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JPLongstreet

JPLongstreet

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JPLongstreet
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  • @kommandantlocke said:

    rip the game and fnaf chapter then, yall would rather have more content than a working game

    We're trying to be realistic here, what is likely to happen

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863679#Comment_3863679

    I guess there would be licensing issues if it would result in a DbD2 but.. yeah this all sounds so good..

    We can dream

  • @Mooks said:

    additionally to what was already said, the devs cant just magically fix everything wrong in this game within one ‚Health Chapter‘ - people working on new content cant just start to fix something out of their field, and you can not expect to have groundbreaking fixes within one update without breaking other things - as overdone as the ‚Spaghetti Code‘ complaint is in this community it is still an actual real issue as the Game wasnt planned to become this big and long lasting

    Also it’s Not a longterm solution - it will just go back to the mess it is right with the next Major Update after such a health chapter

    instead, greater focus on Game Health in all chapters is needed (more resources for QA, more flexibility with Release dates; ideally have a Team b work on a longterm Solution that rebuilds the game completely - though thats sadly just a dream)

    Oh myyyyy but what a wonderful thing a complete recoding from scratch would be!

    Imagine if you will, a built-in match replay system that not only takes the heaviest burden of reporting off of the players, but also allows them to rewatch their trials for improvement's sake. Could also iron out the most notorious of the long standing bugs. Perhaps including stat tracking as well, maybe even showing ally perks somewhere too. An opportunity to do a thorough optimization, and have the game play nicely with UE5 also.

    The list goes on. Here's to a fansical DBD2 some year! 🎉

  • @Naenia said:

    Please explain to me why we are still getting penalties for dcing out of a match when a bot is put in our place? Especially now when the amount of times survivors are dealing with slugging, and over all really crummy game play from killers. I would understand more if there wasn't a bot put in our place but there is, so why should we still get punished for leaving a match we don't want to be in? Day after day, I spend hours playing DBD and as a survivor main, this game has lost it's fun. Out of ever 10 or more matches I play I can escape maybe less then a handful of those matches due to the current meta surrounded by the base kit mori AND the fact that there is more insensitive for the killer to get their 4k by any means necessary. Why should I have to stay in a match where my team is already getting slugged and tunneled off hook at FIVE GENS. Also there have been enormous times where the GAME has kicked me out and I have gotten a penalty for that. It's not fair and needs to be addressed. Why even have it set so a bot takes our place, might as well just remove that feature if people are still gonna get punished for dcing out of the game. I am so tired of going into match after match with killers that can't stand the thought of losing, of even a single person getting out so they resort to slugging just to make sure that doesn't happen or tunneling the person they just hooked right off hook OR camping to ensure no one can get them off or even if they unhook they are just knocked down and hooked again. BHVR needs to rethink how they address these issues because they favor those who play killer above those that do not. It makes the game enjoyably and for most games unplayable.

    The issue with removing the DC penalties is whenever they do evil things happen. Every time.

    When they have to turn them off players proceed to leave for the slightest inconvenience. Don't like the map? Yeet. Don't like the killer? Yeet. First chase too long? Yeet. First surv downed? Yeet. Quickly the trials get out of control.

    They'd have to improve the AI of the bots massively to approximate a decent surv anyways.

  • @hermitkermit said:

    AI Practice Killer bots for surviors. 100%

    This would be so helpful for new players, and for players who want to try out another killer too, especially those who cannot participate in the PTB for new chapters.

  • @RoyC87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863163#Comment_3863163

    I mean there's only 2 real ways you are going to fix solo q and SWF at the same time . The first is get rid of the ability to invite anyone to a lobby effectively killing SWF(would be the worst decision ever made on any game ever even though this game focus was solo q no communication) or the second put in the game what makes a SWF so strong and that is they are speaking to eachother. Otherwise you will never be able to balance this asymmetrical game by adjusting perks, add-ons , items or abilities. Why does BHVR think they need to moderate a chat system? The reports on end game screen are ignored to begin with(to be fair most are false reports by people mad they lost a game).So like every thing else I have reported on the game is through the platform itself. Also if it's so hard to have on the game why does every other game that has MP have it?

