Deathslinger Changes concept.
So hello I'm back again with a little tweaks that would make Deathslinger a lot more unique so with that out of the way lets begin.
Edit: still Give him a 110% movement speed.
Deathslinger's max range is now 32 meters instead of 18 meters.
Shooting and reeling in a survivor from 0-27 meters away and makes them injured.
Edit: Removed Deep Wound entirely from his base kit.
Shooting and reeling in a survivor from 28-32 meters away makes them go into the dying state.
So ya those were my ideas to make The Deathslinger a more interesting killer than he already is, he's still cool and all but this in my opinion would make him more unique.
Comments
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This would be interesting but the 115 is an absolute no no he'd be too strong, especially with the basekit iri addon
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His gun only goes up to 15 meters. And this would make monitor even more stronger for him, overall a unhealthy change.
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LMAO
You made an already unfun killer to face basically unfair.
No.
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Ok I'll make a few edits adjusting some stuff.
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I love deathslinger, but this doesn't change anything that people take issue with. No, TR or ADS changes.
Even if these changes went live, it won't change that my games are just going to be survivors holding W. Because that's the most consistent play they can do.
I think we'd need to remove some of his chase power and shift it over to some other area. But this is just a buff to something he already excels in.
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@WeenieDog I could see it rewarding players that hit shots for 28-32 meters away, and making it less annoying for survivors having to mend because with this concept you wouldn't have to mend, but tbh this is mostly all.
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Unless you make the waaaay stronger you'd never get a hit at that range and you'd have to rely on letting the chain break too often, and if you did make the chain much stronger he'd start being able to consistently drag survivors around much stronger loops and pallets.
As a deathslinger main I don't think changes are healthy for the game, all he needs imo is a small (10%) increase to his reel speed, and an addon rework
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@iplaybothsides ya I haven't thought about all that, sorry about that.
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For reference I'll just paste in my add on rework ideas
Brown add-ons
-**Spit Polish Rag**
Missed shot cool down (-.25s)
This add-on is fine as is. The bonus is noticable, but low which is fine for a brown add-on. It's out classed by the "Modified Ammo Belt", but it's a decent replacement.
-**Snake Oil**
Reel speed (+10%)
Proposed change: show a dot in the center of the players screen when not aiming down sights.
*Increased reel speed is nice, but with a base increase of 10% this becomes mostly worthless in most situations. The goal with the reel speed add-ons is to increase the likeliness of a hit after a spear and, in my opinion, increasing chain strength is a much better way to accomplish this. Though an increase in chain strength is a very strong bonus so I've decided to keep that for higher rarity add-ons. This add-on should be changed to a "teaching add-on" similarly to nurses "plaid flannel" and blights "chipped monocle". This would help new players by showing them where they should be positioning there screen before they aim down sights to help them aim and more reliably land quick shots.*
-**Rickety chain**
Weak chain (more bps)
As much as I dislike the add-ons that weaken the killer to increase blood points gained, every killer has one (I think?) So he can keep this as well
-**Modified Ammo Belt**
Reload speed (-.25s)
Currently one of his best add-ons, it's effect is small but noticable, and always beneficial. This can remain unchanged
Yellow add-ons
-**Rusted Spike**
Mangled on speared hit (60s)
This is add-on on is fine, it helps keep people injured and aids in slow down. It's reliable, and almost always useful. This can remain unchanged.
-**Poison Oak Leaves**
Increase mending time (+1.5s)
Rewards switching targets, and spreading damage. Decent, but not incredible. A fine yellow add-on, and can remain unchanged.
-**Marshal's Badge**
Decrease TR/speed when ads (-4m/-5%)
Proposed change: While a survivor is speared, reveal the auras of all survivors in your terror radius.
*This add-on is terrible, you trade your already terrible mobility, as well as you FOV for a slightly smaller terror radius. You move at a abysmal 3.3m/s when adsing at base. This isn't the end of the world because the most effective way to play DS is to quickly ADS and shoot. Holding ADS has no benefit, and an add-on set designed to give a slight benefit while further hindering you is just terrible. It might seem crazy to give this add-on on the old effect of the hellshire iron, which is an iridescent, but honestly it's a extremely underwhelming iridescent add-on. I believe it fits in better with yellow add-ons, and would be kinda nice at this level.*
-**Jaw Smasher**
Increase speed when ads (+5%)
Proposed Change: Increased lunge distance after spearing +10%
*An increase in movement speed while ADSing is worthless to DS. To change these add-ons I wanted to give the DS the feeling of a bayonet charge after spearing someone. This speed boost/lunge increase would help secure hits and allow him to break the chain early to secure sometimes around corners he otherwise wouldn't be able to.*
-**Chewing Tobacco**
Decrease stun duration after chain breaks (-.5s)
This is generally a fine add-on on. It has some synergies and works well with Save The Best For Last. It can remain unchanged.
