Revert Deathslinger's Nerfs
![arcaneGospel](https://us.v-cdn.net/6030815/uploads/avatarstock/n6KZOSXWW3JOC.png)
Deathslinger's nerfs came from a bad place. Not all of them were bad--the second of recovery after dropping ADS is good. However, Deathslinger's entire design was fundamentally misunderstood by both the developers and the playerbase at large, leading to the incorrect notion that his main point of counterplay was ever meant to be dodging the shot on reaction. This is, in fact, a point of counterplay for the Huntress, which is not the Deathslinger.
Deathslinger was nerfed in a way that was homogenizing, in a sense. It forced the same basic dodge counterplay onto him while giving him the second failure point of not getting hits over pallets, or just sufficiently long tiles. Deathslinger's core point of counterplay, aside from the obvious breaking of LoS that Huntress and Trickster are both vulnerable to as well, was always meant to be the breaking of his chain. This point of counterplay was broken, of course, I won't deny that--But instead of scrapping this unique element entirely to create Diet Huntress, it should have been remedied--Moving back could have, perhaps, increased the rate the chain broke at to compensate the fact it removed survivors' ability to move around while the Deathslinger walked backwards. The opposite could be true for walking forwards and giving survivors an increased range of motion.
Nerfing the Deathslinger's terror radius was also frankly ridiculous? The Deathslinger could, in fact, spear people off generators without them hearing his terror radius--if they were paying absolutely no attention. Survivors had to pay more attention to spot the killer, Deathslinger was practically part stealth killer--something no other range based killer is. This was not a mistake but clearly an important part of Slinger's identity (especially given the existence of addons that shorten his TR in ADS, even if those are bad), that was entirely scrubbed from his kit for the sake of homogenization. But Deathslinger's range is also incredibly limited--eighteen meters at most--instead of the Huntress' ability to hit from wherever so long as she had a clear sky to arc a hatchet through. The nerf to Slinger's TR--an attempt to bring him in line with killers he is not like in the way that warrants a lullaby or large TR--is irrational.
Fixing the reeling mechanic and bringing back quickscope would make the Deathslinger both stronger, and more unique, rather than just being a worse version of the Huntress. I believe making the Deathslinger stronger is especially important now that Save the Best for Last and the Mangled status effect--both things the Deathslinger was touted as uniquely good at using for a projectile based killer--have been made terrible, in StBfL's case ONLY being terrible ON the Deathslinger.