Chucky: If we're comitting to 8.4.1...
Posted this elsewhere, but let's actually highlight how 8.4.1 could actually work.
So to dicuss Chucky configurations between 8.4.0 and 8.4.1. There are pros and con, however while there are a lot of small positives to the idea of his 8.4.1 changes... the reality is Chucky has been badly neutered with these changes where the negative vastly outweighs the positive...
There is an argument to just take him back to 8.4.0 (with the 12s cooldown instead of 10s), but if we actually want to make this new version work, let's really look at how we could do it.
Thankfully my changes are relatively small and easy, I'll explain in depth below, but to get to the meat and potatoes of where I'm going:
Proposal
- S&D Acceleration Start: 25% โ20%
- S&D Acceleration end: 100% โ70%
- Cooldown: 14sโ 12s
Reasoning
You can see below in the difference of 8.4.0 (blue) and 8.4.1 (orange) how much Chucky is hurt in distance covered. The orange line doesn't catch up is distance covered until a whole 3 seconds later, and his initial acceleration is so much later than the original it feels plain awful.
The above revised version gives the grey line, which gives: -
- The desired trade off in initial distance covered to give chances for counter play (while still being a threat)
- A faaaar greater distance cover overall (to help vs. hold W and for map traversal.
- Acceleration not far removed from his old acceleration so he doesn't feel as awful to use.
Goal
Chucky lives and dies by his S&D power, he's a 4.4 killer with some stealth elements, but he makes a LOT of noise in Hidey Ho, so he doesn't really work as a stealth killer, and while his m1 hiding red light mind games are decent due to the lack of visibility on him, he's still 4.4 and vulnerable to check spots and general solid looping. Basically when he has his power he needs to have a good chance to convert it to be relevant.
I drew up some charts for a comparison on his distance over time and I believe the difference is very apparent, you can see how many more scenarios this 8.4.1 power will fall well short of the original... and there is a very wide gap where this new power remains vastly inferior.
The revised versionngives some concession, but doesn't completely neuter Chucky in every way, he gains some benefits in exchange for the downsides.
Chucky 8.4.0
Pros: -
- Chucky is a strong killer with good skill expression.
- S&D feels threatening and powerful, scary to go against, required exceptional movement to even attempt to avoid.
- Cooldown reasonable to use power often
Cons: -
- Scamper barely features in his kit, almost always worse option to use.
- Similarly small size third person mind games rarely feature because S&D is so strong/the standard interaction.
- Power is kinda generic, doesn't really feel like Chucky.
- Entirely up to Chucky to miss rather than the survivor to dodge, flicks ensure power can't be juked.
- Extremely heavily favouring PC over console.
Chucky 8.4.1
Pros: -
- More usable on console.
- Scamper is now somewhat usable due to the greater control.
- Greater distance for map traversal.
- Does give more chances for survivors to play tiles and interact with other aspects of Chucky's kit and makes him feel more like Chucky.
Cons: -
- Cooldown is excessively punishing for no reason.
- Killer is now significantly defanged, has no real intimidation factor at loops... or in general... Feels like a slightly stronger Pig dash, without a whole slew of other tools Pig has to help.
Revised
(Hopeful) Pros: -
- Retains usability on console.
- Retains scamper being situationally useful.
- Retains skill expression, but now requires a little bit more nuanced tile knowledge than just S&D round everything.
- Makes S&D a strong part of his kit, but not his default interaction in every instance (maybe we get some actual m1 mindgames again).
- Due to his greater distance covered and improved control for map traversal and cut off, survivors are forced to stick to play the tile much more.
Cons: -
- Won't be as strong as he was before... so may still see killer contempt because noone is ever happy in this game... ๐
- Survivors will still moan anyway when he gets hits because noone is ever happy in this game... ๐
Final Word
This I would hope strike a happy medium for Chucky, where he gets elements of his old playstyle back, without being the one trick he was before.
Let me know if you'd like my spreadsheet to play with the numbers. I did it on my lunch break at work, so dont have it immediately to hand. Might need to convert it to a Google doc or something for the purpose of sharing (probably also a good idea not to upload files to the forum) xD
Anyway would be interested in thoughts!

Comments
I personally think his slower S and D speed allows him to be easier to control, I've seen a few other people think the same thing. I think they are in a good place right now where they are fun to play against and as if they got perhaps a slight CD reduction akin to wesker what he got, I'd rather keep them as they are rn.
I think if they are comitting to 8.4.1, he needs a rework.
The devs have shown they don't like chucky's power as a whole, it's been slowly dismantled over a year. They've left him in an unacceptable state and if they won't restore his power he needs a new one.
It's to the point where i think chucky is just a worse designed Pig. Pig's stealth and ambush are much more user friendly, and she is 4.6m/s when ambush isn't suitable. Chucky is 4.4m/s so if slice and dice isn't consistently getting hits then he's bad. The current speed and turn limits especially are super restricting to the point where he isn't getting hits as often as he needs to and it's frustratingly difficult, punishing and unrewarding.
Scamper is still a joke lets be real, because of the turn limits as well. It's a fun gimmick that will work on unaware survivors and likely only has been working because the yelling audio is bugged (silent) when you scamper. It's impractical.
Stealth is pretty bad because of the cooldown too. You can't really afford use hidey ho mode for stealth anymore you need to save it for when you can hit the slice and dice attack. Very bad when he has a 32m terror radius. Oh, he still loses his power when he gets stunned as well.
His map mobility is still poor so he's very susceptible to pre-running and exhaustion perks as well being m2 makes his perk choice very limited. His best add-ons are only minor boosts in power.
Overall, as a former chucky main, i first thought the changes were not that bad and he was salvageable but i've come to realise he has become so bad and i am just done with him.
Agreed, I still maintain his scampers biggest problem is it yoinks your camera behind you as you scamper, making it hard to maintain your aim and tile hug, and even just to keep sight of the survivor.
Scamper to my mind need to have it's camera locked, or at the very least, maintain the lock of where you're already looking.