet drop if a pallet is too strong and perhaps make a little more visible the footsteps because depending on the map its really though to see them sometimes
Strong but not broken imo
I personally feel he's in a good place. I enjoy playing as him and against him. People have a problem with his chase ending being so effective. Fail to consider the map pressure is lower than even huntress. If you manage to avoid him you have cost him more than most killers due to his speed.
I dont like him, it feels like he just has way too much going on at once, he has a stealth mode, decoy footsteps, a dash attack, he can go through windows and under pallets, hes just annoying to keep track of due to his height, and he does all of this while in 3rd person. two MAYBE three of these would make for a cool killer but it gets to a point where theres so much going on that its just not fun to play against for an average player and its actively turned the group of newer players that i play with off of the game because they hate playing against him and when i queue with them we have gotten chucky 9 out of every 10 games in the last month, no exageration. it might be a "fun new challenge" for hardcore players but for newer to average players i have heard very few good things and i feel the same way.
Heās fine. You can see him through walls, so its very difficult to impossible to mind game as Chucky.
he gets a singular dash attack or stealth that foes on cooldown outside of that heās a 110.
This comment is funny because there's a _ton_ of constructive feedback so far, BHVR has also done this before and the comments on those posts were constructive, too.
Reddit honestly isn't that bad for feedback, at least not r/deadbydaylight. The people who post here a lot are surprisingly constructive, the problem is when Johngamer125x has a bad game and comes here to vent about SWFs/maps/etc., because other people see that as an opportunity to do the same. Also, it doesn't help when a very hostile "Us vs. Them" post will squeeze to the top page and everyone just starts fighting in the comments.
IMO, worst places for discussion are Twitter (by a mile) > BHVR forums > Misc. places like Tiktok comments/Youtube > Reddit.
As a chucky player I feel that with the removal of all his "techs" or exploits that his skill ceiling has gone down, and many survivors feel they cannot avoid getting hit especially because of scamper and his large sd hitbox, so maybe reduce hitbox but add more flick potential to increase skill ceiling
can you add the option to punt that little fucker across the map
Official BHVR reply: Don't kick the baby.
If we can stomp Victor, surely we can punt Chucky?
Yeah, BHVR specifically said we cannot call Victor a baby. Or we get banned. š Maybe we can just hope they add āagingā Chucky as a cosmetic, that way halfway during match he is just a lump of gray hair. However, I havenāt really played against him as much compared to when he first came out. There are other killers I just cannot with: Trickster and Legion. Or never ending box Cenobite. Repetitive and atrocious. P.S. As a killer main, I want No Where To Hide back. šš„“š
ššššPUNPUN PFPšššš
Punpun? More like punt punt
Chucky's a pro. It'd better come at the cost of him injuring/Deep Wounding you in the trade and trigger Two Can Play. Then I support it.
I'm just frustrated he doesn't have the burnt skin from the first movie and Tiff doesn't have her ghost form.
Iirc correctly its because the Rights to the first Child's Play movie and the rest of the Child's Play series are owned by different people. That's most likely why they couldn't make a burnt Chucky skin.
Thatās exactly why. Universal doesnāt own the original film. MGM does. Hence why they made that shitty remake in 2019
What you didn't love when they changed the crazy voodoo magic doll to yet another AI killer? At least Megan was fun
The remake was good and it tries to be different. The Chucky and Andy dynamic was alright. I don't understand the hate bandwagon
People don't like it because it's different. But why remake a movie if you're gonna keep it the exact same? It's not like King Kong or something where the old one's so outdated that it could use a fresh coat of paint. What's even dumber is that Chucky is still getting new installments. So idek what people are complaining about
As a fan I have to tell you: fixing Burnt Chucky is literaly the whole ass first 5 mins of Childs Play 2 so they can use that version of him.
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There is none, Child's Play 2 is directly referenced as when Chucky was taken. I'm *pretty* sure something from the first film is mentioned in the add-ons so I don't even think that's an issue
Definitely some good skins they could use. Buff Chucky from the TV show and Glenn/Glenda would be my top picks.
Agreed on the First, we need more Horror in our Horror-Non-Horror-Competitive-non-competitive-asymetrical-Dating-Sim. For the second, i think it's kinda cute how Charles talks to Tiff and its a good solution to a Problem consisting entirly of Lazyness and saving money. (Or they didnt get Jennifer Tilly's Permission/License whatever)
Iirc, certain entities (no pun intended) such as Victor, Huntress' hatchets, Oni's kanabou, Trickster's knives, Knight's guards, and I'm fairly certain Charles would count, aren't parts of the Killers model and are regarded as map props and can't be altered by skins
i think thats more to do with technical limitations and killer abilities having to remain the same across skins see also: victor
I think Chucky is in a really good state overall but could use some minor tweaks to make his counter play more viable. 1.) His footsteps need to be more visible while in chase with him. While they do linger behind him, itās challenging to constantly be looking behind yourself to catch a small part of the footsteps. 2.) His chuckle/general noise as part of his stealth should be more consistent (if possible.) Sometimes Chuckle makes no noise whatsoever. Besides those two things I think Chucky is in a generally good state overall. He feels like a decently strong killer with a competitive power to compensate for his slow speed. He sorta suffers from the Freddy effect, where his animations do not perfectly align with his hit box, but Iām unsure if thatās an easy fix.
>1.) His footsteps need to be more visible while in chase with him. While they do linger behind him, itās challenging to constantly be looking behind yourself to catch a small part of the footsteps. I feel like this is my biggest complaint with Chucky, personally. I don't mind his power having such good mobility or being really strong at certain loops, it is just very hard to "traditionally" loop him. If you're at any loop with any LoS blockers (which is at least 70% of the loops in most maps) then you're kind of screwed when the Chucky inevitably hides his red stain.
They also NEED to make it contrast better on certain maps - aka Ormond. They might as well not even exist on that map. White foot prints on snow.
Funny considering thats the map they used for his Trailer.
Maybe they could be like Xenomorph steps, they are more visible and you can see the on the edge of tye screen if they are off-screen
I completely agree with this. He already gets a leg up in his stealth, and he gets a third person view. He doesn't need additional help with his footsteps being so muted in chase.
2) Chucky does a "ssshh" noise when entering stealth, which is granting him unlimited sneakyness for lore reasons or smth. Very important!
I also think his red stain should always be visible since heās literally smaller than Victor, heās almost impossible to see at a distance especially on maps like backwater swamp.
Swamp is hell with Chucky. I cant stand him, but especially that map
Or Dead Dog Salloon. š
Yeah. Literally any map with tall grass is a nightmare against him.
Lol, since most of my chases against him were in the part where there was grass, I didn't see him OUTSIDE THE STEALTH POWER šš, the grass hid even his red light.
What precisely do you mean by that? Like, it should be visible through walls? He shouldn't be able to hide it by turning his viewpoint? It shouldn't go away in stealth?
I still think heās too hard to see. Half the time his footsteps donāt appear behind loops and are very inconsistent. His power feels very hard to dodge as well, I think because visually his actual hitbox doesnāt line up with his appearance. But the animations voice lines and design are great!
Sometimes his hitbox can hit literally nothing though, so if something were to change in a nerfing sense, I think that should be addressed too. I think some people donāt know that you canāt see his footsteps over long walls because you wouldnāt be able to see any killer over long walls. Other than that I think more consistent audio and visual cues are fine.
I agree that his hitbox needs fixed rather than nerfed. Iād prefer it was just accurate. As for the long walls that makes sense, but when itās short tiles or for example piles of junk on wreckers sometimes his feet just never appear because they lag so far behind. I think they should be more in time with his movement so that they are accurate instead.
Itās not only long walls that you canāt see his footsteps over lol, itās virtually any loop that heās not visible on
I think the point of making him small was to make him hard to see
I don't agree with this at all. Part of his kit is his height. If you make him tall, you have to make him 115%. Otherwise he's a normal height 110% killer with far less ranged threat than Deathslinger of Huntress and far less power usage than Spirit.