    And they do not seem to want either of those two options, so here we are.

  • @RoyC87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863150#Comment_3863150

    It really is suffering. Something as simple as some kind of in game chat is a game changer in terms of balance. Solo Q and a SWF is polar opposite and it's the killers balance that makes it so different. I'd think with any kind of voice chat could you not theoretically in most cases buff killers? Then SWF isn't so miserable for killer and at least in Solo Q you still at very least tried to communicate. I don't know why this is a questionable addition to the game I really don't. Hell it could even balance out the comp scene. People against just bring up o it would just be toxic. I'd ask so what's your point? Block features are built in to every platform. If you are one of the people who just like not having the chat then good for you I'm sure you will be able to disable it but you will probably find yourself falling out of favor with people who want this.

    Whenever adding voice chat is brought up the devs have said over the years their reasons against it are the language barrier across the regions and the availability of built-in comms on the consoles and things like Discord. The toxicity question actually comes from the community itself.

    Imo they do not wish to have to moderate any voice chat they add, but that's just my take.

  • @Karth said:

    100% Incentives for both sides should be standard for each event, including on normal mode

    I thought the way they coded it they could only apply an incentive to one role at a time, not both?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862771#Comment_3862771

    That's fair, and I am a console player myself so these changes are a lot nicer for people like me... but obviously that's just one perspective, I can see how for experienced PC players Chucky players this would be a negative change.

    I wonder if they made some of these changes specifically to make turning Chucky more controller friendly, or that it's a happy side-effect?

  • I definitely agree the last second surv swapping nonsense needs to go, and I'm surprised it's still in the game.

    As for the rest, most of that takes comms and coordination that's only found in more than two SWF groups, which are the rarer groups overall. These teams are primarily only found in the sweatier levels of DBD and not the majority of matches. And if they're encountered in regular trials that's most likely a matchmaking issue.

  • @camping_site said:

    For quite some time Steam stats show that game's player base (or at least frequent players) is just not growing. On the other hand, BHVR some time ago showed that there are 1 million players or customers for the game (now could be more), meaning - they are not staying. I think among few things that is causing it is complexity of the game. There are nearly 40 killers, hundreds of perks, addons etc., so starting new needs a lot of determination to learn how to play them and how to go against. My idea was that BHVR could retire killers that currently are not at their best performance or otherwise could have a rest. I am not advocating for specific killers but just the sheer volume of. Also, this could help make new interesting perks or buff existing ones ( less need to adjust them for strong or weaker killers) and overall move on from projects that didn't deliver (i.e., Skull Merchant).

    We can ever only know Steam player numbers so it's a guess for the consoles, which are by far the majority of the playerbase. And as others have pointed out, DBD is eight years old now.

    @Spare_Them_Mori_Me said:

    Enter Dead by Daylight II. Its… just time.

    I think making a DBD 2 would be supremely difficult due to the licenses being a nightmare to make new contracts for across all the platforms.

    I also seem to remember them saying they don't have plans for a DBD 2 either. Too bad, as is would allow them to drastically clean up the coding, maybe add in cool stuff like a match replay system, scoreboards, etc.

  • @jajay119 said:

    As the title says, I think there needs to be a change in how Lethal works. I’m so tired of loading into matches and being almost instantly ######### slapped by high mobility killers like Nurse, Billy, Wesker etc. it’s really disheartening being chased and downed within the first 5-10 seconds of a match.

    I propose, rather than all survivors be highlighted to a killers at the start of the match. It changes to a token based approach. Start with 4 tokens, up to a maximum of 5 at any one time, tokens can be regained by hooking survivors. For each token gained, the survivor is revealed to the killer for 11 seconds when they first touch a new gen.

    This still makes it a viable information perk for killers and makes it feel a bit more fair at the start of the match.

    Distortion helps with Lethal Pursuer nicely, and is even better if you're on comms. Despite changes Distortion is still very useful.

