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Deathslinger has no counterplay?
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Ahh ok yeah that makes sense but even trapper can shut down strong windows. Most are gone except for a few (crotus prenn). Nothing wrong with slinger having that ability too it's his oppressive chase power.
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Lol if you try to shut down a strong window as Trapper thats the first place survivors are gonna look for a trap.
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Ok it still disables it and if you are good with resets it should constantly stay up.
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From my experience as Trapper, you want to place traps in routes where loops will be but not precisely where loops are. Example, dont trap a window, trap the corner they hug while running around the window loop 👍
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Demo is also one of the worst killers in the game, and he has something DS lacks: mobility.
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Welp, if you don't got 10k hours you don't gonna counter zubat man.
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Deathslinger is going to get a cool down....
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juking and objects?
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He's about mid tier, but not one of the worst. He is not as easy to play as other killers, you gotta make good decisions with his portals and when to use shred. Yes the portals give him mobility, but placing portals is time comsuming and can be detrimental if you place one at the wrong time. DS is only deadlier than Demo in a chase bc. he can insta-scope/insta-shoot and the shots are too fast to react; Demo's shred cannot be be activated instantly, and a survivor can dodge it. That makes for way more enjoyable chases, and a competent Demo player will still be able to down you fast.
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Counter play to Deathslinger
1. Don't get found
2. Don't get shot
3. Escape
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Your post was great. Too bad some people didn't take the time to properly read it!
I think the main problem with this killer (along with some others) is that most people fail to see this game as an asymmetrical game. And that's pretty much it. They ask for counterplay on 1v1, failing to see that their true power should lie on beating the killer as a team.That's one of the strongest problems this community has in my opinion.
The killer is supposed to be the power role, you should always be at a disadvantage when in a 1v1 situation. Going down in a chase, is not losing the game. You are supposed to get caught, the key lies on how much time did you manage to buy to your team. Even dying don't mean playing poorly in this game, but people fail to see it that way and therefore - deathslinger don't have counterplay. Truth is deathslinger is quite weak
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Short.
Simple.
Superb 👌
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Ex-Demo main here 😄
Demogorgon is okay, i would say he is the definition of meh. The perfect example of mid-tier. Which is okay I guess, but I wish there was room to make him play as a top tier killer with great use of his kit. Obviously you can play him really well, honestly I can't go into detail without making a big ass essay myself, so i'll have to leave it at that. Might make a future post for the Demogorgon later to explain what add-ons need improvement or if its base kit should change.
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I like that you provided actual counterplays. This thread needs to be pinned.
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He has a gun of course hes gonna be strong try to dodge a bullet that can be fired at someone's elses while still being chased down by a knife he holds hos won lile a cowboy
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Mighty appreciative of that!
Unfortunately the main argument I was defending for him, that being his ability to zone the Survivors, is now mute since the Developers are attempting to remove that similar ability with The Executioner. So I fear that this essay of mine was for nothing, darn.
Ah well, adapting is the way of life after all. Let me know of any other controversies surrounding Killers in this game and I'll be sure to provide a detailed analysis and guide for it! I quite like how this one came out and well, if it helped influence or provide a new perspective for some then it got the job done! 😁
Post edited by ItzNobody on2 -
This is so true. I'd argue this is one of the largest problems plaguing the game.
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Very true, i'm kind of stumped that people have this reaction regarding the Deathslinger because quite frankly, we have a better and more lethal ranged killer when compared to this hunter, our Huntress. And well, the problems people point out with him can be replicated with her as well. Not identical but very similar to a degree where I have to ask, well if he is such an issue to face why have we not heard of similar arguments when comparing this killer to the Huntress?
Not saying the Huntress should be nerfed as well, she's fine as is though could use a tune up with her aim precision and hatchet hitbox haha. Small things though, I can work with what we have and so can a majority of Huntress players. Maybe comparing the Deathslinger and the Huntress isn't a good argument, perhaps I am overlooking something, but I can't help but make that comparison in my head.
Overall, Deathslinger is okay but it takes a bit of work using his power just to land a basic attack unlike the Cannibal or the Shape, and his chase power though good is not enough to manage his major weakness in mobility and generator defense without supporting his kit with perks like Save The Best For Last. Definitely mid tier, but not top tier in my opinion.
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Huntress cannot throw a hatchet instantly, and her winding up can be heard and reacted to. She also cannot hit imidiately after putting her hatchet down. If you get hit during a vault, it's usually bc you messed up and/or the huntress outplayed you. The chases feel much more engaging, because there are situations were you have the adventage (in high loops), and situations where the huntress has (open field). It feels like an even playing field.
That's not so much the case against DS, bc his insta-aim, insta-shoot and no cooldown on canceling his power skew the playing field hard into his favor. It's not so much about what you can do to prevent being hit anymore, but whether the DS hits his shoots or not. You are at the "mercy" of the DS slingers skill, which can make the chases either unsatisfying (if you escape DS just bc he is bad and does not hit his shots) or frustrating (bc the DS hits every shot with little you can do about it).
Of course there are exceptions, unfun chases against a huntress and fun chases against DS, but on average I feel it's no stretch to say that being chased by a huntress is preferred by many to being chased by a DS, just because the chases are much more enjoyable with the former one.