Green Add-ons
-**Warden's Keys**
Increase reload speed (-.5s)
Currently DS best add-on. Always useful, can remain unchanged.
-**Wanted Poster**
Increase speed when ads (+10%)
Proposed Change: Increased lunge distance after spearing +20%
*Essentially just a better version of the "Jaw Smasher" add-on.*
-**Tin Oil Can**
Missed shot cool down (-.5s)
A decent add-on with a noticable effect. Out classed by "Warden's Keys", but still useful, can remain unchanged.
-**Honey Locust Thorn**
Mangle on chain break (60s)
Proposed Change: When a survivor breaks free from the chain they are afflicted with the *Hindered* status effect for 5 seconds
*Applying mangled on chain breaks seems unnecessary to me. While there are situations where you want to break the chain, it's more common to not want it to break, and bringing an add-on with the intention of making the chain break seems odd. I reworked it to help keep the theme and still benefit you when the situation does happen, but in a way that can help assist with a down faster.*
-**Bayshore's Gold Tooth**
Reel speed (+20%)
Proposed Change: Increase chain charges by +15
*Currently the chain has 100 charges at base, and loses 17.5 c/s a survivor is wiggling, and 37.5 c/s when wiggling and behind something. Adding 15 would give less than a second when in open space, and .4 seconds when the chain is colliding with an object. This would be a powerful add-on to better secure hits in more situations than it's old reel speed increase.*
Purple
-**Prison Chain**
Increase chain charges (+10)
Proposed change: Increase chain charges by +25
*This is a decent add-on but is deserving of a buff. 10 charges hardly seems like a "considerable increase". Adding 25 would all but guarantee hits at the maximum range when the chain is not blocked, and would add a decent amount of time when colliding with objects. When combined with "Bayshore's Gold Tooth" add-on you would receive a total of 40 charges, which would only give about a second of extra durability in situations when the chain is being interrupted. This combo might be very strong at certain loops, but requires you to use 2 add-ons, which seems fair in my opinion.*
-**Gold Creek Whiskey**
Decrease TR/speed when ads (-8m/-10%)
Proposed Change: After aiming down sights for one second, reveal the aruas of all survivors within 8 meters
*As mentioned with the "Marshal's Badge" add-on, the original effect of this add-on is near worthless. This change would be extremely powerful, and very helpful at jungle gym loops, and other loops where the DS can't see the survivor. It requires you to ADS for a second to help prevent quickly scanning for auras as you traverse the map. You can still use it to look for stealthing survivors, but the one second commitment would slow you down. This change is similar to The Cannibals "Light Chassis" add-on in it's utility.*
-**Bayshore's Cigar**
Decrease break stun duration (-1s)
This is a niche, but useful add-on with several synergies. It can remain unchanged.
-**Barbed Wire**
Increase mending time (+3.5s)
Currently one of the few good add-ons DS has. It benefits you for spreading damage and pressuring multiple survivors. This can remain unchanged.
Iridescent
-**Iridescent Coin**
Exposes on 15m shots
Proposed Change: Exposes survivors speared from 15+ meters away, increases reel speed by 15%
*I think iridescent coin is already a great add-on. It rewards high risk, and skilled shots. The only problem is it doesn't guarantee a down. Making a 15+ meter shot is difficult enough as it is, and not being rewarded for doing so makes this add-on feel weaker than it should in my opinion. To remedy this I believe the add-on should also increase reel speed to help assist with the long range hits. This way you are actually reward for making long range shots, and even if you can't find a situation to make those long range shots you can still get value out of the add-on via the increase to your reel speed.*
-**Hellshire Iron**
Shows auras of survivors in TR when another survivor is speared
Proposed change: After downing a speared survivor, see the auras of all injured/dying survivors for 6 seconds
*I've already moved the old effect to this addon to the "Marshal's Badge" add-on, as I believe it to be far to situational to be an iridescent. I wanted an add-on that felt like you were "branding" survivors with a branding iron and then gaining information on those "branded" survivors. This would make the add-on a lot less situational and keep with the DS theme of tracking bounties. *
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