Wow thats the harshest nerf to a killer ive seen in a while. (nvm again rip slinger lmao)
Wow, just erm wow. Immigrating console slinger main here who should I main next?
My thoughts were Twins, nemesis or trickster.
If anyone wants to give me advice help me out because oh my ######### god they absolutely slaughtered him.
It was a good run until the devs caved into people who didn't know how to press d for half a second.
Rip.
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Nemesis is the closest to Slinger's playstyle imo.
Plus, unlike him, he has free map pressure.
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He’s going to be a 4.4 M1 loopable baby now. Also with a normal terror radius. I will be sure to not spend anymore bloodpoints on him.
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As an avid console killer main, do not waste your time with Trickster, he is the worst killer on console by far. I find Twins, Nemesis, Leatherface, and Huntress very fun to play, so see if you like them. Huntress takes a lot of practice and finding a right sensitivity, but I think she's the easiest to get good at with of all the killers that are difficult to use on console.
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As a Huntress main, I feel Slinger is going to be very similar to her, but way weaker, so maybe try her. Nemesis and Demogorgon are other options.
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Go for nemesis, I've mained slinger since releaes and nemesis actually reminds me him a lot in many aspects. He's quite strong and pretty deep too, can't go wrong with him.
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In before it takes him .5 seconds to ADS and every one is freaking out for nothing
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I mean can you blame people with BHVR's track record?
cough Billy?
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Nurse. If you had decent aim as slinger that will transfer to nurse well.
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I also mained slinger since release (and i kinda was inspired by other people playing slinger like you, jane, jess, ana, etc). Nemesis does feel really similar so if he gets a new skin i might go for him.
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If that happens I will be almost completely fine with these nerfs. But in that case, quickscoping is still a thing, and so the problem they have tried to fix still exists.
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0.5 sec would kill him. If you main slinger you would know that anything above 0.3 to fire is too much for his tiny spear hitbox.
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I play Billy A LOT and the only thing that got removed was Space Billy.
They said they were gonna keep his basekit relatively the same and thats exactly what they did, his add ons were busted, nobody can deny that.
Only add ons I think should of stayed are the cooldown add ons
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On console nemesis whips will have the same playstyle on loops.
I cant recommend trickster at all on console.
Twins are good if you can maintain pressure and juggle between injuring multiple survivors😇
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I mean as long that its reactable, really. Not something slow like 1 second.
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I cannot.
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His TR change is all thats "killing" him
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The devs decided to cave in to the demands of people who can't make a read to save their lives.
There isn't going to be a single reason to pick slinger over Huntress tbh. The only thing slinger had going for him was his stealth and his chase which was more on the control of the killer and their skill, even though good survivors could still give him a run for his money.
Also, they killed the fact that slinger felt snappy and responsive...now he's just another clunky ass killer that takes too long to start using his power.
Correct me if I'm wrong but I think the only killers left that use their power as soon as they press the power button are Nurse and Blight at this point. I wonder when they're gonna make it so that Blight screams for like a quarter of a second before actually starting his rush.
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No, I don't care about the terror radius change. In fact I'm happy with it because it removes all of the monitor slingers who think MNA is his best perk.
If his ADS change adds too much time, then he will drop to trickster tier, in the garbage.
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It's actually 0.4s. The animation isn't any longer than before, it just requires the full animation to play out before you can fire. To get an idea of what it's like, you can jump in game and see how long it takes right now. Basically, it's just long enough for the animation to appear on the Survivor's end and give them a very short window to react.
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To be fair to you guys for a second, that isn't as awful as I thought it was going to be.
Would that maintain quickscoping as an option?
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Wow, so every one is freaking out for nothing.
Thank you for this
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Is there anything planned for his 1v4? His 1v1 will be weaker now and this seems like a slight nerf without compensation.
(Also thank you for confirming the time :D)
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Is there also a delay on how long before the warning sound is played? Because that was a big part of why I quickshot, it's almost impossible to hit someone with a directional sound warning to the center of your aim.
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When they didn't give us any information and it's BHVR, of course people will assume the worst.