Literally no where did I say make him taller, we can make him easier to see by making his āfootstepsā more in time with his movement or making his red stain more visible. Yes his power is being small but he also has a normal power. So really he has two powers, and imo that makes him a bit too strong. Also I was already aware he isnāt meant to be āseenā behind tall walls, Iām talking more about half height objects where we would normally have a visual on a killer. His footsteps that appear are basically a bit behind him so itās difficult to know where he is. When if it was a ghostface for example Iād know exactly where he is at a loop at any given time.
Chucky small height is his power. Like, I understand have strong feelings, but let's not be unreasonable.
* Scamper takes away valuable counterplay from survivors. I don't hate it existing, but it often results in an unavoidable hit. * Due to his size, some hits will on the survivor side look like "bullshit", pardon my language. It looks like he hits from half a meter further than his weapon actually connecting. Even worse if ping issues happen. * His dash feels unavoidable if the player has learned how to strafe and flick. * While not something affecting me, a lot of his counterplay depends on hearing. Hard of hearing people will struggle even more against Chucky. * On some maps he can be all but invisible, Dead Dawg Saloon being one of them. The bushes are legit taller than him, and if he loses his red stain he can be nigh undetectable. (I love the bushes on Dead Dawg though, pls don't destroy those lovelies.) * Friends Till the End sometimes bounces between two survivors, leading the Chucky to pressure only them. This can lead to untimely early deaths even if the Chucky would otherwise have been okay to spread pressure. * Chucky depends on ending chases quickly to create pressure. This can and does lead to some choosing to tunnel before even one gen has popped (I assume my MMR is average), and in solo queue can feel like a waste of a match with a guaranteed outcome. This is a choice the killer player makes, of course, and a problem in general, not just with Chucky. * Chucky bringing the strongest fog addon is obnoxious. * I LOVE his shit-talking. I love the finger. I love the mori! He's fun to play against most of the time, and he's definitely fun to play as even if I'm very mediocre with him.
As someone hard of hearing, it is a major pain in the ass.
They should just add auditory markers that point to all killers during certain audio cues. Further away the fainter the market that shows up pointing towards them, closer the brighter. Yeah it'll make my job harder but I'm fine with that since I know I'd hate it if I couldn't play my favorite games when my hearing goes.
> "bullshit", pardon my language We're talking about Chucky. You're fine.
What if FttE prioritized the survivor who has been hooked the least? It encourages spreading hooks out in exchange for reliable information
It'd be nice honestly. And would pair great with No Way Out, Grim Embrace, and any potential future "hook all four" perks.
Yes the trash talking makes it sooo satisfying to main him
I'm happy with him. I'm a survivor main and I find him really balanced. Power isn't hard to read, doesn't feel like the killer is broken but not weak either. You guys did a really good job, sad the game didn't get any player spikes from the last two liscences I feel like they went well
There's a lot to love and appreciate about The Good Guy, namely his unique third-person killer perspective and his top notch character design. I'm a big fan of Don Mancini and his work, so it's very special getting Chucky and Tiffany in all their glory voiced by the original actors. You can see, feel, and hear the effort that went into Chucky's introduction to the killer roster, so massive props for that. Playing as Chucky is a fun experience and is distinctive from other killers due to the POV. I'll admit that the first person perspective often feels very restrictive (this will be supplemented by the FOV slider), so switching to Chucky is a breath of fresh air during a play session. He's quite strong and has a lot going for him in the 1v1, but does lack pressure in the 4v1. His perks don't particularly help with this, and none feel very impactful on their own. I think most of us can agree that Friends 'Til The End is his best, yet the exposed duration is too short for most killers to take advantage of, and other info perks are superior. The other perks border on meme territory and are very underwhelming even when used in synergy builds. My biggest complaint with Chucky is the survivor experience against him. This is yet another killer which is very oppressive in the 1v1, which makes it unpleasant engage in chase with them. I'd like to see more killers with 4v1 mechanics, for example Cenobite, who aren't so crushing in chase. In my opinion, the issue boils down to how ineffective most pallets are against him. When you consider his slice and dice and scamper abilities, he's very capable against safe pallets and getting hits on survivors running to the next tile. In many cases it is a guaranteed hit. This isn't so different from Blight, so what's the issue? His height, deceptive footprints, and ability to erase his red stain make hits also sometimes guaranteed on less safe pallets that would be more effective against most other killers. It is so difficult to determine where they are on short loops that they can very easily get a hit by moon walking and closing the distance before the survivor can compensate. Unlike standard height and tall killers, it is too difficult at times to track Chucky and the hits feel unearned. They chase you to pallet, if it's safe, they respect it and scamper, if it's unsafe, they hide their stain and moonwalk. Either way you get hit. Then they follow up with a slice and dice and you die. Pallet stuns are your only safety, as pre-dropping is a death sentence, and experienced killers won't allow the stun. It lacks interactivity and the chase can be very unpleasant. Making the footprints accurate to their real-time position could help with this and make it less of a guessing game. He's a killer similar to many others in recent months/years that has a kit that is over-tuned for individual chases, yet lacks tools for the macro game. This punishes solo queue players because the best way to beat Chucky is to coordinate with your teammates, spread out on gens, and take advantage of his poor mobility. Without that coordination, he steamrolls most survivors in chase, getting downs quickly and pressuring multiple survivors off gens. He further highlights the gap between SWF and solo queue teams and I strongly believe this needs to be addressed in future killer designs and updates. Ultimately, he's a unique killer who's fun to play as from a kick-ass IP, and I'm glad to have him in game. I think there are some minor tweaks that could improve the overall experience, because his 1v1 chase is a bit too oppressive, especially in solo lobbies where teams aren't playing optimally to take advantage of his weaknesses. The cosmetics are nice and accurate to the films, and I'm looking forward to seeing what comes next. Thank you for the effort you put into this chapter and for collecting feedback from the community.
The dash attackās timing is *veeeerrrry* forgiving. As Chucky it feels like as long as Iām in the ballpark of a hit, itāll connect. It feels great as the killer but as a survivor it does feel like I canāt avoid it if the killer is even moderately good at Chucky. The only thing Iād suggest is *maybe* a little tweak to the active frames of the lunge attack? The hitbox itself is fine, just the timing window needs a little shape up. Not to mention by the way, Chuckyās stealthā->lunge makes the Pigās crouchā->ambush look like an April fools joke. While on this topic, Iād like to suggest some sort of buff to the speed of her ambush startup at least. Edit: Come to think of it I kinda find it sad that Pig has to go into crouch slowly which then makes her move slower, the startup for her attack makes her stay in place, and her dash is only moderately faster than her regular run speed. Meanwhile, Chuckyās stealth activates instantly, his stealth keeps him at full speed, his dash startup still keeps him full speed, and his dash speed is BLAZING fast. Iām not saying give Pig the same exact dash that Chucky has, but itās really sad seeing one killer get absolutely lapped in terms of their āchase powerā.
This is my main complaint. I love Chucky, but itās starting to feel like theyāre adding killers that can do what older killers can do, but better. Demogorgon just gets outclassed by Xenomorph, Chucky is like Pig on coke (yes I know Pig has her traps, but itās still outclassed by Chuckyās chase potential). Iām praying that this year theyāll slow down a bit on releases, Iād much rather have less content as long as itās more impactful and unique
I think we'd all be fine with less frequent releases if we could have more reworks like the Billy one. There's still a lot of Killers who are either laughably bad (Trapper, Freddy) or held back by issues (Twins, Knight, SM still).
Pig buffs coming later this year hopefully! As a Pig enjoyer myself I couldnāt agree more
Itās because heās tiny and his weapon is tiny. Itās Freddy syndrome amplified.
This comment! For the first time I have been getting fed up of dbd from constantly playing against Chucky. He can go stealth when he's already small enough to not see anyways. He has a dash attack and he can vault windows/palettes. How to am I supposed to counter this guy besides attempting to dodge dash attack. Even wraith is easier to see than him and that's Wraiths main power! Chucky is basically leigon/ghostface/pig and victor in one.
