Deathslinger Rework
I play Deathslinger a lot, and while I don't think he needs any changes to be viable, I recognize that he needs changes to be more fun to play against. I also wanted to keep his quickscoping alive while adding counter-play.
The Redeemer's base projectile speed is now 20 m/s, down from 40. The maximum distance and reeling speed stay the same. After aiming for 0.5 seconds, the projectile speed, chain distance, and reeling speed start increasing, capping after 4 seconds. The projectile speed will steadily increase as you hold it down, up to 80 m/s at max charge. The projectile distance will increase, going from 18 to 36 over time. The reeling speed will increase, doubling at max charge (can't find exact numbers on this one). Scoping with the rifle makes a small clicking noise similar to the sound that plays when you try to aim without a bullet, that's quiet enough to not be noticeable if you aren't paying attention, but loud enough that anyone paying attention could make it out.
The numbers would have to be tuned a bit, but my idea should get across fine here. The only way to make Deathslinger's looping more interactive is to make him charge up like Huntress, but his quickscoping is what makes him unique. So I wanted to weaken Quickscoping a bit without completely removing it, and give him more power if he keeps scoping. Now he can hit people from even further away, and the reeling speed is just to make it possible to get them to you from that far away. This also buffs a lot of his add-ons that deal with scoping, as they did nearly nothing before. Buffing movement speed while scoping, lower terror radius when scoping, Exposed when hit from 15 meters away. Right now only the reload and mending time add-ons are worth running, which is really unfortunate. I can't imagine my idea would work as is, it would definitely need tuning to make it work (20 m/s might still be too fast, it's hard to tell), but the idea behind it should work.
Comments
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why not make this mechanic an add on itself?
good ol deathslinger stays like it is but you can play him differently if you want to
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Why not give survivors the ability to break the chain by dropping pallets and using flashlights/firecrackers while being chained? That way survivors have more of a chance to break the chain around loops.
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