The Chucky Rework – A Dead by Daylight concept



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#dbd #dbdchucky #rework
I just wanted to throw out my idea of a bit of a Chucky rework idea. With him being on the tweak list soon I do not think it will be this many changes but I thought coming up with an idea to help address most players issues with him could be a fun thing
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Dstirke video- https://www.youtube.com/watch?v=Zo08Mq6W18I

0:00 intro
2:50 basekit
5:29 power changes
14:54 add ons
22:04 ending

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25 thoughts on “The Chucky Rework – A Dead by Daylight concept”

  1. I really like this rework. It gives Survs a bit more counterplay while fixing some of his problems for Playing him and Playing against him. He would be more Straticig with the Manuel Scamper and the Faking. I also love that you can play diffrent ways like going more into the stealthe form and make a build around it, play more with your Manuel Scamper, try to Silent Vault in a Chase to catch the Survs off guard and more. The only thing that I don´t like is that his addons are a bit boring and don´t really change the way you play exept the ire addons.
    Overall good rework in my opinion 😀

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  2. Tbh I think what they could do to Chucky is,

    Lower His Hidey-Ho Mode Duration to 10-12 seconds.

    Increase His Cooldown to 12-14 seconds.

    Make him a bit more punishing when missing at 2.5 and not 2.25

    A buff would be making his Slice and Dice match the Basic m1 attacks to 2.7 seconds

    Rat Poison add-on, I would make it like Huntress's glowing concoction add-on where you successfully hit a slice and dice you get aura reading for 3 or 4 seconds and I would make it a purple Add-on.

    The Laugh to the Visual Terror Radius would be good too for accessibility reasons.

    And then rework a bunch of his add-ons

    Now making a Killer weaker is fine to a certain extent like if this knocks Chucky out of A Tier to B Tier I don't think that's a bad thing, cuz there are some killers in B Tier that are quite Strong like Slinger, Nemesis, Knight, Vecna, Pinhead, Wraith, etc

    Edit: this is a side note, I've always thought Chucky was quite an overrated killer, better than certain killers like Dracula, Spirit, Oni, Wesker, Artist, and maybe Pyramid Head, but even tho I think he's the most overrated killer in the game imo, but I do think he needs addressing.

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  3. I dont know how much I like increasing his miss cooldown. The part I like ab his power is also the map mobility he has innately because he is a 110 at the end of the day.

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  4. I like the idea of only raising the miss cooldown to 2 seconds flat, and then let survs kick chucky to stun him.

    Tbh dbd players will never be satisfied until they can have some agency against the power itself. This would be a small, feel good change to also give way to rework certian addons to give you less cooldown post kick etc.

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  5. Idk I like going against Chucky, my only issue are the ones that just face camp tunnel you and that’s way more about the player than the character.

    I especially love him cursing me out in chase lol adds so much, makes me sad we don’t have a true Freddy representation.

    Also I’ve listened to you about standing still when you lose track actually works well if he’s Chuckspoting.

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  6. Honestly Chucky just needs to be reverted back to his original state but with a feature that if he manually scampers he goes out of nosey ho mode. Problem solved. Idk why this was not done in the first place

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  7. P100 chucky from oce here. Played the killer on and off since release and dedicated myself to one trick him as of may. I have played him completely perkless and addonless for the last 3 months. I like some of the ideas brought up but I’d like to propose my own changes

    Chucky Rework

    Basekit –
    3.6m/s when charging power < 4.4m/s while charging power
    Hidey ho 12<14
    Cooldown 12<10
    Miss cooldown 2<1.5

    Addons –
    Jump rope 4<8 (nerf)
    Tv 80>70 (buff)
    RAT POSION (PURPLE) aura of survivor injured with slice and dice is revealed for 3 seconds (rework)
    Running shoes (PURPLE) – stacking 3% haste for each chained scamper, up to 15% (5 scampers). Effect ends when slide and dice ends (buff)
    Plastic bag (GREEN) – effect same
    Silk pillow – 12m>6m reduction in terror radius (buff)
    Pile of nails – silences laugh when exiting hidey ho, undetectable 4>3 (buff)
    Mirror shards – (GREEN) Causes foot falls to spawn 8m closer to survivors
    Hard hat (I like this idea) – increased slide and dice range by 3% for every pallet broken by scamper (up to a max of 5) (rework)

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  8. One other idea for the HHM laugh; you could increase the laugh distance, but make it omnidirectional so people can’t tell where he is. Basically thinking of those horror movie moments when the killer is hidden and still talking to their victim.

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