  • When RPD first came out as one map, my Piggly Wiggly was like "Oh cool another inside map! I can sneak, I can ambush! Maybe some Amanda's Letter fun too sometimes!"

    And then I found out it was far too big and miserable to loop as her, not even mentioning the Library problems etc.

    Even with splitting the map in half it always feels much too large to keep up with, and kinda hopeless once you lose control over the central room.

  • @[Deleted User] said:

    controller stuff

    Yes please and thank you!

  • @OneGoodBoyDemo said:

    What I want to say is that everything BHVR does results in BP and I feel like the community always wants more regardless of how much they offer.

    BHVR always gives BP when the game is broken, in mystery boxes, in redeemable codes, when you watch a live stream, in events that happen or when it simply wants to.

    I understand that from the perspective of a new player this is very good since DBD's Grind is very extensive but it is not as bad as it used to be but I also understand that from a veteran player's perspective, he really has nothing to gain.

    For veteran players who had already achieved several things before the grind change, BP became a little useless because the change not only benefited everyone in general, which is really a good thing, but it made life a lot easier for those who had already provided everything the game had to offer at the time.

    I feel like BHVR could offer other cooler rewards but why do that when they know the community always wants BP...

    Like many aspects of DBD, the bloodpoint grind is more geared towards newer players and casuals rather than long term players. With so much to unlock the bp is always needed unless you already have almost everything, which the masses do not.

  • The best example of this would prolly be Chaos Shuffle,

    That mode took out the deliberately picked meta builds entirely, leaving just strats if they cared to use them. Players of the more competitive bent may not enjoy the chaos as much as casuals.

  • @NarkoTri1er said:

    • heavily improved matchmaking;
    • more map reworks;
    • Nurse tweaks (blindness during blink charging in order to nerf her synergy with aura reading perks);
    • tweaking hooking aspect in order to make it more beneficial;
    • kobe removal

    I think the hesitation to just remove self unhooking is it would involve so much connected to it that would need to change too.

  • My first match ever with my beloved Piggly Wiggly was on old old Haddonfield. Barely knew what I was doing, repeatedly got spun, and ended up with maybe two hooks. They took my gens, they took my totems, they took my wallet and my left shoe! I still very clearly remember them all up on one of the overhangs crouched and slowly bobbing their heads.

    I've never been a particularly good killer, but I know I've come a long way since those days.

  • @Rulebreaker said:

    We don't think it should have a full playback feature (though don't think the devs could add it at this point anyway) but if it's only endgame details (maps, perks, score, the like) it wouldn't hurt that much and people couldn't use it to go full arrogant mode against others.

    Yeah they said it's too late to add in Match Replay system now, it would have had to been originally coded back in 2016.

  • @fixblitzskin said:

    as we approach the end of December the finale square of the roadmap will be added. January 14th is probably the PTB date similar to how it was last year. I hope to see skull merchant on the rework tab. Myers on Killer update . Deathslinger to be in tweaks. Perks like ultimate weapon and cruel limits to be on their too.

    I wouldn't mind seeing some change to Knock Out, and maybe some revamping of the Daily challenges finally.

  • I remember carrying the same Commodius for like a week at a time they lasted so long..

  • I do miss the aesthetics of the old Realms, despite any imbalances on them. Bring back the blues and the greens and nighttime corn! Old Haddonfield had its issues when playing killer, but I miss it nonetheless.

    What isn't missed are permanently broken hooks, hatch standoffs, healing at pallets, insta moris, insta DS, insta heals, dribbling survs to hooks, actual infinites etc.

  • I'm actually surprised I haven't seen more use of Soul Guard lately.

  • Join us on Xbox!

    No chat box to worry about, and can't use their Anonymous Mode anyway.

    Y'all don't really need those steady 60 frames either...

  • I agree with the map being the better option than Small Game, plus I don't have to listen to Smalls continually going off if I'm hooked near a totem.

