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xTHE_ULTIMATEx7

xTHE_ULTIMATEx7

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xTHE_ULTIMATEx7
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  • @VomitMommy said:

    I really don't like the change for him to start cooldown recovery after finishing slice&dice.

    Can't they just increase it by 0.5-1 second instead?

    Their change kinda punish you with longer cooldown if you try to go for long range hits, which should be rewarded instead in my opinion.

    Agreed. I really don't want to Chucky players to be forced to play it safe the whole game as it kinda gets rid of player expression and makes his gameplay super straightforward and by the books.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747265#Comment_3747265

    scamper nerf is forcing chucky to break certain pallets even though i am suppose to be ignoring god pallets and safe loops. so no, @OrangeBear is right when it comes saying that turn-rate is not good enough.

    never said you were supposed to be ignoring god pallets. chucky shouldnt be that busted. it shoudlnt be an issue that he has to break some pallets and i think the current scamper counterplay is fine

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747240#Comment_3747240

    they need to be running forward in most instances for scamper to work. If they hug the loop, you can't turn enough with his dash to get an angle to hit them. I am happy where he is at as a killer. for him to be perfect killer, he is only missing his scamper to 100% complete. at same time, my concern is that if they do make scamper effective, he'll land up like blight where he will stay strong for like 1-2 years then be nerfed. It might be better that he stays like this with an incomplete power.

    People will have to be running forward in certain circumstances so while rare, it is possible. Also, with how BHVR seems to be listening to outside sources on opinions for killer changes/balance, I doubt he would end up like Blight. Scamper just needs to be a little faster and he's in a great spot basekit wise.

  • While not a lot of counterplay is available to slice and dice, it still does exist. It mostly boils down to a less egregious version of Nurse. The most important things to do against Chucky are to remain out of LOS, be unpredictable with movement so he can't hug a wall with slice and dice, and 50/50s at pallets/windows. Also make sure you respect his space by running early against him and more often than not, pre dropping pallets. Don't get me wrong, Chucky is insanely strong (top 5 imo) and definitely deserves some nerfs (mainly to slice and dice charge time) but the counterplay is there.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747184#Comment_3747184

    the lower power cooldown allows him to use his power for mobility granting him that nurse-type kit with mobility and potent chase. They don't want him to be better than nurse which is why they nerfed his scamper. With all that in consideration, his kit is fine where it is at.

    His charge speed surpasses almost every single killer in the game. Both billy and Oni have 2.5 second charge times to active their dash. His 1 second charge-time dash is definitely contributing factor for his strong chase. He doesn't give survivor much time to react/reposition. So in many ways OP is right.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747192#Comment_3747192

    but most survivors I've encountered have little to no time to react to itand I don't think that makes for very enjoyable gameplay on the survivor side. I would definitely wait to increase the charge speed and see how the chucky counterplay develops over time, but it should be a change worth considering for game health.

    I suspect that survivor would eventually complain about his super fast charge-time dash.

    I believe turn rate is mostly fine currently because if it was increased we would kind of go back to scampers being uncounterable which I'm not a big fan of considering slice and dice doesn't have too much counterplay to begin with if used properly.

    Not being able to have any chance to hit the survivor is no counter-play for the killer.

    Not sure how to quote specific sentences but regarding what you said about the killer having no counterplay for scamper dodging is actually untrue. Scamper hits are most definitely possible, but you just need to be sure that the survivor is not close to whatever pallet or window you are intending to scamper. If the survivor is staying near the pallet/window to avoid your scamper, just kick or vault the window instead and catch up immediately with a regular slice and dice. Increasing scamper speed would be a better fix imo as it gives less time for a survivor to react to you scampering by moving to said pallet or window which puts a better emphasis on positioning against chucky rather than just having to hold w because you'll end up getting hit if the chucky scampers because his turn rate is too insane.

  • @OrangeBear said:

    I think the power cooldown atm is why scamper can't be good. Because if you chain scampers and get a hit it allows you to have a shorter cooldown after you hit the survivor. I don't think scamper hits should reward a shorter cooldown because it overwhelms survivors.

    I think the problem with scamper is the turn rate. Because atm, at most pallets, after you scamper a pallet survivors can just walk to the side of the pallet and chucky cannot hit them and then they'll vault the pallet.

    Also i don't think the charge speed is too fast especially compared to other killers. Slice and dice needs to be fairly reliable because he's a 4.4 killer.

    Chaining scampers to get a hit very rarely works out for you so I would argue that if you do get a scamper hit, you should definitely be heavily rewarded for it.

    I believe turn rate is mostly fine currently because if it was increased we would kind of go back to scampers being uncounterable which I'm not a big fan of considering slice and dice doesn't have too much counterplay to begin with if used properly.

    As for charge speed, 25% increase isn't as big of a deal as you may think and I do understand that his power should be reliable, but most survivors I've encountered have little to no time to react to it and I don't think that makes for very enjoyable gameplay on the survivor side. I would definitely wait to increase the charge speed and see how the chucky counterplay develops over time, but it should be a change worth considering for game health.

  • I think that overall the map is pretty well made and is fairly interesting with the main building and middle section being both a chokepoint and a lookout spot. Tile spawning is normally good but there can be some egregiously bad deadzones occasionally and sometimes 4 generators can spawn on one side of the map which is extremely unbalanced. Otherwise, not a map that needs too much attention.

  • Legion (Julie) in the Party Crasher outfit. No contest

  • @dspaceman20 said:

    I keep hearing about instasaw hillbilly but I never actually seen or played against it before I think. Can someone explain?

    Basically, Hillbilly used to have addons that would heavily decrease the amount of time needed to fully charge his chainsaw allowing him to use it pretty much anywhere with little to no skill being involved. You could charge the saw so quickly that survivors would have no time to do anything and just immediately go down.

  • I wouldn't "nerf" Spirit but instead change her to have more counterplay on the survivor side. Currently, survivors have zero information on where the Spirit is while phasing. Not only that, it's borderline impossible to tell if she really is phasing in a real game. The standstill "mindgame" is probably the cheapest way to get a hit on survivors and requires zero skill to pull off. Why should a killer be rewarded for doing absolutely nothing? What survivors need is more info on where the Spirit actually is. A good fix to this would be adding some sort of directional sound that gives survivors a general idea of where the Spirit is but not enough to know her exact location. It gives both sides actual counterplay and stops Spirit from being a literal guessing game to play as and against which is not only unfun but also unhealthy for the game.

  • Just had the same issue. I don’t know if it’s the same on the survivor side as well.