Houndmaster Fixes, Chucky Nerfs, and More – Patch 8.4.1 – Dead by Daylight



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Patch notes: https://forums.bhvr.com/dead-by-daylight/kb/articles/483-8-4-1-bugfix-patch
http://www.twitch.tv/ScottJund

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41 thoughts on “Houndmaster Fixes, Chucky Nerfs, and More – Patch 8.4.1 – Dead by Daylight”

  1. I might be doing the wrong kind of math, but I think Chucky will travel 14.4m in his power (1.8sec*8m/s) versus traveling 12m (1.2sec*10m/s). So, he won’t be as explosive, but he can go further than before.

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  2. Ya, I think Chucky is dead atp. Maybe top of C tier at best now. I haven't tried the changes myself yet, but I know for a fact that speed nerf is going to nuke him. That's not even considering the fact is CD is now what it basically was on launch (stupidly long). No genuine compensation buffs either (duration is stupid and almost nothing; scamper buffs are useless because you can't turn in it). I guess it's not surprising, though. Kill SM, move on to the next. Wonder who will receive the nerfs of death next. Lol

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  3. You'd think they would maybe shore up the bugs and glitches with the other two pet killers we have being Twins/Knight before releasing a fully pet based killer but they didn't and it shows with Houndmaster.

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  4. I swear, these whiny ass DBD players aren't gonna be happy until Chucky gets the Skull Merchant treatment. Why not, huh, BHVR? Everyone already bought him. Why not gut him, and drive people to spend money on other killers. Ugh

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  5. The Chucky change is pretty obviously a nerf. The longer duration means absolutely nothing as you only gain about 2.4 meters of distance more than before, while being much slower, meaning the distance "gained" on survivors will be less than those 2.4 meters since survivors get 20% further away from the moment you start your dash than they would have before. If you hit now, you would have probably hit before too, but Chuckys strength wasn't countering survivors holding w anyways. If you miss, too bad. Then you have to wait for 2 seconds longer than before while still being 110%. The slower Slice&Dice feels bad to use too if you're used to the faster speed. Feels like some kind of slowmotion baby version of what it was before.

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  6. Why did they go back to 14 seconds for Chucky? 14 to 10 seconds. One was too much and the other too little so they settled on 12 seconds which was a good in-between number but now they went back to 14 seconds?? What a pain..😩

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  7. What I learned from this patch is that people do not understand how to evaluate speed on killers. So many people in the comments saying you go further with Slice & Dice, pulling up math to “prove” it, and that math doesn’t account for the fact that you are going after someone who is running away from you. Whenever a killer’s speed is changed for a chase-oriented ability, you should be subtracting 4 m/s before comparing the versions to determine if they’re actually gaining/losing distance on a survivor.

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  8. Scott you should absolutely not miss out on the Human Greed buff. Since
    it is a aura reading perk, that increase from 3 to 5 seconds is huuuge. Now I will say, on it's own
    Human Greed is meh, but with Hoarder it now becomes a very strong perk combo with the survivors
    basically having the side objective of having to do chests.

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  9. For Chucky, the total distance travelled in a Slice & Dice has been slightly buffed, but the slower movement speed will still be felt and is definitely a nerf overall.

    If there is one thing I'd like to see changed about Chucky it would be slightly better manoeuvrability after scampering. As it stands right now, it's almost impossible to hit a survivor with a scampered Slice & Dice unless the survivor practically runs in a straight line away from the pallet, which you'd have to have like 5 minutes of playtime in DbD total to be doing against Chucky.

    I don't think it should be head empty levels of easy, but I also think it shouldn't be almost impossible. There is a balance we can reach here.

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  10. What a crap killer. They should had made it so 2 people can play this killer, one the person and the other the dog. The other person can move around everywhere and hold survivors when bitten, no damage. The dog can be blinded for a long time like zombies and pallent stuns last longer as well. Me and my boy would play the fuck out of this.

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  11. WTF does 'increased Upside Down suggested velocity' mean? I mean I know what it's supposed to mean, but seriously, is it any wonder there are so many bugs in this game? BHVR's coding and text writing are about equal it seems

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  12. So according to the patch notes, Chucky used to travel 1.2*10=12 meters, now travels 1.8*8=14.4, so 2.4 meters further, but also takes 1.8-1.2=0.6 seconds longer to travel the full distance. During this time, a survivor is able to run 4*0.6=2.4 meters, which is exactly the extra distance Chucky is getting, so it all sorta cancels out, but is probably a net nerf since survivors have more time to react.

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  13. Yeah, the Deviousness gains on Houndmaster are atrocious. You'd have to spend most of the game just farming grabs to get anywhere close to maxing it out. They are not the only Killer that needs their Deviousness numbers tweaked. Even before the move from eight million max to ten million max some Killers just struggle to earn points in that category. Considering it's the one category that differs for each Killer, with only some minor additions in others based on powers, it's understandable the devs have some trouble balancing out the Score Events properly. They often vastly over estimate how much of an action you will be doing and as such have them be low numbers. Some Deviousness Score Events should be double or even triple if not more what they are worth at the moment.

    Thanks for the video Scott.

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