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Further thoughts on deathslingers balance.

Hewikll
Hewikll Member Posts: 7
edited July 2022 in Feedback and Suggestions

The premise of this post is that the Deathslinger is extremely weak.

A summary of why the Deathslinger is weak in isolation;

-Deathslinger is actually an M1 killer with a ranged gimmick. He can't actually down someone at range but despite this gets 110% movement. This speed means so much time is taken just to get into a position where you "can" shoot someone for more time to be lost in a reeling minigame and possibly to not down them anyway because the can survivors break the chain.

-With the chain break mechanic, an already limited range is limited even more. If there is even one obstacle on a long shot, the survivor can break it before the reeling is complete regardless of the skill shots execution.

-The chain reeling minigame can hold the Deathslinger hostage instead of the survivor. A little context specific admittedly, however even if you land a shot it can be entirely detrimental to hit instead of missing. The most common is shooting a survivor at a pallet successfully but the pallet drop goes through anyway. It is not possible to down through a pallet so you have to break the chain manually. If the survivor is not injured and you want the chain break state, if they don't struggle it is ~30 seconds to break it without very slowly moving yourself to break the chain.

-Deathslinger has THE highest time cost per shot of any ranged/pseudo-ranged killer. The deathslinger has the most brutal reliance on personal skill expression on not missing to play adequately. Though admittedly some might call this good, the balance of great skill for an ok performance is lackluster.

In comparison the strengths of the deathslinger;

-Deathslinger can get a shot off ~1-1.5 seconds faster than others. (Time still lost on reeling.)

-Deathslinger's smaller projectile can go around object more precisely. The trickshot's are still questionably useless with how easy it is to break the chain, bit this is admittedly strong at certain loops.

-And... that's it? To me the weaknesses vastly outweigh the strengths.


Why the Deathslinger is weak in comparison to other ranged killers;

-Huntress can down survivors at range, can down survivors at pallets, can down/injure multiple survivors quickly. However it takes a little bit longer to ready the hatchet, and the hatchet hit box can be janky at certain obstacles. Also only 5 hatchets before a reload is required is a mixed bag, less time lost in individual hatchet reloading but more in macro restocking. Overall I would say the Huntress' time cost per hatchet is better than Deathslingers

And on the counter argument of "git gud" with the same amount of hit accuracy, Huntress will massively outperform Deathslinger.

- Trickster takes multiple shots to down/injure someone. Has very little penalty to using ranged attacks, just aim, spray and pray. Not the best analogy to Deathslinger but in lower time cost and penalties for using the skill, stronger than deathslinger.


For Pseudo-ranged killers;

They are all better in every capacity. Yes they can't shoot people at 18m but they move faster at 115% and have ungodly amounts of utility.

-Plague can break everyone and leave them one hit from down, can infect objectives and if people remove infections she gains access to a ranged attack that can actually down at range.

-Artist can shut down loops, and gets surveillance on objectives with her skill.

-Pyramid head is a pseudo-ranged cannibal in being able to hit multiple survivors and can still use the skill more often than deathslinger. Can down/injure through pallets and wall.

-Nemesis is Pyramid head but edgier, less range but faster smack with the ability to insta-break pallets.


In conclusion, to me it seems that Deathslingers kit has been loaded with weakness in missing AND weaknesses in hitting. Where as other kits reward successful hits unconditionally whilst having less weaknesses.

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