Deathslinger's gun should trigger endurance hits, or have Survivors with endurance escape quicker.
If Wesker hits you with a dash while you have endurance or an active Mettle of Man, it triggers an endurance/MoM hit as if you were hit by a basic attack, instead of grabbing you and slamming/throwing you. Being grabbed by Houndmaster's dog while you have endurance (unsure of Mettle of man) will cause the dog to release you much quicker. But why does Deathslinger have no such thing like this? He can spear you, pull you in, and wait out the endurance before hitting you. Because of this, and the existence of what I said regarding Wesker and Houndmaster, Deathslinger's gun should have something akin to one of those two.
Being hit by the Deathslinger's gun while you have endurance, should trigger an endurance hit as if you were hit by a basic attack, thus also not allowing him to reel you. OR, you should simply be able to escape much faster while you have endurance. This would solve the aforementioned issue I mentioned of Deathslingers reeling you in and waiting out your endurance.
Comments
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The difference here is that Wesker can still chase and mabye get a hit since he's already close. Slinger has far less options in that regard.
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I agree - I always found it annoying the endurance means nothing to Deathslinger. He ignores it completely. I hope they adjust that one day. He also is a killer that needs some qol adjustments/minor buffs.
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i would agree but slinger is 110 killer with no map pressure or way to quickly traverse map like for example houndmaster.
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idk why we are making one of the weakest Killers in the game even weaker.
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"one of the weakest" → talking about a killer who people confidently put high in b-tier, some even in low a-tier.
Seriously, he's not even bottom 20. You need to be talking about bottom 5 to be talking about "one of the weakest".-3 -
And Slinger can reload and hit you again before you're fully out of range unless you have Overcome. It's still a gapcloser.
Slinger is 110% for a reason, yknow, while Wesker probably would be too weak if he was made 110%. So honestly, I've gotta fully disagree with you.
Wesker has to dash in a straight line at a much slower rate than Slinger. Slinger can hit you through things that Wesker can only dream of.1 -
Slinger is 110% for a reason
Because it was a standard at the time he was released? That's the reason…
That standard is gone after Trickster rework tho.
I don't believe Deathslinger is strong enough to justify him any nerfs, which this definetly is a nerf.
It's not like he fully ignores endurance, he just has an option to wait few last seconds.3 -
Lol, no. The main reason Trickster is 115% is because he couldnt be balanced as 110%. In fact, Trickster is still actively being reworked right now, because they arent happy with the current state but it's the best state he can be in right now.
As for the "110% standard", never existed like that. He was released between 115% killers
As for other examples AFTER Trickster being buffed to 115%
Chucky is 110%
Springtrap is 110%
If we're talking killers that "break" the standard" based on other reasons (high mobility/long distance damage)
Blight should be 110% realistically speaking.
Kaneki should be 110%.
Houndmaster nowadays should be 110%(since she gains a huge boost from following her dog).
Billy(when in Overdrive).
Twins (90% of her gameplay is moving around as Victor anyway)
Current Clown (assuming he doesnt get a haste nerf).
110% killers arent going away, but the logic behind 110% killers should be redefined.1 -
I just had to deal with this. A Survivor saved me from hook, forgot how Survivor/Survivor collision works, and I got speared where the T-bagging usually happens. Just a Ripley that left after screwing me over.
Idc about getting away with the spear not connecting. Just don't allow the basic after to down me. It's crazy how that works...
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I've been wanting more 110s for a little bit, so I agree. That being said, skill and mechanics factor into whether a Killer is truly 110. Trickster should be 110 again. Why? Because his knives are now worthless compared to wracking people. Without add-ons anyway.
With skill and undetectable, neither Chucky nor ST are 110.
Every Killer you listed I agree with except Charlotte. I don't use Victor for his speed until Gens are done. Maybe if a Survivor is right there. Charlotte being worthless in map traversal would turn me off playing them completely. It's not a skill issue, it's Charlotte being just as important. Her being "main Killer" doesn't make up for that. They're the Twins. Not "mostly Victor".
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Deathslinger isn't even the only killer who can ignore endurance so I fail to see why this change is really needed. Let killers have their strength and weaknesses.
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I don't think this should be done for all sources of endurance, but I absolutely agree there should be some kind of built-in protection system for recently unhooked survivors, kinda like what Pinhead has maybe. Spearing a survivor who just got unhooked and reeling them in and waiting the 10 seconds should not be allowed. But I don't think he should lose the ability to counter DH
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Why should you get an entirely safe unhook?
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You must also think what I said about Wesker and Houndmaster should be removed then…
If the spear were made to trigger an endurance hit, then Dead Hard could in theory be used to counter a shot, but obviously it would take really good timing. But if it were just made so that you escape faster while you have endurance, then Dead Hard will barely help at all against the spear as the endurance duration is so short. Personally, I'm fine with either. The purpose of my suggestion is mostly so Deathslinger can't ignore longer endurance durations.
Maybe ask the same about Wesker or Houndmaster lol. Also, you wouldn't get an "entirely safe unhook" as he could still wait it out before shooting or hitting you, which wouldn't be as laughably easy to do as shooting them and then waiting the endurance out before hitting.
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I love borrowed time because Slingers can only count to 10
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I'm less inclined to make this change because unlike Pinhead, Slinger can't circumvent the BT timer by himself by hitting the stationary survivor off of hook. The chain has 100 charges, and a Survivor pulling against him takes 15 charges a second, and Slinger tensioning adds another 2.5 charges a second.
A Slinger who tries to wait out the timer without tensioning the chain himself at all takes 6.67s to break free. With tensioning it's 5.72s.
There is no way for Slinger to circumvent Borrowed Time on a free hit against an animation locked Survivor off hook, as such the Survivors have chances to dodge, and have chances for protection hits both on initial spear, and the actual hit.
Him spearing off hook and Survivors needing to take protection hits is something every survivor should be aware of vs. a Slinger. If you're getting immediately downed off hook through BT, that's a teammate issue, not a Slinger issue, because Survivors who unhook with Slinger nearby should be prepared to take protection hits instead of dumbhooking in front of him and running.
He is 4.4, which means he can't maintain map pressure so well, and unlike Huntress his range isn't infinite. Survivors should not be able loop him near the hook and unhook in his face without that being a throw... as annoying as it is for me as a Survivor when a team made does this, you shouldn't take away the Survivor teams ability to shoot themselves (or their teammates) in the foot. Dealing with stupid teammates is a part of the game.
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