HOW TO BUFF DEATHSLINGER!!!

Vampwire
Vampwire Member Posts: 709
edited August 2022 in Feedback and Suggestions

It's no secret that Deathslinger is UTTERLY USELESS now after the nerf. So I think we should give him his snapshot back. People say it had no counterplay, but it did. As long as I messed up the shot and sucked at Deathslinger in general it was balanced and counterable. Survivor mains are just so entitled these days...

I also think he should get a horse. It moves at 8.7 meters per second, and Caleb goes "YEEEEEHAAAAAAWWWW" while the horse stands on its back legs and neighs. Any survivor hit by the horse suffers the "trampled" status affect and is affected with hindered for the rest of the match.

SPECIAL ABILITY: SLIDE

After breaking into a sprint, The Deathslinger can do a slide to gain more momentum. If The Deathslinger gains enough speed he unlocks his secondary ability, WALL RUN. In WALL RUN The Deathslinger will be able to free aim his gun while running on the wall. He can also wall-run with the horse equipped.

Also I think its RIDICULOUS that we don't have any other options but iron sights! I think after 4 headshots you should be able to unlock a laser sight that increases accuracy. As well as unlock better guns, such as, a sniper rifle, a shotgun, and a full automatic light machine gun.

Post edited by Rizzo on

Comments

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205
    edited June 2022

    Deathslinger has screwed leg and you want him to slide? That doesn't fit his theme at all...

    Yes, we know you like attack on titan, but he is just not good for it.


    I want laser sight tho... that would work for sure :D

  • Vampwire
    Vampwire Member Posts: 709
  • RonMan32
    RonMan32 Member Posts: 413

    All great ideas :)

  • RakimSockem
    RakimSockem Member Posts: 1,998

    How to buff him:

    Step 1: Don't.

  • SeannyD115
    SeannyD115 Member Posts: 583

    With old slinger what was the bigger problem the quick ads shots or the zoning from the quick ads?

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Titanfall but with horses

  • SeannyD115
    SeannyD115 Member Posts: 583

    The zoning problem could have just been fixed by adding a slow down to bringing the gun back down after pulling it up.

  • Rougual
    Rougual Member Posts: 526

    Let me press the active ability button on a downed survivor to spike then into the ground preventing recovery progression and movement.

  • Vampwire
    Vampwire Member Posts: 709

    if u think deathslinger is weak then that says more about your skill level with him.

  • Viamont
    Viamont Member Posts: 304

    As much as i love the idea of him having a horse and go bonkers on the field, i tink that just by reversing his nerf it would be allright, slinger its meent to be a strong 1v1 killer, he has 0 global presence and preasure, survivors complaining he has no counter honestly are the in my eyes the same ones that are complaining on the forum about leaving the game because of the nerf to DH, they just want easy games and hump the exit like maniacs

  • Nathan13
    Nathan13 Member Posts: 6,706

    Give us his quickscope back and everyones happy.

  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    It probably is partially because he is the only ranged killer to fully benefit from all the general killer buffs in the last patch.

    Also gens going to 90s makes his ridiculously bad 1v4 less of a problem.

  • theTARNavsky
    theTARNavsky Member Posts: 158

    "People say it had no counterplay, but it did. As long as I messed up the shot and sucked at Deathslinger in general it was balanced and counterable."

    Lol, a counterplay to a killer should be that they have to mess up. Great logic 🙂

  • Devil_hit11
    Devil_hit11 Member Posts: 8,691

    sounds like god pallets and safe pallets for survivor. why should i need wait for a survivor to make a mistake for me to down them.

  • ElSegador
    ElSegador Member Posts: 21

    As main Deathslinger, the changes that are not very crazy that I would do are these. Currently Deathslinger, raises and lowers the weapon slowly, because the Survivors complained that it was "not fun to play against" Deathslinger does not have to be fun, he is a murderer, he has to kill and disturb the work of the Survivor in some way . So my first change I would say is to make the weapon go up fast like the previous Deathslinger, but keep the weapon down slowly, after that, have the Deathslinger reduce its terror radius from 32 meters to 24, like the previous one, he is the only Killer that walks at 4.4, and has a huge terror radius, it would lower his range to 24 meters again, then when he is hanging a Survivor and carry him on his shoulders, he would give him a speed of 4.6 , he is extremely weak at hanging Survivors, and as a last change, that this should have been implemented as a base for him, long ago, that if the Deathslinger is pulling a Survivor with the chain, without any obstacles in between, that he cannot No allied Survivor should come to stand in front of the chain, to break it faster, so as not to collide with other Survivors.

