Was the nerf to deathslinger really needed?
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It was entirely needed. Many chase situations were just "Deathslinger the cutscene" as you literally lost in every possible scenario. He could shoot you during a vault animation. He could shoot you before you turned a corner. There was no warning to when you're going to get shot so you just had to guess, and whether or not you were right resulted in whether or not you got hit. Luck is not a good balance design. It was the same issue with Spirit in that all you could do was guess. And you can't guess right 100% of the time so you were bound to go down from being zoned or caught by the spear. There wasn't an alternative. You shouldn't have to rely on the other player being bad just to stand a chance.
Deathslinger as he stands now is literally the exact same as he was before. People don't like the change because they have to actually try to shoot survivors instead of getting free hits. You can still reel around loops, do hole shots and even zone a little bit. They fixed Deathslinger by doing what they did with Huntress, which is giving him a wind up time. And that should've been something that he had on release.
No killer should ever be able to just cancel their power instantly. It removes any sort of punishment for using it poorly. If you use it at the wrong time and decide "oh wait I don't want to do that now" you should pay a little price for that. A lot of people in this forum don't really care or have a legitimate sense on what balance is. To some balance is whatever helps them win in the easiest way possible.
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Yea and everyone talking about it was wrong. The fact is that he is going to be forced to shoot at some point, otherwise you will break line of sight or reach a safe structure. Making up a little ground doesn’t mean much when there are multiple safe pallets per map.
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...Yes, exactly. He's going to be shooting at some point, so you can't ignore him ADSing briefly, but he's also not going to shoot you just because he's raised his gun, so you can't just keep swerving because you'll lose distance.
Combined with a quickscope being literally too quick to dodge when he's at a certain distance from you, and survivors are at a lose/lose with no real agency in the chase beyond hoping there's something to break LoS or hoping that the Deathslinger just misses when he does shoot. The changes needed to go deeper than what we got, but they were still ultimately necessary.
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There aren’t really any killer nerfs that are justified, beyond things like old legion and old Nurse addons. Killer is incredibly weak atm. As survivor, I am escaping around 4/5 matches, and the one loss usually comes from one of my teammates trolling. Killer needs to be strong.
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Well, he is a Killer so that makes it a top priority NERF. Now doesn't it? And no Haddonfield does not need fixed it is perfect.
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No, and anyone who says otherwise is blatantly biased.
There's no way they could have nerfed his quickscope without making him trash and clunky; that was the primary reason why people had fun playing him, so now that it's been taken away, he joined his cowboy friend Billy in the forgotten dead killer territory.
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As a full squad? Yes, Slinger was easy to play against. But you dont play with full squads. The majority of players play solo or duo.
Let alone that MMR bases your "win" on escape or kill, and as a solo player, you cannot really win against Deathslinger, hence a nerf is needed.
So yes, a nerf in his quickscope was needed, and due to M&A making his lethal kit even more lethal than it is, and a lack of him having a lullaby, caused them to change his TR untill they either create a Lullaby or untill they make him 115%.
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"as a solo player, you cannot really win against deathslinger"? Being solo or in a full SWF won't make a chase easier unless the whole team comes to take hits, so it literally is the same to 1v1 this killer in a soloq or in a swf, and it definitely wasn't hard to escape him as a solo player, because the deathslinger didn't had any impressive kill stats
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No he wasn’t, they just baited the crap out of you with no cooldown and made you lose distance. He was 100% guaranteed to get a free hit on you.
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Funny how I haven't played against a gunslinger in forever and I'm playing mostly survivor atm.
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No. It's just the behavior balance design. You can't delete a character, so when people begin complaining about a killer, they simply nerf them so bad that no one ever plays them again. Which in turn ceases the complaints.
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Yes because of how unpredictable his power was to play against. He could have used a really good buff in the 1v4 area though because now that his 1v1 is weaker he's just awkward to play
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Nope.
But neither was the nerf to Wraith or most of the Cenobite nerfs.
Unfortunately, BHVR are balancing the game around gross kill rates (I'm guessing) which means that they aren't really concerned with viability at mid-high MMRs.
Naturally, this means Nurse and Trickster need massive buffs.
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Developer notes: We were unhappy with how easy it was for players to “insta-scope” survivors, especially given how little counterplay this had for survivor players. To combat this, The Deathslinger now has minimum enter / exit times when aiming down sights before being able to shoot / attack normally. We have also adjusted the stun when survivors break free to be the same as a successful hit, giving players a choice to break the reel early in exchange for losing out on the damage / deep wound. Wanted Poster and Jaw Smasher are to account for his new base movement speed while aiming: When stacked The Deathslinger moves at ~3.9m/s, which is very close to Survivor move speed of 4.0 m/s.
did it was needed ? yes , insta scope was unfair because whatever you do you get a hit. did they nerf it the right way ? idk an other way to nerf insta scope.
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you must've been facing some potato slingers then lol. he was no way "easy to play against", trust me, I've steamrolled so many games with him pre-nerf to the point that it felt a bit unfair. but yeah, the nerf to him was a bit excessive IMO. It would've been better to nerf his quickscope and keep the small TR.
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