    When I'm eyeballing totems I'll run Detective's Hunch and Inner Strength. I'll scan around a gen for the totems and once I pop it go to a further gen knowing if any totems are near. When the last gen pops I'll scan around for any remaining totems in case of NOED , and Inner Strength is nice for dealing with Sloppy/Mangled etc.

  • @Lost4yu said:

    I believe console should have the ability to use keyboard and mouse if they are either in a full pc lobby, or they are in a seperate lobby of only keyboard and mouse console players. I feel as if it is unfair to console players to play against pc players and be destroyed because we don’t have the ability to do the things pc players can, such as wesker or oni turning. We are always at a disadvantage when it comes to this game.

    This has been asked for many many times over the years, and the response has always been they have no plans to add M&K support for the consoles.

  • @jamally093 said:

    [Deleted]

    The forum mods don't really work weekends, so maybe Monday?

  • @[Deleted User] said:

    This comment has been deleted.

    But but but..... you promised not to harm this comment...

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435315/seasons-greetings-from-the-fog

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859614#Comment_3859614

    https://us.v-cdn.net/6030815/uploads/RBDXCHQGRNCM/tmp.gif

    I am beyond myself with gratitude. 💐💐💐

    Sincerely, I love horror. I love this game. And I love this community. I’ve always found a home in the horror genre- I’m sure many of us can relate. For one reason or another we are all here enjoying this game together.

    @Rulebreaker

    @GeneralV

    @Xernoton

    @jesterkind

    @Nun_So_Vile

    @Ayodam

    @Dwight_Fairfield

    @RpTheHotrod

    @Mooks

    @LordGlint

    @JPLongstreet

    @RFSa09

    @TieBreaker

    @Iron_Cutlass

    @Laluzi

    @tjt85

    @tippy2k2

    @Seraphor

    @Langweilg

    @D0NN1ED4RK0

    @Pulsar

    @AmpersandUnderscore

    @GentlemanFridge

    @Nazzzak

    @drsoontm

    @radiantHero23

    @crogers271

    @zarr

    @bm33

    @Firellius

    @MrDardon

    @100PercentBPMain

    @KatsuhxP

    @GannTM

    @TheSingularity (pre and post 😊)

    @Marc_go_solo

    @ReverseVelocity

    @HolyDarky

    @Smoe

    @danielmaster87

    @BlightedDolphin

    @SoGo

    @TragicSolitude

    @Marc_123

    @VolantConch1719

    @09SHARKBOSS

    @hermitkermit

    @Rudjohns

    @TheArbiter

    @Sandt1985

    @Brokenbones

    @OrangeBear

    @fussy

    @UndeddJester

    @smokinggosling

    @Steakdabait

    @Hannacia

    @THE_Crazy_Hyena

    @CountOfTheFog 😊😄💐

    @Shroompy 😊😄💐

    + Everyone else I didn’t list!!! 💐💐💐

    I’m a huge fan of being the change you want to see. The above people have demonstrated a willingness to be that change while remaining their authentic selves. I see Dbd reflected in every single person listed and on this forum. These people will give you the best that they have to offer. Why not match that passion and be the change you want the dbd community to become? Why not? It can happen. They can help you get there.

    I wanted to thank @For_The_People for being the first person from the forums that I’ve ever played Dbd with. He is a very sweet person who will give you his time of day in earnest if you need him to. He’s one of the prime examples of politeness in this community. Thank you for being a positive force in the community. 😊😊😊

    Lastly I need to thank @solarjin1 . What can I say? When you meet a friend that gets you, you both just know it. Her courage to be funny and humorous are so infectious. She told me that the small pallet in rpd was the most op pallet. I was so naive of game knowledge that I believed her! LMAO! After that I realized that it was anything goes when it came to humor with her. I’m at my best when I can be silly. Solarjin1 is that friend who brings out the best in me. Thank you Solarjin1 for all the laughs and for the laughs to come 😂 I’m going to be collecting🤣🤣🤣

    None of this would be possible if we didn’t have a phenomenal community team here to support us discussing this twisted hobby we all have. Thank you again to everyone at Bhvr for putting your hearts and souls (ha!) into everything that is Dbd.