  • Vampwire
    Vampwire Member Posts: 709

    So Deathslinger shouldn't be fair and survivors can't cooperate as a team to counter him? All you're asking is removing dynamics to make him a really linear and braindead killer.

  • Vampwire
    Vampwire Member Posts: 709

    He has some of the best anti-loop in the game idk what you're on about. He can literally pull himself around corners and keep u in place for a hit. His zoning is insane if you use it intelligently. As well as being able to pull people out of position mid chase or getting a guaranteed hit at nearly every window. His telegraph is what makes him fair. Nothing about snap-shots was healthy or good for the game. Asking for old Slinger back is just asking to put him back on easy mode. Most people suck balls at Deathslinger. I'd say most killers you face in an average match are usually terrible. You can base your opinion off of those matches or u can take it from someone who plays him regularly. The only things I would change about him would be the terror radius to allow him to snipe more often, an add-on pass and some quality of life. He's in a very good spot as is.

  • Vampwire
    Vampwire Member Posts: 709

    Yet again, if you struggle getting downs or landing shots with Slinger, that's on you. Him with STBFL takes an already strong killer to a higher level. So if you struggle with him, try that. His power is playable in basically every loop. His 1v1 is what lets him build pressure. The only time I'd say he's weak is on Haddonfield and Lerys, where its hard to set up shots because of the close quarters. But even then they're the maps I have the most fun with him on because of the shots you can hit. Once you learn where you can and can't shoot, it becomes really hard for survivors to get anywhere. You can sometimes hit survivors over loops you can't even see them on. I don't think anyone who talks about reverting his nerf realizes his true potential. And you're only showing me that I'm right.

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252

    people severely underestimate slinger's strength idk why. maybe there just aren't a lot of good slingers around, especially post-nerf

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,233

    Just give Deathslinger some Heelys and call it a day lol.

  • Vampwire
    Vampwire Member Posts: 709

    It's because they never had to actually learn his mechanics before the nerf. I loved him when he came out but he was so brainless that I felt bad playing him. So, instead of taking the time to learn him and how to play him, they beg for the easier and busted Slinger.

  • ElSegador
    ElSegador Member Posts: 21

    And no, the assassin is still a 4.4 movement speed assassin, who has no Tps, the chain continues to be cut by structures, he can crouch to avoid the Harpoon, he can crouch in a structure, he can even move the Survivor to dodge the shot, the only thing is that perhaps it will be less predictable, that is, you will not see exactly where it is pointing, like the previous Harpooner, the Harpooner is extremely slow, in chase, in the field, in everything, it has to be a beast in chase, and that's why it has low mobility, we compare it with the Huntress for example, wow, a shot, a blow, I think it's more than justified.

  • Vampwire
    Vampwire Member Posts: 709

    Yea, but he's still very deadly. Deathslinger IS that beast, he just takes more than a single braincell to use now.

  • ElSegador
    ElSegador Member Posts: 21

    And no, the assassin is still a 4.4 movement speed assassin, who has no Tps, the chain continues to be cut by structures, he can crouch to avoid the Harpoon, he can crouch in a structure, he can even move the Survivor to dodge the shot, the only thing is that perhaps it will be less predictable, that is, you will not see exactly where it is pointing, like the previous Harpooner, the Harpooner is extremely slow, in chase, in the field, in everything, it has to be a beast in chase, and that's why it has low mobility, we compare it with the Huntress for example, wow, a shot, a blow, I think it's more than justified.

  • Lastchild
    Lastchild Member Posts: 333

    How to upgrade the DeathLinger :


    - Base Speed : 4.6

    - Aim down Sights : 0.1 seconds.

    - Exit aim : 0.3 seconds.

    - Radius of terror : 24 meters.

  • RonMan32
    RonMan32 Member Posts: 413

    Deathslinger is not weak. But he takes a decent amount of skill for him to reach anywhere NEAR his full potential. And his full potential is mediocre. He takes a lot of skill to play for him to be at all usable, and even then he's mid tier, upper mid tier at best (specifically for people who hit those amazing shots through pinholes, otherwise just mid tier). I know this is a joke thread but I genuinely think he needs a buff or rework. Attached is a concept I came up with. I'd love to know what y'all think!