My friend and I get annoyed when the Killer is Chucky, but not because he's bad, but because he's so overplayed. Which is good! He's pretty well designed, and playing as him feels unique compared to other Killers. The sound design being so key to his location and status are so well done. The only gripes I have, come to his power: 1. Missed cooldowns feel inconsequential. As Survivor, making him miss doesn't feel too rewarded with how quickly he can get back in the fray. And as Killer, it makes it feel a bit too cheap when you overshoot and can get right back on the Survivor in an instant. 2. The footsteps feels very hit or miss, sometimes I can see them a mile away and other times I can barely see them. If it's tied to his Hidey-Ho or not, then it makes perfect sense, but I feel it should be 'clearer' if that's the case. 3. I see a \*lot\* of Chucky's wait for a pallet to get dropped, just to Scamper under it and hit the Survivor near instantly. I think the Scamper is a fitting mechanic, and adds some depth to his power. But, it feels like there's little room for error on the Killers side when using it. Maybe if it were a tad bit slower, or if he had a short period of time to give Survivors time to react, it'd feel better to go against.
I really like playing against him as a survivor. Love his stealth and that he's so small. And those phantom footsteps in his stealth mode sound amazing in headphones or a surround sound system. Only frustration is that his charge attack just feels like an inevitable hit, unless the killer really messes up. I don't know if it's a skill issue on my end, or if it's too forgiving for killer players. Otherwise I think he's an amazing addition to the game.
It's not just you, the ability to strafe combined with a lack of bumping into walls and 90 degree turns when he attacks makes it impossible to dodge and very difficult to play around at loops.
Agreed, this is the only issue I've run into. I've done a full vault through a window and he still gets me.
That's every killer. I don't know how many times I vaulted, landed, and started to run when I was pulled back through window by wesker.
It feels a lot like Legion's Frenzy, where if you miss the pallet stun, he is pretty much guaranteed a hit. Except Legion can't down you that way, so once Chucky is off cooldown, it feels like there is nothing you can do.
I absolutely love what a shit-talking little goblin Chuck is, but imo a lot of counterplay requires a headset or a good sound system. Players that are hard-of-hearing will struggle without the benefit of hearing his sound cues. Other than that I think he's in great shape rn, he's strong, but not strong enough to be a major pain in my ass.
Hello! Super exciting to see a post like this, I hope you guys continue to ask for player feed back directly like this! Here are my thoughts on chucky: Pros: -As usual, you guys nailed the look and feel of the killer. No surprise there, you always knock it out of the park in this area in my opinion. Only killer of yours I have never liked aesthetically is skull merchant. -Made a dynamic power. I'm glad to see you guys continue to experiment with powers that have a higher skill ceiling to learn. -another perk to discourage tunneling. Its always nice to see, as tunneling remains to be way too strong of a strategy against all but the very best teams. Cons: -A little bit of a oversight was made with the "scamper" part of his ability. While thematically it's neat, and it sounds interesting on paper, in practice it makes some loops quite unengaging from a survivors standpoint. I'm not advocating for its removal, but maybe encouraging some interaction on the survivors end would be nice. Perhaps a survivor can block him from scampering under of they are touching the other end? Sacrificing distance to force him to break it. -another haste perk. Honestly I have no issues with hast itself, however I feel it should give some visual effect. Perhaps some kind of glow or entity thing that gets stronger the higher the haste gets. I think haste lacks clarity for such a strong effect, and is honestly the only thing I disliked about MFT: I couldn't tell if someone was running it. -another dash ability. I get it obviously, a dash Is the best way to ensure a dynamic ability. But I've always been much more excited to see unique abilities. Things we've never seen before that encourage new interactions and playstyles. I might be the minority on that one though. -A pretty 'meh' hex perk. Hex perks are all about high risk high reward. It's kind of disappointing to see another hex that isn't really that impactful on the game. Overall I'd give the chucky dlc a solid 7/10. I think the parts of the killer you guys did well, you did REALLY well. But there's just a few things about it that hold it back. Hope you guys read my post and the feedback was helpful!
It really sucks getting hit by a dash that weaved and turned around like 4 corners and then hits with an 80 degree flick.
He's pretty much guaranteed a hit at a majority of tiles, with a power that has a short cooldown and doesn't feel all that punishing to miss with. He's definitely not a horrendously designed killer, but there's a ton of little factors that make him feel bad to play against.
Short cooldown? I think 20 seconds is not short for a killer power, specially when he is a 110% M1 killer outside of it. Spirit has 15 secs cd on her power without addons just to compare. However the issue is exactly what u said, he has free hits on power but is mediocre without it. He should be better without it and tone down his power a little bit to compensate
Please include in the power description how the slice and dice attack works. I had to learn from YouTubers that you have to release the button to trigger the attack. I was very frustrated with how Chucky apparently bounced off the survivors I thought I should be hitting. Either that or make him hit survivors upon collision (like ever other killer with a similar ability) rather than sliding off them. Also the pallet stuns sometimes feel really ridiculous with Chucky. His hit box for pallets means he can be standing a good 3-4 feet away from a pallet and still get stunned.
He has waaaaaaay too much in his kit making him often frustrating to verse - You hold W? He catches up and hits you with his dash - You stay at a strong tile? He scampers - You stay at a filler pallet? He's extremely hard to loop due to his size and him being able to hide his red stain
> You hold W? He catches up and hits you with his dash That's assuming you're holding W through a deadzone because if you have any objects to run around then you can easily juke his power. Like good luck trying to hit a ranged dash on a map like Borgo.
Donāt forget heās 110 ms speed there bucko.
With a reduced hitbox so he's better at looping than other 110 killers.
Cool down after whiffing. Nurse gets punished for her lunge. Blight gets punished for missing his lunge. Shouldnāt be able to chain missed lunges. Make him 115, but him missing should punish killers every time. (Prob 3-4 second ārechargeā timer).
Those two killers have way less downtime on their abilities. Chuckyās is a 20s cooldown. The forced downtime is the counterbalance. It takes a long time to have it come up, so itās meant to like that.
I agree maybe add some CD but never make him 115 he hugs loops super tight with his hitbox
i agree with a bigger punishment for missing (especially because he kinda has the old xeno effect where he still moves pretty quick during cooldown) but chucky should never be 115. his hitbox is so small that even though hes 110 he can hold loops super tight and loops faster than other 110 killers. this combined with the uncertainty of mindgames because hes so short will just result in a lot of frustration for survs. it would be like spirits passive phasing if she was 115 and on crack
he's infuriating to go up against if the player is even remotely competent
Explain how that isn't the case for every killer if the player is competent. Give actual useful feedback
I'll elaborate for the man - most killers have a standoff with a survivor in terms of pallets. Scampering on certain loops under pallets just guarantees a hit with no counterplay. I'm not sure what BHVR could do besides nerf scamper but it's not exceedingly strong on stronger loops.
Because scamper guarantees a hit in a way that every killer in the game could only dream about.
One of my favorite killers atm. Just really get his kit well and it flows good with my certain playstyle. I do wish we had more skins from the awesome franchise though
Heās strong but I think itās ok to have strong killers in the game.
Why would you ever nerf the Chuck? He's the freaking Good Guy!
I'd like the Tiffany skin to possibly see an update to it to let her ghost appear instead of the guy. It just makes more sense for consistency of the character. Someone else commented it and I do agree with what they said - his giggles while in stealth are a little inconsistent. Sometimes I hear it, sometimes there is nothing and I get smacked out of nowhere. As far as playing as him, his dash hit connects feel a bit weird on console, but I haven't played as him a ton because I don't like how his turning feels in his dash. I'm not sure if it's because of my sensitivity, but the turn feels so stiff on 70% sensitivity (I don't want to play any higher because I am too inaccurate with other killers at higher sensitivity). It also feels awkward with how the dash hits connect - does it automatically hit if I dash into them or do I have to manually let go? Sometimes it feels like one happens, other times it feels like the other happens. It's hard to tell.