Don't make it out like people are fearmongering here. ######### hell
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The thing is sometimes you need to shoot from the hip (aka shooting before the animation goes through, usually on loops, so... can't we have quick shots when we're within a certain distance?). People abusing ADS to gain ground because survivors try to evade in ways that costs them ground shouldn't be a reason to take away his one strenght.
Now, if you'd build up on him being an engineer and give us the ability to trap pallets and windows with tripwire pulling pallets down and stunning the survivor, respectively having them stumble, then we can talk.
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Funny because it'll still be a hefty nerf.
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They just said he needs to fully ADS which already isnt that long to begin with.
So yeah, people were fearmongering
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Yeah just as much as the first Spirit nerf
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If you would consider the time it takes to fully aim down sights to be quick, then yes, nothing's changing there.
That remains unchanged. The warning sound is meant to alert the Survivor that they're in danger. The same happens with The Huntress, where you can hear a clear grunt when she raises a hatchet. The point is to give clear feedback to the Survivor so they're able to react and attempt to dodge the shot. You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is.
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Not at a distance beyond 10m. Unlike Huntress, Slinger has a small hitbox, so only close-range shots are viable if you can't lull a survivor into a false sense of security. So you nerfed the 1v1 of a killer whos only benefit was 1v1 and objectively gave a net negative to a killer that was not overperforming...................
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This isn't a fair comparison. Huntress' grunt only tells a survivor that a hatchet was raised.
Slinger's gun gives a constant ringing with a volume that rises based on how close to the center of the sights they are, meaning any meaningful aiming is impossible; survivors just need to reverse direction if the sound is getting louder. This can be played around, but not in a way that is any fun. If the warning starts immediately I suspect we'll start to see more 360 spinning slingers.
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Community manager isn't the one making the balance changes, but they are the one who can communicate to the devs what we are saying about the changes.
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You can't read something that's practically immediate. Deathslinger's current aiming time is far too fast for a human being to legitimately react to , and the fact that he can aim as much as he wants with little consequence means randomly dodging just means you're losing distance. You don't counter Deathslinger by dodging, you counter him by putting ######### between you and dropping every pallet early, that's not interactive or fun.
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You still won't be able to react. Anyone who doesn't drop slinger will start flickshot get instead, so you still can't react. This is why quickshotting was a thing, and will continue to be a thing until the warning sound is changed to be like the one Huntress has.
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Making a read is making a prediction based on how a player is paying and how a specific character is played. You don't need to react to anything to make a read, it's the reason whenever you see a decent killer playing they call out what survivors are going to do before they do it. They're not reacting, they're predicting because they know how survivors work.
Ina multiplayer game you don't have to be able to react to things all of the time. because reacting to things is the easiest form of counterplay and it's too consistent, it puts all of the control over the interaction in the hands of the person reacting.
You don't have to randomly dodge all the time, as long as you keep your movement a little erratic, and also you don't have to move nearly as much as with huntress's hatchets because unlike her, he shoots a needle instead of a truck. A small tap of A or D and you are already off enough that his shot won't hit you.
You can counter a slinger by dodging, you just have to know how a slinger player is playing and how slinger as a character is played, so if you put that knowledge+your current position+your distance to the killer you can fairly effectively predict what he's gonna do and when he's likely to shoot. But god forbid we ask survivors to do that much.
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So you don't want to put all the control of the interaction in the hands of the survivor, but you're alright with it being entirely in the hands of the killer as it currently is?I guess if you play Deathslinger enough you could theoretically just guess that he'll shoot when you would shoot and dodge accordingly. But analysing a killers playstyle within 10-15 minutes to the point where you can precisely guess when he's going to shoot, considering his current ads speed, does seem a little poorly thought out, yeah.
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Firstly, the control over the interaction was never 100% in the hands of the killer. It's just that the killer's skill and their ability to predict the survivor actually mattered for a change.
Good survivors could, and did consistently dodge Deathslinger's shots, because they knew how the killer was supposed to be played. And good survivors did a damn good job at making slinger's shot as hard as possible, increasing the chances that he would miss. A good slinger doens't miss in a vacuum, he misses because the survivor made the shot hard to hit.
It is a back and forth that is more in control of the killer than the survivor in the case of Slinger, because he makes the call on when to shoot, but it's an absolute lie that survivors can't do anything about it, because there's a massive difference between going against survivors that don't know what they're doing and survivors that do.