    They say you attract more flies with honey than with vinegar…

    Let’s just use blood instead 🩸😈🩸

    Happy Holidays everyone, I hope everyone stays safe and has a wonderful New Years 😊🎉

    I made the cut!!!!??!!?!!!!

    Happy holidays! 🎁💗🐽🐷

  • @Shroompy said:

    chat is this real?

    Real deal Holyfield

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858701#Comment_3858701

    I agree with chaos shuffle being the closest possible causal mode we have experienced, and would be very happy to see it as more of a permanent mode option. I think restricting add ons and items would only benefit the mode, and make it truly random. But I don’t have access to the kind of data behavior has, so they may know something I don’t about how truly popular chaos shuffle was after the initial “honey moon phase.”

    I’m all for more accurate matchmaking as well! But I won’t begin to try and explain how that should be conducted as it is well beyond my expertise.

    I too wish the matchmaking was more consistent, as I firmly believe that is the root of all the severe over matches and stomps.

    There's imo two massive issues in the way of their system working smoothly.

    First is lobby dodging and shopping around. The system basically has one maybe two shots at a fair-ish trial, and then as players wait the acceptable range widens until they grab the next available player and throw them in.

    The second issue ties right into the first. Whenever this community is asked whether they want faster queues or quality matchmaking the resounding answer has always been for faster queues. So we kinda did it to ourselves.

    Something like a year and a half ago they tested out stricter MMR, and the results were longer queues and burnout from consistently harder trials for those who play this game for a living. Loud cries led them to change it back. Apparently the sweats going only up against the sweats back to back to back all day dodnt feel too good.

  • @Crowman said:

    It's funny how some parts of the community care so much about the gaming dying. Weird how a game can be dying for years and still hold a 30-40K players on steamcharts.

    Right? With most likely 150k+ altogether actively playing across all platforms, most other games wish they were dying this well! 😂

  • @GlamourousLeviathan said:

    There are currently 276 perks in the game, and let's be honest, only 15% of them are used consistently. Not only that, but the perks that are used consistently have been like that since they were released (mostly). The meta is pretty stale and you see the same stuff every game.

    On the other hand, when some obscure perk gets buffed to become good or overturned, everyone rushes to use it, then the community complains about, and BHVR has to rush to release a hotfix nerfing said perk instead of letting the community get used to it before making a decision. I was like this with Thrill of the Hunt and Boil Over for example. This doesn't let BHVR get experimental with perk tweaks and updates, since any thing bold they want to pull out might just cause chaos in the community.

    That's why I say there should be a perk ban mechanic, where the killer chooses 4 perks to ban and each survivor chooses 1 perk to remove. Every player picks their band on the first 30 seconds of the lobby and then on the last 30 seconds it locks, allowing each player to adapt their build accordingly.

    Instead of using Counterforce to deal with Thrill, just ban the perk. When playing Spirit, ban Iron Will so you don't get hardcountered by it. Did BHVR release a new broken perk? Ban it until they fix it. Want to shake the meta up? Ban the meta perks so the other side has to use more underground stuff.

    And, for those of you who may say "oh I need X perk to win". Lobby dodging once you see the bans would still be a possibility, since you are only locked from leaving it in the last 15 seconds.

    We do not need more reasons to encourage lobby shopping, it's far too damaging to matchmaking. They can Killswitch game-breaking perks and have in the past.

    One thing has always been clear, and that's that they really want players to run what builds they like. They monitor changes and new perks, and hotfix as they go. I would say many wish they did this quicker, but they do do it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858783#Comment_3858783

    Not FNAF, RE or ST

    Once the novelty factor wears off, those people usually just dip out

    Drifting towards Fortnite thematically

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858718#Comment_3858718

    And will likely return to around 35K when people realize what DBD is

    What exactly is DBD oh wise one? 😂🤣

  • @RFSa09 said:

    I'm talking about that "get preference to find a killer match if you play as survivor in 2v8" thing from the survey, it's very semelhant to something we had in overwatch 1 back in the days, it was called "ticket" or something like that, I wasn't really a competitive player but i heard that it caused more problems than it fixed in the queue times if I'm not mistaken, so think 2 times before doing something with this concept

    Interesting. I didn't get this question during the survey.