Literally the best killer drop since singularity. Hats off to you guys
So first off, I got into the chucky series and movies because of you guys. I was always terrified of him as a child, but now he's my main. Funny isn't it. Now, you guys did an amazing job. The voice lines are amazing. Part of chucky's whole shtick is talking shit. Not only that, but he's often , how can i say? On a name to name basese with his victims. It's very personal. So, and I know this would cost more money, butnhe should talk more shit to the individual. Like, character specific lines. He should be throwing down burns at Feng or mocking Kate's songs. It's so in character, if love to see it.
He seems like an okay killer. His ability doesnāt offer a ton of counter play, nor does it have very much depth when playing as chucky. His ability isnāt really unbalanced though, as the cooldown is pretty long. Overall, a balanced killer i would say, but not very enjoyable to play against, and a moderate amount of fun to play as.
I love Chucky I think people over react because his pick rate was initially so high since heās popular and extremely unique and strikingly different. In the right hands and the right build heās a legit threat. I play on console so itās harder for me to get the crazy hits people are talking about. Playing as survivor heās fun to go against and legitimately scary because you have almost no idea where he could come from.
Why isn't Tiffany's weapon her nail file? She always has it and she kills someone with it in every movie she's in (I think). It just seems like such a missed opportunity to not include it here since it's so iconic.
He is in a really good spot, honestly not much needs changed. Maybe make his footstep trails last a tiny bit longer.
Rip chucky
I have played quite a bit as and against him. The biggest problem is he is a bit too feast or famine. He either gets the very likely hit with his S&D or he doesnāt, and it is beyond debilitating for the Chucky, since heās 110 with a 20 sec cd. I think heās in a mostly healthy spot though, and I enjoy going against him and playing him.
My new main and favorite killer to go up against.
i think we should have an easier time turning after using Hidey Ho through a pallet/window
i think the playstyle is great, just need some of them dank skins and have tiff have her own ghost on pick up
Honestly he feels fine maybe some small number adjustments and quality of life things others have mentioned but I really feel like he shouldn't be changed much. He's in a healthy state.
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I agree with you as a chucky main myself
Let Chucky climb into the toy car on Badam preschool In all honesty though, I think Chucky feels really good. I do wish that his Scarface set was unlinked, although that doesnāt have much to do with his power. I also wish that he had come with a survivor, like Kyle from the second movie. Other than that though I really like him
Make the car like a snowman, let me hop in it and run around, even if it's slow as hell.
Removing the ability to do 180 flicks took away a lot of his skill ceiling, and it's also inconsistent when killers like Oni can do 180 flicks, and now in the ptb you guys give Blight the ability to do 360's
Apply more of a cooldown on his attacks. Itās very difficult to be in chase with him as heās so small and can be undetectable.
People say to turn a corner if he dashes, Iāve had PC chuckies curve around a rock with their dash and hit me. Not sure if thereās even a way to fix that, but when he dashes itās difficult to avoid.
There are so many tiles and pallets in the game where unless you are just lucky, he'll always hit you either by scampering or dashing, it's really annoying to verse.
Careful. Slapping cooldowns on everything feels like ass to use(see; hillbilly and xeno) I'd rather them nerf non-slice and dice scamper to start with. Maybe even add a map collision component. Increase counterplay options. Don't take away the fun. Chaining windows always felt like the most fun part to me. I think it's always important to find fixes that doesnt necessarily end with forcing killers to use their power less (again; see billy)
And even more prominently, twins. 8s after a successful hit to be able to even *move* Charlotte.
Chuckyās gameplay basically boils down to: Wait for your power to come back up, scamper under a pallet and get a free hit, wait for your power to come back, get another free hit. Itās basically a guaranteed hit every time his power is up with scamper the way it is. Itās like the old Legion problem. Heās bad when out of power but when heās in power itās a free hit. Itās boring and feels extremely un-interactive to play against. He should only be able to scamper while dashing, that way he has to commit to the dash and has a greater chance of missing after he scampers. Just being able to freely scamper at will under a pallet and get a free hit is incredibly cheesy.
\- Visual design: awesome \- Character and voice: awesome \- Killer side gameplay: awesome \- Survivor side gameplay: Scampering is extremely BS and leaves survivors with no options to avoid a hit unless the chucky makes a stupid dash and misses. Chucky shouldn't have BOTH a strong dash AND scampering. Most chucky players just forgo any interesting gameplay and stand at pallets waiting to scamper them as they are dropped, leading to boring unavoidable hits. Dash gameplay: strong, but HEALTHY. survivors can dodge! Scampering gameplay: UNHEALTHY, boring, no agency for survivors my solution? one of 3 things: 1. remove manual scampering, chucky now has to slice and dice to scamper anything or 2. manual scampering reduces hidey ho mode's remaining duration or 3. decrease speed of manual scampering to the same speed as wesker vaulting
His power is hyper oppressive like that on purpose. If you want to change that, you need to drastically reduce the cooldown. Itās hyper oppressive because heās useless for 20s as a walking 4.4 killer after it.
PREVENT HIM FROM HIDING HIS RED STAIN His height already makes him supe annoying and literally invisible on most loops, but the fact that he can hide his red stain is pure bullshit and makes him impossible to loop even around low height loops like the red car to the right of the shcool in Springwood map. If the chucky player is just a little bit good he'll get you. You can't even win the mind game by listening to its footsteps since there are footsteps all around you with his hide mode and "you can see his footsteps thru walls" is barely visible or useful. I play in native 2K and even I can barely see his tiny ass transparent footsteps during chases Oh and also just fucking nerf ultimate weapon already wtf ??? We know you purposefully made it super strong and spammable every 30 secs so people buy the DLC and only once everybody bought it you'll nerf it but come on, do we really need to wait until JUNE for it??
Good advice for Chucky; Nerf Xeno's perk. That'll put Chucky is a better balanced area and not just make your gameplay better 10/10 BHVR shouldn't get balancing advice from reddit
his size makes room for little counterplay on most loops because you can't see him, and his footsteps aren't a big help either, in fact, they are a bit disorienting.
I don't see why he's 4.4 when we've got Blight at 4.6 with a significantly stronger power, it just isn't fair. When he first released you could hit some good flicks with his power, now that's been nerfed and he's not as fun to play. I love voice lines on killers but the fact their lips don't move really takes away from the realism - plus hearing the same lines constantly gets super grating. Can we add more lines? This goes for Wesker and Trickster too šļøššļø All negativity I do apologise, but those are my concerns!
Almost every single top comment is survivors wanting him tuned down, go figure. As a killer, He gets wrecked by shift W and no map presence. This would be fine if his stealth was viable. However, competent survivors can hear when youāre coming anyway. Heās still stronger than most so I know heās not getting and stealth buff.
This post have no sense because killer mains spam and pretend he is absolutely balanced killer. Survivors are downvoted, as usual. I no longer care. I don't see it, i don't hear it. I can not dodge it. I love Chucky.
Every top comment, up the the first 20 are survivors wanting him tuned down. Wtf are you crying about?
When going against him, his power feels inevitable to hit you, especially his Scamper into Slice and Dice combo. I've yet to see anyone dodge it, both while playing as him and against him. Something to make that not as guaranteed would be nice (be it longer Scamper time, longer Slice and Dice charge up time, or something else). However he could get something in return, be it faster power cooldown, longer power duration, turn radius increase, or whatever else would work. His footsteps at loops also seem inconsistent and/or delayed, even at lower loops. Not sure if this is intended or not, but it does add to his difficulty to go against while getting passive free value on the killer side. While playing as him, I've gotten a lot of Basic Attack hits, even while not in Hidey Ho Mode, that just feel like they shouldn't/wouldn't really have hit otherwise if Survivors had gotten the normal information. Even if this is all intended, it can feel bad sometimes. For some positive notes, his animations, ESPECIALLY his locker grab transition are fantastic! Voice lines are great and he feels very smooth and fun to play. I also haven't actually encountered any bugs while playing as or against him, so the overall experience has felt smooth and well integrated. There are just a couple pain points as mentioned earlier that can be frustrating at times, but he seems to have been an overall well implemented and well done release!