  • RonMan32
    RonMan32 Member Posts: 413

    This is an absurd strawman. All counterplay requires you to COUNTER your opponent. If they're decent and don't get the shot you DID counter them. You can dodge, duck, sprint burst, hold tight on loops etc. (You used to be able to DS but that got nerfed hard. Hope they partially revert that) He has plenty of counterplay that does not simply rely on him missing shots. The redeemer projectile is rather small and is not at all hard to dodge, especially at distance at which point the 'slinger is really screwed if he beefs that long shot. Even when he does get you as long as you positioned yourself with your brain you should be able to break chain. Obviously if you were in the healthy state you still got injured but now he has to reload, which he either does immediately giving you a chance to make some distance or he doesn't and a normal chase with a *4.4 killer btw* ensues.

    P.S. if you're referring to old pre-nerf 'slinger then you probably understand that NOW dodging exists as an option and I agree with you. Old ADS was insane it seems. Still could use a small revert imo but only a small one.

  • Vampwire
    Vampwire Member Posts: 709

    I do like the concept of being able to move faster when the chamber is empty, but that also goes against his design. The reason he's 110 is because of his anti-loop. A very versatile and strong ability needs some sort of draw back. If he moves faster then his power loses it's purpose because he can just walk at you and not have to use his power if he wishes so. Part of learning his kit is knowing when to reload, so removing that in it's self goes against part of his mechanics.

    As for your other replies, most of this post was sarcastic. Poking fun at people who want absurd buffs for him. You said you never experienced old Slinger. The truth is that he could aim and shoot much faster than you could react, meaning you always had to assume he was about to shoot and that alone zoned you out of any potential counter to him. It was complete guess work, and the only time you could win against old Slinger was if he missed and played bad. You couldn't bait shots, or crouch in time to dodge. It was instant. There was literally no other counter than just getting lucky. Right now he is in the best state he will probably ever be in. All that I would ask is for more interesting add-ons and the removal of reload speed add-ons. Right now the reload add-ons make the penalty for missing almost non-existent along with the distance survivors can make for Slinger missing a shot.

    Is he hard to learn? A bit, yes. Is he a top tier killer? Not at all, but he's definitely a higher B ranking when used by a skilled player. He's a lot like Billy in a sense, where the power takes a lot of dedication to master and use efficiently, but still isn't Nurse or Blight tier. And that's okay! Not every killer needs to be that good just because they're tough. I don't want old Deathslinger back largely because it just erases his learning curve and makes the survivor side miserable. You don't have to learn hole shots, how to drag people around corners, setting up long distance shots or learning when you should let the chain break or not. All old Slinger has to do is wait until you vault a window or run towards a pallet and he wins a 50/50 game on whether you're going to dodge or not. He still has insane lethality and that's what makes him so fun and satisfying to play.

    tl;dr: Nerfing Deathslinger back to his old state would just be hand holding the people who don't actually care to learn how to play him and make the game suck because everyone would use him for easy wins again.

  • RonMan32
    RonMan32 Member Posts: 413

    Very good points. Also yeah I'm aware this is joke thread more taking the piss on people like me who want a buff. I do agree that increased speed while the redeemer is unloaded might make him a little more brainless but I imagine myself using the speed boost as a way to time reloads differently. I won't pretend to have any idea what I'm doing writing up these concepts.

    I do kind of disagree about the reload increase add ons though. I think they exist to promote a play style to go for more risky shots without completely screwing yourself over and are not at all that difficult to play against.

    I would never claim that his nerf wasn't deserved but I am sympathetic to his ADS feeling a lot more sluggish. I don't want a return of quickscopes just maybe a slightly snapper ADS mainly for feel.

    Anyway I made a new version of that concept. It still maintains the speed increase when keeping The Redeemer unloaded because frankly I don't see it as game breaking, even if it is unnecessary. I think it adds more thinking required for when is the ideal time to reload as opposed to less. Maybe a fair trade of would be missed AND successful basic attacks while this speed increase is active are longer?

    Check it out:

    All and all it's not the end of the world if he doesn't ever get base kit changes again but I want SOME attention for my boy. DMS nerf hurt a little.