  • @bleep275 said:

    Looking at the steam charts there has been a steep decline in player base. With the peak for the year being in June at around 99k players. The game is now 36k on December 16th. Now after the Vecna/Laura Croft chapters in the June time frame, it makes sense that there would be a surge in players for the release and decrease afterwards.

    That being said the decline was very stable until around September, which is when the decline in player base starts to accelerate. With only some resurgence for the Halloween events and 2v8. After those events things got wayyy worse.

    The timing of the drop-off seems to align with the introduction of the finisher mori and the current slugging epidemic in the game. I think the constant slugging is genuinely killing the game. I know of at least 8 people who stopped playing because of this new slug "meta". I myself have decided to stop playing survivor due to it.

    so my theory of the plummet is in PART due to the slugging and tunneling issue. What do you guys think is the cause?

    As others have pointed out, the active playerbase fluctuates over time and has its definite cycles monthly. Plus the vast majority of the playerbase is on the consoles, whose numbers we cannot ever know. But it makes sense those would ebb and flow similarly.

  • For me more than two dead or more than two out are wins for me.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858468#Comment_3858468

    They were only trying to address face camping, as that was the only issue. Proxy camping is not an issue at all

    I understand that. My point is I expect whatever they do to address slugging would be just to deal with one very specific kind of slugging.

  • I imagine they'll treat this like they did for direct face camping, by adding something basekit that only deals with the "everyone down and no way to get up" scenarios, and just that narrow issue.

  • Haven't seen a thread strongly complaining about Doc in years.

    The most skillful Doctors have become expert at denying pallet drops and vaults with his power, making them dangerous in chase. Imo this is more effective than skillcheck builds or his excellent tracking.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858168#Comment_3858168

    BHVR: "Thank you. After all the amazing feedback from our beloved player base, we have concluded there is one thing the players truly want. Nerf Pig."

    Nooooooooooooooooooo

  • @[Deleted User] said:

    Every release gives them more code to maintain, and the foundation has always been shaky. In my experience, management loves QA until a release might get delayed, then stuff is just going to get pushed through.

    They're kind of between a rock and a hard place. I feel for the newer devs who have to work with legacy code that probably isn't documented all that well. I've been in that spot before where I've had to spend weeks reverse engineering what the previous admin did because there's zero documentation.

    You're very rarely going to get buy-in from the bean counters on a refactor of 8 year old code. They're going to ride this out for another few years until DbD 2 comes along or they release another sustainable live service game.

    This is the most realistic way of looking at it.

    The game's code indeed always has been iffy, and the optimization rough. They're likely the only ones who can understand it all, hence why they handle that optimization in-house themselves.

    Bhvr is renounced for how they treat their employees and resist crunch, but deadlines are deadlines.

  • @Mooks said:

    was slightly annoyed at these checkboxes..


    .. but quickly forgot about them bc the amount of wuestions and texts following was waaay too much.

    I know I complained in previous surveys that there were missing questions that some people got and others not.. but this here should have been split into 2 or better 3 separate surveys

    Something I mentioned in the final comments section of the survey, and I hope others did as well. 😕

  • @rysm said:

    That's a lot of clicking…

    Just wait another year or two, when there's 3-6 more killers and 10+ more survs

  • The nightmare of when Resident Evil was first added to the game instantly springs to mind whenever these discussions happen. Altogether that chapter was probably the messiest mess DBD went through. As for buggiest killer, then yeah Twins wins that one.

  • @zarr said:

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

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

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

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

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

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

  • @Sngfun said:

    Swamp's honest reaction:

    That's what I'm saying! The Swamps over here neglected for so long ...

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