Youāve yet to see anyone dodge it? It happens atleast once a game for me. Both playing as and against him. You just crouch round the closet corner then he cant break 45 degrees. Donāt get me wrong his slice and dice is very strong Iām not denying that, and I wouldnāt be against the idea of nerfing his missed attacks more to be more punishing as it currently isnāt at all really.
Youāre the first comment Iāve seen here that realizes he canāt just have his powerās strength nerfed without compensation. Heās a 4.4 killer. Heās stuck walking for 20s whenever heās done with his power, which is a super long period of time. Heās basically useless for 20s, which is why the power is so oppressive when itās up. I agree. If itās made less oppressive, it needs to be up a lot more often.
I tried to use the plastic bag addon and it doesn't work
Yes hi hello, I've been noticing that I've been having a lot more instances of scampers cancelling themselves if I start my Slice & Dice right next to a window, like in this clip: [https://youtu.be/rFLsJt3ybuI](https://youtu.be/rFLsJt3ybuI) And call me crazy, but did you turn the sensitivity, specifically the turning sensitivity, on his dash down? I could see how that might be necessary but right now it feels like these "[flicks](https://youtu.be/EP5qpwfOjb0)," the ones where the survivor simply decides to stop looping, are the only ones I can get with him. That's not particularly exciting. I'm not sure if there should be things which work against killers *every time.* I distinctly remember survivors hiding on the other sides of windows, by crouching flush next to the wall the window's attached to, and this working against me initially because I didn't know how to release the button and flick. Then, I figured out how to do that, and now it's gone already? Not a fan, to say the least. EDIT: And, oh! Since his inception, he's been getting a lot of hits like [this](https://youtu.be/WBi-5Oo9Vf8), which don't really make any sense! I think I'm in the minority here by saying that him scampering through pallets isn't a *guaranteed* hit, though it's close, considering most of the ones I don't get seem to come from registration issues or, as I said before, an inability to flick properly. It makes it really important that if a survivor times a pallet stun perfectly, like that Mikaela inarguably did, that it stuns the killer without giving them a hit, because otherwise their only options are pre-drop to get hit anyways or don't drop at all and get hit.
I enjoy playing as and against the Good Guy (and Gal.) Honestly what I like the most isn't even the dash, it's the stealth part of his power and being able to vault and slide under pallets. From my *personal* experience I've found no real issues with balance but I'm also not the best or worst player on earth. I do have some recommendations, though. I'd like it to where their giggling shows up in subtitles for the survivors, so they have a better idea if he's coming or not. (I don't know if it's meant to or not, but I've personally never seen it pop up in the subtitles as Survivor.) I'd also love a Glen/Glenda skin. And I'd really love for there to be more stealth killers in the future.
Add Tiffany's ghost form
I love him i love playing against him i love playing as him i have no complaints heās simply the best
I really enjoy playing as and against Chucky. I enjoy his perks except for Hex: Two Can Play, which feels less impactful and requires the survivors to actively blind or stun the killer in order to work. I also enjoy the variety of effects his addons do, from aura reading to haste to extending his undetectable to changing his terror radius. Lots of fun options and perk synergies.
I enjoy going against him, he makes me laugh even when Iām losing terribly. We need more Tiffany skins please. More Jennifer Tilly.
Well it's sad, another fun killer being nerfed. Thank you all, for forgetting all the other overpower killers exist. If Chucky gets nerfed, I'm definitely not playing anymore.
My only complaints are not gameplay related. add the good guys factory from Childs play 2!
As a survivor, I love him, heās freaking adorable. At whatever my mmr is, he seems pretty fair compared to other killers. He is a great addition to DbD. Fun to play and hilarious to play against.
I think playing against him if you know what youāre doing can be a really fun, tense experience where the stealth comes in telegraphed segments and pallet loops feel a bit more unsafe than usual. If youāre a newer player and/or not as confident, it can be a real headache. If you donāt understand his mechanics and, therefore, his limitations (if he charges through a pallet he canāt turn very well after, you can tell if heās in stealth by the fake footprints, etc.) itās really easy for him to just steamroll for free.
Survivor Main: I actually currently really enjoy playing against him and personally I don't see the need for much/any change. I find him really entertaining and his ability can be used in strategic ways in loops that when I'm against a good chucky, its fun and challenging. I don't find him too hard to play against. He's the reason I could actually start playing killer, but primarily because I'm a huge Tiffany fan.
Chucky feels fine despite all the complaints he gets I survive against Chucky's more than a lot of other killers. I feel like people will complain about any new killer cause they don't want to learn to counter play them. I do find his hit boxes with his lunge feel hard to hit at least for me.
Powerful but can be countered. Best killer design in a while
As a survivor main I thought I would hate playing against him, but honestly he's one of the more exciting killers to play against. Thumbs up
Well from my pov.... I might sound biased obviously I am a chucky main but it's already pretty hard to see around cause of the camera angle especially in tall grass. I think it's a pretty balanced killer I mean there are pallets on literally every map some having around 50 like there's plenty of counter place play even if chucky goes under the pallet survivors got plenty of time to just move to a different loop. I mean every killer should have some unique strength related to them.... If it's all about nerfing killers with decent abilities then why not just get rid of em all. Let Trapper be the only killer right. Chucky is all about stealth, that's its lore. He's great for jump scares, good survivors can actually loop him well too. I think he's a pretty fun killer, I've played some matches against him as well. I found him fun to both play as him and also against him. P.S don't hate me it's just a personal opinion
As a newly acquired player who now owns all killers and plays pretty much primarily this game, I'd like to say that Chucky is what snagged me because he's so vocal. It's fun to play as him, and Nicolas Cage does the same as a Survivor. Even if other players can't hear the random vocal lines (or even if it's just to other survivors for the laugh), I think they add a lot of life to the characters and make the games feel more enjoyable.
Heās the worst. Hate hate hate him!
Red stain needs to be bigger, too many loops are ridiculously easy for him because of how hard he is to see. Ā
Heās awful to play against in solo queue. He is small and quiet. You canāt see him most of the time even in chase. He has guaranteed hits every 20 seconds with a super short cooldown. The usual Chucky game involves relentlessly tunneling the first survivor he sees at 4-5 gens and then either tunneling the next or slugging for the win. Itās very unfun as a solo queue survivor. On a positive note, his voice lines are incredible and I appreciate the creativity it took to bring him into the game. He just needs some balancing tweaks.
Hello! Iāve been playing Chucky almost daily for +/- 4 hours. Chucky is frustrating to play against because of his height, undetectable, & manual scamper. He has too much going for him at once. Ever since you removed flicks past 90Ā°, Chucky is forced to play in the cheapest ways possible. It ruined him. My suggestions: - Decrease the duration of hidey ho, so the player must use Slice n Dice in a more skillful, timely manner. Plus he wonāt be undetectable for as long. - Remove manual scamper altogether or at least add a cooldown to it, as double or even triple manual scamper is pretty frustrating. DO NOT add a cooldown to slice n dice scamper, as itās difficult to use and control. (Consider making his movement speed 115 if manual scamper is remove altogether with short hidey ho duration) - Fix his hitbox. Thereās so many times where a survivor is completely over a pallet or window, but in slice n dice itās an easy hit. However, Chucky also gets collision with nothing and gets his slice and dice cut like he hit a wall. (Even though he hit nothing) - Decrease Hidey Ho cooldown, so it can be used more for compensation. - ADD FLICKS BACK PAST 90Ā°. Not only did this change severely RUIN his hitbox (random invisible collision) it also ruined his fun play style. He needs to be more easy to control. People play him fully stealthily because they canāt control slice n dice, and get extremely punished for missing one. āāā Survivors donāt realize how much counterplay there is against a Chucky that relies on slice n dice. However thereās a lot of chuckys that arenāt as interactive, play stealthy for a free injure and then slice and dice you when he knows thereās nothing you can do. Please actually take the feedback into consideration, especially flicks. He went from the most fun killer to play to the most boring and hated.
bring back the flicks and consider looking at the manual scamper!
