How come deathslinger hasn't been reworked?
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Oh she has tons of counters - more than almost any killer in the game. Her 40m lullaby makes stealth extremely viable against her. Her hatchets take a second to throw at base, which is already longer than a Deathslinger quick scope, and can be dodged by any survivors that aren't point blank due to their slow movement speed. They're also just generally less accurate and harder for her to land until they've been charged. In order to charge up a hatchet that moves as fast as Deathslinger's chain, she needs to move at substantially reduced speed for 2.75 seconds. During this time, the survivor can continue to gain distance on her and possibly get to cover, but even if there's nothing to hide behind the survivor can just alligator run to try to force a miss without losing distance. I do agree that a Huntress missing a max-charge hatchet on a close or medium-range survivor in the open is 100% on her, but my point is that survivors have ample opportunity to not put themselves in that position in the first place. That's not the case with a zoning Deathslinger.
Deathslinger can also ADS in .15s, meaning he's hardly slowing down at all while faking a quickscope and can repeatedly spam ADS to bait / probe for dodges. Huntress also has very clear audio tells when she's readying a hatchet, when it's fully charged, and when she's putting it away, which makes life easier for survivors even if they don't have line of sight on her. Huntress also has a short M1 cooldown after putting away a hatchet that Deathslinger does not have when he puts down his gun. This gives survivors a fraction of a second to drop a pallet or vault a window if she tries to go for an M1. Finally, while her 5 hatchet max is definitely an advantage over Deathslinger, she nonetheless can be forced to drop chase if she misses a few hatchets, especially if she's trying to slug and snowball without reloading from a previous chase, which is pretty common.
Huntress's 50/50 at pallets only really comes into play when she is very close to the survivor, like, close enough to swing through the pallet. Survivors have a lot of warning when she's coming, so they have an opportunity to play conservative and avoid her getting that close in the first place. And, even then, a true 50/50 beats a lose/lose unless the killer's bad.
Because of the slow speed while charging a hatchet and the need to charge the hatchet for quite a while before it can't be dodged, you don't really need to predict Huntress much at all. Against a Deathslinger that's zoning you, meanwhile, you're forced to perfectly predict what he's going to do and when or you need to hope he's bad. If neither, you're taking a quick hit almost every time. The only possible saving grace is a safe pallet you can pre-drop.
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He doesn't need to take that shot, though. Just keep chasing. He's not going to lose the survivor and he's going to keep gaining distance, especially if the survivor swerves out. The only time you might want to consider shooting is if the survivor is already injured and they're going to be able to pre-drop a safe pallet if you don't shoot them, but in that situation you're usually better off trying to shoot them before they reach the corner than shooting at the last second and giving yourself an unnecessary 50/50.
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Interesting views but most things you listed as counters are imo misplays on account of huntress not properly managing her cooldowns and distances, winding up when she should not have, going for unnecessary risky shots when she could have gone for a safer one etc.
Thank you for the detailed answer, good day to you sir.
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Oh yeah, I agree that she can limit these counters with good play. Like if a good Huntress is pulling out a hatchet at all, there's a good chance she's hitting someone with it. Still, she can't control her Lullaby, so survivors have ample opportunity to hide or get into an advantageous position by the time the chase starts, and her inability to zone + slow hatchet charge means that she can get looped around anything she can't throw over.
G'day to you as well :D
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2-3 usually. i tend to let the last person go if they played well. and due to the wonky matchmaking it's commonly people from all ranks
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Y'all guys seem to forget he has way more cool-down than anyone else.
- 0.15s Activate/Deactivate ADS
- 0.5s Firing delay -> Delay between clicking the attack button and the moment his projectile launch
- The spear speed is 40m/s for a max of 18m. At 10m it take exactly 0.25s to reach you, at 18m it take like 0.47s
- Successful Spear Hit cool-down: 0.5s / Missed Spear Hit: 1.5s
- Broken chain cool-down is 4s
- Reload cool-down is 2.75s and he's slowed at 2.64m/s
From the moment a Deathsligner aim to the moment his harpoon launch there's a 0.65s delay. add the traveling speed and you're almost at 1s delay for max range.
The only change I can see is:
- Activation of ADS goes up to 0.5s
- Deactivation of ADS goes up to 0.25s
- There is no longer any delay between clicking the attack button & the harpoon firing.
With this lifting his gun is useless unless he's shooting at you.
So tell me, what cool-down would you change on him without adding even more cool-down to hit kit.
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