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It's fun to have good chases, but the problem is the killer needs to win twelve of them. And while someone is in chase, there's three people that are not. So how do we address that? Cause just one long chase can make the killer lose an entire game.
I agree, chases are fun but losing just because on chase is not. The current state of the game doesn't allow long chases for killer. You need to down people way to fast to have a chance, that translates into no fun for survivors. It's a foundation problem.
You are a team, four people that are supposed to beat the one person playing alone by playing as a team. So theoretically you should always be at the killer's skill mercy in a chase, it is supposed to be the power role. Asymmetrical game. That's how they have manage to compensate being one person against four. If you don't want that to happen in chases, it must happen somewhere else. You still have one person against four people.
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Well you make a fair point with the Huntress wind up and cooldown, she has add-ons to reduce that but not to the extent of Deathslinger so you are correct. I suppose it makes sense, she has long range and is a threat from all angles so the Deathslinger should have the edge with his limited range of 14 meters.
I'm not opposed to adding a cooldown to The Deathslinger, but I do feel it is not needed. Playing to your home field advantages and utilizing the map environment and obstacles is a great way of delaying his shot, always breaking line of sight, and always keeping a pallet between each other. It is similar to how you face off versus a Nurse and a Huntress, you want to play stealthily from a Nurse because in the chase there is no obstacle she can't overcome (dead zones I would not count, since that's just a bug or glitch in the system). You want to pre-drop pallets on a Huntress to keep a layer of comfortable distance between you two, so that she either breaks the pallet thus providing a window of escape furthering the chase, or to test her aim and thus crouch against any obstacles like junk or broken cars to remain safe.
Unlike the Huntress, the Deathslinger is no longer fatal upon his second shot unless he closes the gap. Unlike the Nurse, the Deathslinger can succumb to obstacles like most killers. I agree that his quickshot skills are unmatched and leave no reaction time, but I see it as an advantage he has to have. If he did not capitalize on his shot, then what does he capitalize on? If zoning a Survivor is unfun and so the Deathslinger should not do that, then what should he do?
His limited mobility, low range and weak generator protection capabilities paint the image that this is a chase heavy killer, so when discussions arise for the need to weaken his chase potential, we must proceed with the highest amount of caution not to break this killers stronghold and drop him from manageable to weak.
Thank you for helping me understand the difference in the chase between Huntress and Deathslinger, I hope in return I was able to shed some light on why I do not oppose changing his quickshot, but why I believe everyone should think carefully on what they ask for and perhaps analyze the Deathslinger a second time just in case.
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Gotta say on the positive side here, this psot has definitely exceeded my expectations as to whether it would get noticed or not haha, far out! 😁
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this what I been saying survivors find chases fun some killer too but how the game is killers don't have time for long chases,how fast gen go killer will never do.
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Easiest Slinger counter is don't move in strait lines or run up to the killers feeding their aiming down and they can't spear you (you will just eat m1 instead)
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Coulda sworn I mentioned that in the bit for Survivors on how to handle him... huh, guess it slipped my mind. You're right that is a good way to juke the shot, but I'd advise you do this if you have high sensitivity on movement or as a last fail-safe effort to avoid getting speared.
Same way to counter a Huntress Hatchet or a Demogorgon's Shred, no?
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So now that we have seen the changes for The Executioner, do you feel like similar changes can be made for the Deathslinger or is he fine the way he is?
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Totally agree with you.
A killer should be rewarded a kill when he has enough skill/brain to outplay you during chases, not because he has capacity/add ons that break every ways the survivors have to survive.
Killers that don't require skill/brain :
- Gunslinger
- Clown
- Hag
- PH
- Plague
- Spirit
- Freddy
- Doctor
All those killers that slow you down way too much for a way too long time or that are way too efficient in chases have nothing to do in this game.
The base game was a killer running after survivors, now all the killers listed don't need to run, they have everything they need to kill you without using skill or brain. Put a trap, insta TP hit, free down, put a snare, free down, put a bottle to slow the survivor, free down, use your power to grab or long range the survivor, free down.
Honestly i don't know what the devs have in their head... I also play killer, played some PH/Gunslinger, the only game where i don't 3k+ is when i get gen rushed.
Gen rushing is a massive problem, but creating artificial ways to make the chases shorter that don't involve the use of a brain or to develop some skills is bad game design, plain and simple.
If devs are not competent enough to balance their game to make it fair with skill requirement, then hire some game designers.
- Creating the killers/reworks listed above
- Creating unsafe (useless) loops
- Implementing aim-assist for killers on PC
- Adding the pallet bodyblock with the killer body
- Creating totally dead zone on the maps where there is literally no pallets on 1 quarter of the map
- Puting some hooks 5 meters away from other hooks
All those things are just artificial ways to counter a really bad game design. Sad.
How to counter gen rushing ? Add objectives that requires 3 survivors to be done for exemple... well sad, developpers had a good idea but can't improve it. 4 Years out and we still have the gen rush problem and the same 5 generators that need to be completed to open the doors. 4 Years, nothing new.
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Spine chill or die.
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