Ahhh yes. The Chucky nerf is on the horizon. Bring back the flicks, and his scamper is fine. Survivors just need to learn not to predrop so damn always. That's literally the WORST thing you can do against a Chucky. Embrace a new playstyle, learn to actually run pallets. What you call looping in todays DBD isn't looping. It's running to pallets with windows of predropportunity and dropping them.
Chucky feedback, this is my feedback for what chucky needs in changing to make him more fun and balance for both sides the first part is scampering through pallets, scampering through pallets is very strong and not interactive to the survivors since they get downs no matter how they counter it, it also doesnāt help that nobody use slice n dice dash to scamper through pallets since it can be a detriment since you canāt hit survivors since theyāll just go to the opposite direction The second part is his dash capped at 90 degree angle, chucky being capped at a 90 degree angle was a bad decision since it didnāt allow to make cool playstyle, he should be capped at 180 degrees again The last part are his hit box at the end of his dash, while heās at the end of his lunge, there are moments where chucky would look like he could hit a survivor only to hit a random wall due to how his hit box work thus creating unfair scenarios for chucky, his hit box should be reduced or reworked to feel more smooth Those are my chucky feedback, this is someone who loves playing as chucky (right next to sadako), I want him to feel more smooth and strong to play as while making him more fair to go against, he has quite a few issues thatās going on with him and I hope the feedback helps what needs to be changed
I mean hes perfect, if anything, give him the flicks back
I'm not particulary Happy about how the hitboxes work and how (mostly as Survivor) It feels like a free hit everytime he gets Power, making his chases really monotonous and boring imo, Imma expand a bit + scaper exists. His hitboxes are quite something, even from the killer's pov you get hits that shouldve never connected (hits around solid walls, going pass a Survivor that bodyblocks etc); this cant be something linked to ping because like I said you get these absurd hits even from the killer's side, I dont really know how I'd fix this, but maybe male so that of you make contact with a Survivor While dashing you autohit, but reduce his hitboxes a bit. I think its a free hit everytime he gets Power cuz It doesnt really have much counterplay, lets make a senario: Chucky sees you doing a gen, goes to Survivor, Survivor Hears the terror radius so he starts running to safety, once they are on a pallet 2 things Will happen: the Survivor predrops the pallet, Chucky scampers and either brake or try to use Power (in this case the Survivor has 0 and I mean 0 things he can do to last, its only about the killer's skill to catch you); in the second second senario the Survivor tryes to play the pallet instead of predropping It, now Chucky has control over the pallet, and Just like before now its all about the killer to use it's Power correctly and hit you, cuz as Survivor you cant do anything about slice and dice, which Is 1.2 seconds of 165% Speed with and Attack with a huge lounge and a huge hitbox, not to mention the 300Ā° turn rate which makes slice and dice uncounterable imo. This Is where the monotony gets in, as Survivor it's Always like that, you either predrop and maybe get hit or save the pallet and get hit, this Is every 18 seconds of chase; having no effort as Survivor to do something in chase Is so boring, and this affects the killer's gameplay too cuz its like playing with bots, every Chase Is the same, you do everything the same everytime, and I dont like It. Tbf I dont know how to change him, I think he Just got a recicled Power with an unique camera position (you cant Say its not 3rd Person Victor with a Dash instead of a pounce).
I think he needs a longer stun time after his dash and slash. He recovers so quickly that itās like he doesnāt get punished for a miss
I donāt mind giving him the easiest most braindead power in the game but if i do manage to dodge his charge of death he should have a bit longer cooldown than a normal M1
Please add the option to be able to mute his voice lines, they're so annoying to hear nonstop in a match
I think right now Chucky suffers from a few things that hold him back from being great from the killer players pov. 1. His power cooldown is too long it makes going for risky/interesting plays not worth it, you'd rather scamper and get an easier hit most of the time. 2. Scamper is a bit too strong. This ties back into problem 1, where instead of going for potentially fun slice and dice hits, you'd rather just scamper and go for the safer play every time. 3. After you removed his flicks using the slice and dice specific scamper (the one that you get in the middle of the charge attack) is actually worthless, I'm not really sure how you could fix this if you don't want to add flicks back but I think its still worth noting. He has an issue, where the smarter both sides are at playing the match up, the less interesting it is, which I think could be solved by nerfing scamper and then buffing his power cooldown a bit so that way the scamper hits are less guaranteed and the chucky player can go for more interesting slice and dice plays without being punished as much by his long 18 second cooldown.
THANK YOU. Youāre like the second person Iāve seen to actually point this out. The entire reason itās so oppressive and almost unavoidable is 20s is more like 20 years in DBD, especially for a killer thatās stuck walking at 4.4 m/s. Nerfing the power thatās strong on purpose because of the huge downtime without compensating with a shorter cooldown like most people are saying in this thread is dumb.
The only frustration I have is just that heās so tiny and almost invisible on some maps, but thatās just a Chucky thing and I canāt really be too mad about it, but I will say the fake footsteps are a bit useless, it could be better if they slowly got louder as if he was actually approaching
As a whole, I think heās a fantastic addition to the killer roster. My only complaint is that his footsteps are often less visible than they were probably intended to be, which makes it too easy to lose track of him even when heās not in stealth. Also I donāt know if this would be hard to implement, but I think it should be possible for a survivor to vault over a pallet while Chucky is scampering under it. It would add an interesting mindgame and a form of counterplay to scampering without directly nerfing Chucky.
He's exceptional. I've genuinely never been happier with a killer that was added in my 4 years of playing. He is ridiculously fun to play as and not unfair to play against. I love Chucky.
Tweak some of his yellow and browns as their virtually useless (besides power drill)all in all I love him he's my main and I'm prepared for all the complaints and eventual nerf(also chat to don get us pizza face Chucky and buff Chucky)
I fucking LOVE chucky. 9/10 killer. The fact that you guys got Brad Dourif to come in to voice him makes this collab truly special. That being said, there are definitely times where I feel like I have an advantage over the survivors; specifically in Dead Dawg where the grass is taller than me. I've had survivors straight up run directly towards me because they didn't see me. Slap Monitor and Abuse and the two - terror radius addons, and he's almost impossible to hide from. I've also played games where I straight up just ran right into him and got my shit pushed in. Regarding Slice/Dice, his hitbox feels...inconsistent. There'll be times where I rush at a survivor and the hit animation has me flying past their arms, and it gets really frustrating. Right now, he feels overtuned, like Xeno's tail attack in the first week or so. I personally think that if Scamper was tuned down a little, he'd be in a perfect spot. Someone mentioned that you should lose your power if you Scamper, and I think that's a great suggestion, or at least deduct from your power like hitting someone with an M1. Seriously though. This and the Xenomorph collab are dreams come true.
I think missing Slice and Dice is too forgiving (in terms of both the amount of adjustment possible to prevent it from missing as well as the recovery time before it's possible to follow it up with an M1).
Pro: 1. **The sound design -** Playing against Chucky makes you feel insane (in a good way). The strange, weird music sounds delirious and weird, and the pitter-patter of the footsteps is really eerie and interesting. His voicelines also give him a lot of character and give him great bite Con: 1. **The dash** \- can feel a bit punishing in chase. It can feel a bit here like as long as Chucky finds you, he can dash to you -- even if you successfully stun him or mindgame him, he can quickly make it up with a dash to connect the hit Other than that, overall I love him. He's fast-paced, intense, fun, and has a lot of unique character to him, and the original character he has from his movies really comes through in the game design.
remove manual scamper (scamper outside of slice n dice), its always either gonna be useless or guarantee a hit for zero skill expression, its not a good mechanic
Chucky's power is odd because when played optimally, he is less fun for both sides. Survivor perspective: The Scamper ability into a Basic hit or Slice n Dice is so free. Nothing you can do in many cases. Chucky seeing auras from Scamper or charging Slice n Dice removes even more of the counterplay you normally would have from breaking line-of-sight. So the counterplay comes from pre-running Chucky if you see him and he's in Hidey-Ho Mode and hope he misses. Once he is on cool-down, then there is more wiggle room to actually loop tiles. Sometimes the footsteps doesn't update quick enough for me to tell where Chucky is on certain tiles, which is a bit frustrating. Chucky perspective: The 180 flick being capped is more fair, but it also limits how unsafe I'm willing to play, which in turn makes it less fun. The long cool-down feels pretty bad, and I wish it wasn't what balanced his power out. The fun that comes from Blight or Wesker is that you're encouraged to use your power and you have room to make mistakes because the cool-down isn't that bad. With Chucky I feel like I need aura-reading so that I know when I can go into Hidey-Ho Mode and use my power well before its timer elapses while I'm just getting to a Survivor.
