Deathslinger shadownerf...
With the latest main patch, Deathslinger got shadownerfed.
Rejoice everyone who complained about quickscoping, his shots now have a chance to go off to the side.
When proper aiming then chance is about 1:5 or 1:4 for it getting a twist, quickscoping is at about 1:2,5 (i'm bad at math, but it's much higher).
It even seems that the longer you aim without intermission (as in, not lowering the rifle, but moving to aim), the more likely a proper shot is.
Comments
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I doubt its intentional. Will be fixed in 6 to 7 months.
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Yes, hipfire is now a thing lmao
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Missing shots that def should have hit (because the survivor wasn't moving), so I tested against a tree on various mouse-sensitivity settings
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If that's true it's kinda odd, because i could't explain how they can mess that up.
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undocumented change? I dunno either. I'm just glad there seems to be a mechanic behind it, and not just my incompetence.
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The complaints are about lack of counterplay, not how easy it is for Deathslinger to hit his shots. I don't think there's any need for this sort of a mechanic; he needs other changes.
Also are you sure that the shot doesn't fly off to the side when you're strafing a bit? That's how sniping would work back in BF3 and things - I wonder if they take your character's momentum into account.
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I thought that too at first, that's why I played with the sensitivity settings. Haven't yet tried putting the keybinds to the keyboard, though.
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oh hell, i thought it was me. Im missing shots i should never miss today
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A lot of the complaints concerning his counterplay are connected with quickscoping and faking shots. So I'd say if there's now a def chance a quickshot will fail, people don't have to 'worry' about that too much, meaning they can run until they hear the genuine mechanic whirr of him aiming.
Like how you usually only strafe against huntress once your hear her 'whoa'
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I understand why you would consider it a shadownerf, but I honestly that's a bug. Maybe something related with Server synchronisation..
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The consistency in the chance to miss is odd then, though.
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I don't want the counterplay for Deathslinger to be "hope his aim is bad" or "hope RNG makes his shot inaccurate", if this random inaccuracy is a thing. I want to be able to have a say in whether or not he hits me. Deathslinger will never be on the level of Huntress until he actually can't quickscope, or unless quickscopes are made consistently inaccurate. I don't think his gun should be made artificially inaccurate, though. I think he just shouldn't be able to quickscope.
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Tested a bit more, and it seems to be intentional.
Though, having talked to some friends who play FPS they said that's actually understandable, as apparently a lot of FPS use the same mechanic to stop quickscoping.
And honestly? personally I don't mind. He's actually more fun this way, for both sides (based on some survivors thanking me for actually aiming, with one memorable occasion of 'i like slinger the way you play him' (note: they died on third hook))
Seriously, dunno about you people, but I wouldn't mind these changes to be refined and made official.
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I honestly haven't noticed anything, but if it's true then I guess that's a good thing.
Wierd that I haven't noticed, though. Maybe it's a bug that isn't effecting everyone? Or maybe I aim longer than I realise? Or maybe I just don't take enough long-range shots.
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can't help you there.
and lbh: trickshots, which usually require aiming, are more fun for either side at bottom line.
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I played him all yesterday and I didn’t notice anything different? My shots felt the same as they always have.
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I bet it is a bug... Even doctors chase music is off
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Can we please stop calling bugs shadow nerfs?
Thanks
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This thing is too specific to be a 'bug'. if it were a bug we wouldn't see a consistency in its effects. I rather thing some people not experiencing it is the bug
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Ah so now there's an element of RNG to this killer won't that make him much more fun to go against!
Bugs =/= Shadownerfs.
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this is how its always been with slinger lmao
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with more testing I think it's not that random:
it seems: the longer you aim, the cleaner your shot hits. My assumption in the initial post that it's a 1:something chance was wrong, it seems that the chance decreases the longer you aim.
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^This
I missed a ton of shot's that should have hit. Survivors complain about not enough counterplay but all you often need to do is to smash <- and -> while running and there is a good chance a shot will miss and even go right throu you. Similar to the 360 move on other killers.
