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How to fix deathslinger

Chilli_man2400
Chilli_man2400 Member Posts: 2,893
edited November 2020 in Feedback and Suggestions

So there’s been a lot of hate recently with deathslinger. People claiming he has no counter play in chases cause of his instant ADS and people want to increase his ADS but that will gut him and make worse than clown. Here’s my changes of how to make him more fun to go against and play as

1.After ADS you cannot shoot or attack for 1.5 seconds.

2.if your outside his terror radius you get a sound cue for when he ADS

this would fix all the problems for the survivor side and make him more counterable but as for the killer side he will get some buffs.

3.increase chain range from 18 to 24 meters

4.reduce reload time from 2.75 seconds to 2.00 seconds and reduce the cooldown after missed shots from 1.50 to 1.00 seconds. Nerf the reload and missed cooldown addons

5.make iridescent coin range limit 12 meters and make hellshire iron addon a infinite range chain.

these would fix deathslingers viability while also fixing his zoning and annoyance.

what are your thoughts do you agree?

Post edited by Mandy on

Comments

  • Fishydevili22
    Fishydevili22 Member Posts: 48

    I don't think there is a problem with deathslinger currently he is a good killer that does not rely on survivors mistakes like most killers. He can get the job done without the opponent messing up which is why he is so good. Too many killers rely on 2 things their power which can help and survivors messing up. You should be able to get the job done without the opponent messing up. It should be you messing up which screws you.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    number 2 is already a thing though.

    you literally get a super loud ringing bell in your ear when he aims at you.


    for 3, you'd have to drastically increase the durability of the chain aswell now, as otherwise you wouldnt have enough chain durability to pull them towards you.

    and for 5 i'd honestly just want to get the current version of the Iri Coin completely scrapped and instead receive a silencer for his gun. and what exactly do you mean with "infinite range chain"? that there is no limit to how far he can shoot? or that the chain never breaks?


    the others sound okay, but how exactly they would affect the game is sthg we cant really tell without playing it. a 24m range on him does seem quite far though.

  • FregglesFred
    FregglesFred Member Posts: 317

    He's fine. Just get better at getting away from chases.

  • Mr_Madness
    Mr_Madness Member Posts: 1,003

    I agree with the buffs but not the nerfs since still kinda easy to avoid deathslinger if you know when he is gonna shoot.

    Would be very interesting to see a passive effect if he misses a survivor like giving them Hinderance for couple seconds only if they were in chase so Deathslinger can reload and try and get another shot but this happens at random so they cant just abuse it.

    And maybe have hit boxes slightly bigger since sometimes he shoots through you and your still not harpooned.

  • notstarboard
    notstarboard Member Posts: 3,790
  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,893

    What I meant with the Hellshire iron is it makes the chain range infinite meters so if you shoot at a exit gate from far away you will spear the survivor that’s there it’s basically like a huntress hatchet but in a straight line.

  • FregglesFred
    FregglesFred Member Posts: 317

    Easy.

    Drop Pallets earlier.

    Lose line of sight (just like nurse!)

    Gain Distance!

    Make your movement hard to predict. A straight line gun-shot is an easy down. If you're in the wide open, that's really your fault. Same goes with anyone with an insta-down power. If you're out in the open, that's a hit. Not Slingers fault for you being out of position.

    I gave you some examples. Anyone saying this killer has no counterplay.. Just doesn't like to play different from other killers.

  • notstarboard
    notstarboard Member Posts: 3,790
    edited November 2020

    The only thing you can do against a Deathslinger is drop safe pallets early. I agree that works, but it's map dependent. On maps like Ormond, there are loads of safe pallets. You can pretty feasibly just burn a bunch of them. Many maps don't have many safe pallets, though.

    You pretty much can't lose line of sight against a Deathslinger unless they've already hit you. You're going to be starting chases from very close to them because of how small their TR is. There aren't really any opportunities to lose line of sight until you get your speed boost after getting hit. Nurse is required to use her power or she will lose distance on you, meaning you will have opportunities to break line of sight if you can make her miss a swing or guess wrong about where you went. You can't do that against a Deathslinger.

    What do you mean by "gain distance"? The only way I know of to gain distance on a Deathslinger that isn't a potato is to pre-drop safe pallets, but you already mentioned that, so I'm assuming this is something else?

    You can't make your movement hard to predict without giving up massive amounts of distance. You have two options: 1) Hold W. Deathslinger catches up more slowly, but you're a sitting duck for a ranged attack. 2) Preemptively dodge. Deathslinger catches up more quickly and you're a sitting duck for the M1. It most certainly is not your fault if you're caught out in the open against a Deathslinger because you are forced to go out in the open to do your objectives. Let's say you're playing on Coldwind. Are you supposed to just not do gens in the corn? If an instadown killer approaches your gen, you can hear the TR getting stronger and you have enough time to find a jungle gym. No instadown killer can zone either, so once you get to a jungle gym you actually have a chance to extend the chase by playing well. Deathslinger, meanwhile, can straight up shoot you on that corn gen from outside the TR with Monitor. You get almost no warning that he's nearby until he's right on top of you... Deathslinger really doesn't need you to be in the open to be busted. He just needs line of sight. With a TR that small he is going to have a whole lot of line of sight in his chases, and there's nothing you can do about it other than running Spine Chill or OoO in SWF.

    ---

    It is ignorant to say that people who think Deathslinger has very little counterplay don't like to play differently than they do against other killers, especially since the lack of variety in gameplay against Deathslinger is one of the worst things about him. The anti-Deathslinger gameplan has two steps: 1) Split up and rush gens, 2) Pre-drop safe pallets if he chases you. That is honestly generic as hell. How is that any different than playing against a Clown? Chases against Deathslinger are boring af because there's just about nothing survivors can do in most situations even when they're playing optimally. It's 95% down to whether or not the killer is a potato. That remaining 5% comes in situations where you might actually be able to anticipate a shot and dodge it, like if you're about to break line of sight around the corner of the shack next to god pallet or something. Most of the time, though, that's not possible, and dodging just lets the killer walk up for a free M1.

    Edit: Imagine if Huntress had no lullaby and could whip fully-charged hatchets at you as soon as you see her hand raise. She would only get one hatchet at a time, but she could pull out another one by moving slower for a couple seconds. Wouldn't that be kind of busted in the 1v1? That's literally Deathslinger's power, except his attack has an 18m range and can deep wound people.