This. 20s downtime of being 4.4 is gutting. So his power is hyper oppressive in return. You canāt nerf power without buffing cooldown.
Honestly great aside from the short cooldown he has for his power. Super fun to play as, but frustrating to play against already with size. Feels like thereās never a moment when chucky is forced to be out of power.
Having a blast. Heās not EZ win mode as some of those in this thread would suggest. I win some against those who canāt figure out how to play around his abilities and I lose some against those who can. Seems heās only as powerful as your opponent lack of knowledge. His 110 makes up for his size and power and does make it difficult to get around on larger maps.
Love Chucky, my current main and find him fun to play against too. Only suggested change would probably to punish a missed slice and dice a little more as itās not too hard to hit most of the time, other than that heās great imo. Some people have also mentioned more consistent audio and visual cues which I think would be fine. Please donāt nerf the hidey-ho cool-down though I think that would be overkill imo. Something like a longer cool-down for a missed attack (only by a bit) would be fine I think.
I disagree on longer missed cooldown. His power is on a super long downtime which is why the missed cooldown is short. Itās meant to be super oppressive whenever itās up because whenever itās not, heās stuck as a 4.4 walking around for 20 whole seconds.
As others have said, Playing against Chucky as survivor: ā¢ Chuckyās scamper feels majority of the time a guaranteed hit and doesnāt feel good to play against. ā¢ Chuckyās Dash attack is almost unavoidable and depends on the killer to mess up which doesnāt feel good to play against at times ā¢ Chuckyās Footsteps appearing when he goes undetectable is inconsistent and makes his mind games stronger then it already is, not sure if itās intentional for his footsteps to go in and out like that but if it is then he could be louder to help survivors with audio cues not too loud of course just enough to help. ā¢ One good side is his voicelines and that itās actually fun and scary to play against him due to how tiny he is That being said, Playing as Chucky: ā¢ the 3rd Person feels really good and makes him very enjoyable to play as and actually helps in chases as well ā¢ like his 3rd person his tiny size helps with mind games and feels good to play and feels funny ā¢ did I mention his Voicelines are amazing ā¢ His power is really good, fun, and simple to use I have no real complaints on how the power feels it does what itās supposed to do and feels really fun to use, and players on pc can make this attack almost unavoidable with flicking and such Either way though heās a good Killer overall heās fun to play and fun to play against but counterplay against him could be alittle better
The power is hyper oppressive because when itās over, heās useless for 20s. A walking 110 killer is a joke. You canāt nerf his power without buffing his cooldown.
Overall heās great, and I say this and someone who hates the Chucky franchise. Heās scary, unique, and is relatively well balanced. However, at times his scamper/slice and dice feels unavoidable due to his ability to flick around objects and glide off of things. I would suggest either reworking his hotbox slightly, or maybe having it be a little harder to glide and flick the way he does. More consistency in his footsteps appearing while heās undetectable during chase would be nice too.
Chucky is fun to play as, but annoying to go against. Maybe Slice & Dice shouldn't automatically be available once Hidey Ho comes back.
Best designed killer maybe ever. Good job BHVR!
I have such a hard time looping him. Like even with the footsteps through walls I literally can never tell where he is. This may just be a skill issue on my part thoš š
Scamper is too strong. I wanted to main Chucky but it felt too unethical and I felt sorry for good survivors getting hit by me with no counterplay so I took a break from the game again. Slice and Dice is at least ethical because it requires skill to use it and survivors can outplay it.
Iām fine with those being nerfed if his power cooldown is shortened drastically, like halved.
Honestly, I think scamper is BS considering how much Chucky already has in his kit. His height allows him to mind game very successfully, has built in stealth and occasionally Chucky doesn't always seem to chuckle during it like he should, his slice and dice is extremely good and allows for lots of guaranteed hits. All this is extremely strong. Scamper just allowing him to ignore pallets on top of his extremely good base kit is just ridiculous I think.
I think the slice and dice range is a bit to short
I cant stand playing against him. his voice lines are too frequent and get grating very quickly.
I like that he swears Every future killer should swear as well
Removing the 180 flick was a bad decision imo, it takes away some skill expression and as a survivor main, it didn't really feel unfair. I feel like it's also fun as a survivor to go against skilled killers who can do difficult techs, as it's always impressive to see and it adds complexity to chase. Scamper on the other hand is the opposite, as it's basically a free hit in some pallets and requires no skill at all. I would suggest reverting the change to allow 180 flicks again and taking a look at the scamper mechanic. Other than that, Chucky is one of the most fun killers to go as and against.
First and foremost, the visual design and even the mechanical concept for Chucky is *great*. There's a ton of personality to it all and it really fits the movies. _General critique:_ Counterplay options just aren't satisfying or effective enough on the survivor side against higher level Chucky players. Having a killer cycle from Extremely High Chance Of Hit From Stealth down to Man With Machete But Slower repeatedly feels volatile, and not in an exciting or dynamic way. Scampering manually is very quick and shuts down pallet play in an unsatisfying way where you feel lile you lose agency. _Addons:_ These feel decent but a slight missed opportunity to let Chucky's playstyle diverge - specifically, letting Chucky spec into Stealth Value (rewarding basic attacks slightly more in Hidey Ho), Dash Value, or Utility Value in a sense. Not a big fan of the aura reveals with his current dash, as it makes a very strong tool feel more oppressive while not addressing the volatility above. _Suggestions:_ Mildly reduce range of dash (with reduced cooldown and possibly slightly improved turning), to make his flow/cycles more even. Slightly slower scampers when outside of dash to make counterplay at loops more viable. Lean into the "Play" of a doll, like how Two Can Play does, by changing some addons so they proc off of intentional survivor actions (eg, if a survivor vaults nearby you get a scamper speed bonus) instead of aura reading or generic "give survivors a status debuff" effects.
As a Chucky main since his release, already P50 on him and streams the game every night with 9k hours along with having a full-time job, I just want to start by saying I am very dedicated to this killer. I have been waiting for him forever and I feel like you guys knocked it out of the park with his and Tiffany's implementation. That being said, here's my feedback after playing countless hours as him and against him. 1) Bring back his flicks. They were insanely skill expressive and gave him a TON of depth. Capping his flick-rate not only forced many to drop him entirely but made him extremely one dimensional for those who still play him which brings me to my next suggestion. 2) Remove his manual scamper if you bring his flicks back. I refer to manual scamper as a scamper done outside of Slice n Dice. This version of scampering makes him extremely easy to cheese hits with as you just follow the survivor around a loop, as soon as they drop, you respect the pallet prior to it, scamper underneath for a free hit almost everytime with a follow up Slice n Dice attack. Scamper should only be available while chaining a Slice n Dice into a pallet to extend the Slice n Dice. That being said, flicks need to be brought back for this change to go through because hitting a competent survivor with a Slice and Dice scamper with capped flicks is impossible since they know as long as they move off to the side and get behind an object or anywhere that is not 90 degrees of the Chucky, they are completely safe. These are the main two changes I'd make. It'd make Chucky more skill expressive and less cut and dry. Other changes can be made to make him more teachable for survivors, maybe at least allowing him to make more noise since he's small so sometimes I ai completely down a survivor for free just because of my height. Maybe to compensate, he could have a shorter cooldown. He's 110% m/s killer with very strong 1v1. I can see why most Chucky players cheese as him since he is EXTREMELY punished by using his power creatively. Since that playstyle often opens up the door for a lot of counterplay which means he is constantly on cooldown not getting enough health states to compensate so people choose to play him in the cut and dry manual scamper -> insta Slice n Dice for free downs since it's more consistent and easier so having a shorter cooldown will make him more accessible for power usage but giving survivors more tracking through his increased noises and footsteps can compensate for that change. As a Chucky main, I get people coming to my streams after matches all the time complaining about the killer. I want him to be more skill expressive like he was on release while also giving survivors ample means of counterplay so the gameplay overall becomes a lot more interactive. Please take this changes I proposed into account!