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ah yes... everyone loves to succeed at doing something just for the game to decide "nope" and take it away from you...
aim dressing is totally not one of the most complained aspects of the game right?
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ya know, taking into account that quickscoping is one of the things that is commonly named as something that makes him unfair-ish, i don't think it'll be missed that much by either side. if you know how to play him decently, though
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Removing quickscope and making him miss shots he should have hit, are not the same thing.
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Read the thread, please:
It would seem that the longer you aim (and i'm not talking about 10 seconds or some outrageously long time) the cleaner your shot gets, with quickscoping seeming to have a high chance of going wide.
They are not making him 'miss shots that def should have hit'
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all they had to do is to increase the time it takes to go from aiming to being able to shoot. like huntress and her hatchets.
if I'm able to fire, it should go where I'm aiming
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That isn't counterplay, at least not how you seem to think it is. Counterplay is I see you're doing something, and I can observe what you're doing to make a play that, if I'm more skillful than you, will result in a favorable outcome for me.
Mashing left and right is not that, partially because of quickscoping (he can fire instantly so your "dodge" isn't seeing the shot coming and moving out of the way, it's wiggling around like an idiot and hoping that forces a miss, which are NOT the same things) and partially because of zoning. He can just keep bringing up his scope with no penalty until you move left and right enough to lose a massive amount of distance dodging literally nothing because he was never going to fire to begin with.
This is different from the Huntress, who has counterplay. Because you can see her projectile coming, and dodge it. You don't need to wiggle left and right, you can see it, choose a direction, and move out of the way before it gets to you. She can't quickscope zone you because she has a large windup (visual and audio cue with delay) before every single shot, plus a charge time if she wants the hatchet to go faster, making it harder to dodge in time.
How people cannot grasp the difference between making wild guesses and hoping the other person fails and actually responding to what is happening in a tactical manner is beyond me. I know "dodge" and "he missed" seem similar because they result in the same outcome; you not getting hit, but in terms of playability, they're so, so different. Maybe an exaggerated analogy will help: Imagine a guy throwing big, heavy rocks at you from across the street. You see each rock coming, and dodge it. Now imagine that same guy with a machine gun and wildly firing. You're not "dodging" those bullets, you're hoping they don't hit you.
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In a loop you are jumping thour windows and throw pallet's around you "like an idiot". No counterplay because it looks funny? What is 360 then? xD
Maybe you should play Deathslinger yourself. I have met many survivors who where actually capable of dodging me. Deathslinger does not telegraph when he is shooting like the huntress does. The counterplay is to have anything between you and him, drop pallets early when neccessary and have a good feel for timing in your gut's. When he is behind you and you ran in a straight line for a second, he will shoot any moment. It is all about timing and the correct feeling. If you don't understand that you might lack the skill. Other's have it.
BTW: Gen rush is counterplay to EVERY killer. When you are effective at doing gens, that is all the counterplay you need.
Also you compare deathslinger to huntress. Deathslingers projectile have a traveling time just like the huntress does. But other then the huntress axes, the harpoon of the deathslinger has a very small hitbox. Where a body shot with huntress is a guaranteed hit, the deathslinger misses even those because of the pinpoint hitbox. That is why many deathslingers hang out at hooks so they can get a shot on none moving targets. When in movement, iti s not that easy to hit with him. Which is something you would know if you had ever played with him.
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In a loop you are making educated guesses on when it's safe to vault a window or throw a pallet. In that case, the killer is also guessing, to an extent. But you can see each other and it's trying to hide yourself is the goal of both sides in many loops, the killer so he can get a sneak hit in, and the survivor so they can sneak off or buy more time.
"Having stuff between you and the killer" is not counterplay, because you cannot place stuff. You can look for stuff, and then put it between you and the killer, and that's counterplay, but then you're reliant on map RNG. I think the game is already too reliant on map RNG, but what do you do if there's no crap between you and slinger?
"Getting a feel for the timing" is silly, that just means you as a Deathslinger play very predictably. As a killer, you don't want to be predictable. There should be no timing to guess, you're not a boss fight in a action game. You can fire whenever you want.
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