http://dbd.game/killswitch
Deathslinger: the most mediocre and un memorable killer in the game - how to fix this!
Deathslinger is a fun concept for a killer but the execution is… rather unremarkable. He appears a lot in mid b tier, a weak killer, and with constant reloading he can feel quite annoying to play as. Here are his problems and my proposed changes to address this:
- Slow feeling (4.4 + constant reloading): Deathslinger now has 2 shots. Reload time is 2.25 seconds for each shot. Increased turn rate while aiming down sights. Increased successful basic attacks on harpooned survivors cooldown to 3 seconds.
- Unrewarding shots (hitting survivors with the harpoon just to have them escape injures them at first, but can feel quite frustrating and weak later): Survivors injured with deep wounds will lose 51% of their deep wound timer upon freeing themselves from a harpoon.
- Lack of long range potential (a ranged killer with very limited range): increased range of the redeemer shot to 40 meters. Survivors hit farther from 12 meters become exposed. Survivors hit farther than 30 meters will become downed regardless of escaping or not.
- Camping and tunneling potential: shooting a survivor unhooking another survivor will instantly break the chain, not damage the survivor, and stun the Deathslinger for 5 seconds. Survivors with endurance will break a chain 80% faster and not be damaged by that action.
These changes will give the Deathslinger more explosive potential and make him more engaging to play as!
Comments
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Just make him 115%… That's enough
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2 shots… 1.75s reload between shots… deep wound needs two shots to re-down… he can drag them 60m to an the edge of the map with no LOS breakers or tiles…
Why are we deciding to make Slinger an even better hard tunneler than he already is? Hell- even if he just wants to camp instead, sitting at 31m makes it so a survivor gets downed for the inconvenience of being in a forced animation against a Deathslinger, and then he can use his 1.75s reload to keep camping or redown in the event of a double save. Two for the price of one!
I agree slinger isn't the strongest killer in the game but he's well-balanced right now. Adding all these systems to overbuff him, which make him unhealthier to boot, is an awful idea.
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Edited to address some issues brought by some comments that would happen if this Deathslinger went live.
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At this point we've hit a clear marker of overcomplication - adding system C to counteract system B which you want to "fix" system A, ignoring that system A - deathslinger's current kit - is, compared to half the roster, hugely issue-free.
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It's a shame because Deathslingers concept is one of the coolest, as you said. A gun blade is awesome. Idk what I would do but maybe give him a mechanic like Trickster. After hitting a few shots, maybe the next one could be buffed in some way.
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I have played Deathslinger the whole Bloodmoon Event on EU and while Im not ecstatic with Deathslinger.
He is by no means weak and I can with just a smidge of luck turn a situation in my favor.I think idd be more happy with giving him a slight better basekit and then giving him funnier addons.
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just give him 115% and increase the range a little
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Don't get me wrong, DS needs a lot of buffs, but this isn't it. Those changes set up for a lot of unfun gameplay.
I'd personally:
-More base kit reload and shot recovery speed
-More harpoon range
-Reduce his TR again
-Increased reel speed and chain durability for improved pull arounds
-Increase the survivor hit box sphere size slightly in the harpoon and decrease the object collision sphere slightly in the harpoon to improve the ability to do shots through holes/objects. He should be more rewarded for these high skill/high risk shots than he currently is.
-Better addons
I'd rather him be good enough to warrant the 110% movespeed rather than just taking the lazy route of making him 115% which also imo causes some issues.
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