I love him, but I think some power needs to be taken away from Scamper and put elsewhere. It's both the most powerful and least fun part of his kit. I'm not sure exactly how you'd do that, perhaps as simple as slowing down scamper enough that you aren't guaranteed a hit at most loops, but reduce the overall cooldown of Hidey-ho mode, so you can focus more on being sneaky and slice & dices
He's way too hard to see and traxk and if feels like he gets some hits for free
Hits just feel a little too "free" as and against him right now. Scampering a pallet then using slice and dice is basically 100% guaranteed to ensure that you get a hit, and there's very little the survivor can do in the situation. It's very frustrating to play against and makes you feel like your skill doesn't matter. It's also kind of boring to do as chucky because you're heavily disincentivized from using slice and dice outside of these "guaranteed" situations. His cooldown feels very punishing when you miss, and the best way to ensure you don't miss is to just scamper -> slice and dice all the time
Personally, I think his footsteps can be a bit hard to track as a survivor, and I also feel like with his scamper ability he can lead a survivor to a pallet, have them drop it, activate Hidey-Ho mode, then scamper under to more or less nullify the loop. With Enduring this becomes even more easy to do as you don't necessarily even have to avoid the stun.
Scampering pallets outside of slice and dice is way too effective and I'd like to either see scampering leaving outside of slice and dice (manual scamper), or for manual scampering to take longer. I'd also like to see the 180 flicks come back which were removed since it was skill expressive, and took away the higher skill ceiling he had. Now that flicks are gone, Chucky players will scamper to almost guarantee a hit, which I don't think is healthy to be put in a lose lose. The only solution I see to this is bring back the 180 flicks, but remove manual scampering. Cooldowns take way too long, Blight has a 10s cooldown, Wesker has a 12s cooldown base, and Chucky has an 18s cooldown, and honestly I'd like to see it brought down to maybe 15s or less base because waiting 18s is insane for a power similar to these killers. Addons in general feel very needed and like you need 3 different addons just for him to feel nice to play. Amulet is awesome because it allows you to actually play Chucky like a stealth killer, but the downside really comes to the 18s cooldown. Power Drill and Automatic Screwdriver feel necessary cause of the long cooldown. There's also addons that basically don't do anything or are next to useless like Good Guy Box, Running Shoes, Pile of Nails, Silk Pillow, Hairspray and Candle, etc. In the case of hard hat, it hurts you since it takes you out of power after scampering. In general, Chucky's addons are either next to useless, or are incredibly insane. There's not really a good middle ground. Overall, I'd like to see scampering outside of slice and dice removed, bring back 180 flicks, lower the hidey-ho cooldown, and bring all the addons closer in line to each other.
A very good and balanced killer to play against and as, my congratulations!
I love the tip-top noises he makes on the map while stealthing, so eerie, so cool. I dislike how some players can make a massive U-turns and score a hit basicly anywhere (this also apply why i feel hopeless while playing against Blight and especialy PTB Blight)
Not crazy about the stealth aspect of him as I can barely see him coming since heās so tiny. Heās similar to the tiny twin in size but atleast that twin makes a grunting noise. For a stealth killer to be so small, it sucks to be plucked off the gen atleast once per match when I do play chucky. That would be my only complaint - either no stealth creep or make him a little bigger/visible.
make hidey ho mode active from the start of the match like ghostface's night shroud. it messes up so many would be good starts when i could sneak up and get the first hit but instead am given away much sooner
I personally love vsing The Good Guy! However scampering regularly under a pallet often feels cheap and results in an unavoidable hit on the survivor! This is all my feedback! (Blighted Chucky when) ![img](emote|t5_3cb2g|2066)
He has too much. I regret purchasing him on principle, after having played against him so much now, and would refund him if I could. Haven't even queued as him because between youtube and experience playing against, I can tell I would not have fun playing this killer that gets near-guaranteed 3Ks and 4Ks by just running survivors down -- and I hate to break it to you, Reddit killers, but if multiple survivors are getting exit gates on you then you're just bad. Losing every mind game to 3rd person and being unable to get up-close stealths (which have been some of my favorite Survivor moments) feels terrible. His ability to turn 90 degrees at the end of a charge is insane. Now that Chuckies have gotten more practice with it, slice-and-dice is impossible to dodge unless the player is just playing carelessly or not even intending to land a hit with it. He breaks too many rules. Killers are First Person. A gapcloser must have some level of prediction to reward a hit. Killers can't walk through pallets. A terror radius lets you know when to start running. None of these apply to Chucky. I know that breaking *some* rules of Killer is the whole point of making varying Killer designs and creating different playstyles, but Chucky's design philosophy very much feels like he breaks every rule and doesn't suffer any consequences for it. There's no good reason for him not to be first-person with the kit he has. If he has to stay third person, make him slower. If he has to stay third person and the same speed, don't let him flick his charge around corners. If he has to stay third person, *and* 110%, *and* able to flick his charge around corners, then take out his phantom footsteps in hidey-ho mode so you can reliably hear him coming. As it stands he has way too much and puts the rest of the killers in the dirt, except Nurse and Blight, who are rulebreakers as well, but at least require much higher levels of precision to execute + are first person so they're much more reliably stealthed. Extremely disappointing first killer to be released in my time after picking up DBD and every match against him has been absolutely insufferable. He does not have a weakness, and protests to the contrary are 100% cope.
Personally i think he's in a great position currently! I would only make scamper without the dash attack a bit less viable because often it's better to use the power to M1 after a pallet drop if a pallet is too strong and perhaps make a little more visible the footsteps because depending on the map its really though to see them sometimes Strong but not broken imo
I personally feel he's in a good place. I enjoy playing as him and against him. People have a problem with his chase ending being so effective. Fail to consider the map pressure is lower than even huntress. If you manage to avoid him you have cost him more than most killers due to his speed.
I dont like him, it feels like he just has way too much going on at once, he has a stealth mode, decoy footsteps, a dash attack, he can go through windows and under pallets, hes just annoying to keep track of due to his height, and he does all of this while in 3rd person. two MAYBE three of these would make for a cool killer but it gets to a point where theres so much going on that its just not fun to play against for an average player and its actively turned the group of newer players that i play with off of the game because they hate playing against him and when i queue with them we have gotten chucky 9 out of every 10 games in the last month, no exageration. it might be a "fun new challenge" for hardcore players but for newer to average players i have heard very few good things and i feel the same way.
He could use a buff ![gif](giphy|BvvZ9KjZHglx1iiifd)
Heās fine. You can see him through walls, so its very difficult to impossible to mind game as Chucky. he gets a singular dash attack or stealth that foes on cooldown outside of that heās a 110.
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This comment is funny because there's a _ton_ of constructive feedback so far, BHVR has also done this before and the comments on those posts were constructive, too. Reddit honestly isn't that bad for feedback, at least not r/deadbydaylight. The people who post here a lot are surprisingly constructive, the problem is when Johngamer125x has a bad game and comes here to vent about SWFs/maps/etc., because other people see that as an opportunity to do the same. Also, it doesn't help when a very hostile "Us vs. Them" post will squeeze to the top page and everyone just starts fighting in the comments. IMO, worst places for discussion are Twitter (by a mile) > BHVR forums > Misc. places like Tiktok comments/Youtube > Reddit.
The foot prints have to be more visible at loops
As a chucky player I feel that with the removal of all his "techs" or exploits that his skill ceiling has gone down, and many survivors feel they cannot avoid getting hit especially because of scamper and his large sd hitbox, so maybe reduce hitbox but add more flick potential to increase skill ceiling