Also, you don't need to build a player profile per individual match. The second you realize what killer it is, if you're a good survivor, you will immediately have an understanding of how the character is likely to be played. Once you have that, then you make minor adjustments based on the individual player.
And I reiterate, there is no good reason for this game to have a core thing that survivors can react to consistently and precisely so they can counter it 100% reliably. If that were the case you might as well replace the killer with a bot, you'll achieve the same result. And this goes for killer too, both roles should have some things they can react to and some things they have to predict or anticipate, especially while in chase.
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"You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is."
I don't think I entirely agree with this statement. If Slinger's projectile were twice as fast or hitscan, then maybe that is true. But right now a Slinger player doesn't just have to aim, he has to predict whether or not a survivor will run in a straight line, tap A or D, do a 360, press A or D for 0.1s or maybe 0.5 seconds, maybe they'll turn a lot to the right and then a bit to the left, maybe they'll do the opposite, maybe they'll just wiggle erratically, etc...
In all of those scenarios, if you make the wrong prediction you will miss your shot, because it takes time for the fired harpoon to get to the survivor. Obviously there are factors that you can pay attention to as a Slinger player that inform which prediction is the more likely to happen, but it doesn't change the fact that you are always having to predict your opponent's movements. It's always been this way, and good survivors make it really hard to hit your shots because of this.
And don't get me wrong, I don't think this is an issue. It's fine that the killer player has to predict or guess the survivor's movements. I just think it seems unfair that when survivors are asked to predict their opponent based on how the character is played, then it's an issue that needs to be addressed.
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Improving with Billy is incredibly stupid now. You can't simply practice pre-revving now, because if you overheat you have to wait for the giant cooldown. If you go to early you simply miss. I had always hated him because his gait makes his camera bounce weird while playing him, but I started to learn his angles jsut before they burned him. Now learning him is obnoxious because you feel rushed. Unless you're already skilled with him, he's pretty boring imo. He didn't need a change. Slinger didn't need a change. Spirit needed a change, and a non-directional phasing sound would have been great.
They just keep adding cooldowns/activation times to killers, and they even acknowledge no one likes them in part 2 of the dev update. But, here they keep adding them. Well... for killers.
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Play Nurse if they nerf her anymore their trolling us!
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Seeing as the Dev team doesn't play deathslinger or any killer obviously, may we slingers have a brown common auto aim addon seeing as hand holding is a thing and a game becomes less skillful on one end and you know maybe auto aim will get less tea-bagging and more positive results for the otherside for a change? I mean anything is possible considering the Survivor's whom complain SEEM TO NEVER PLAY KILLER, but a game based around Survivor's seems fun Survivor Island the lonesome island were killers have left and flocked to a new title?
I may take a career up in gaming management after all as it's not being done well. Very nice company all great intentions, all bad final calls.
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Mass Hysteria is a large feature of the killer main side of the DBD community.
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Ok.. Ive been finding enjoyment in Billy and lots of the tricks you could do before you can still do now, people werent playing Billy before the rework, they were playing his add ons. Devs said they wouldn't really touch his base kit and thats exactly what they did
Also a killer like Slinger who didnt really give much choices to the survivor was going to get changed, a rework would of probably been a better idea than a full on nerf tho
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Its not unique to killers, but the community in general
Every one tends to panic and only focus on the 1 thing that ends up not even being a big deal. Like the first Spirit nerf!
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"Devs said they wouldn't really touch his base kit and thats exactly what they did"
Why lie.
Adding two mechanics, (overheat and cooldown) are massive changes to his basekit, but I guess objectively nerfing his chainsaw isn't a basekit change? LOL you're hilarious.
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Name one trick you could do before that you cant anymore BECAUSE of Overheat
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Don't change the subject. you got caught in a lie, as he was objectively nerfed.
I will not answer your question as I am not and have never been a Billy main nor do I desire to play the watered down version of him funky camera and all.
From one not Billy main to another you should stop speaking for them.
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"Don't change the subject. You got caught in a lie"
Bro how??? I'm asking what tricks was he able to do before, that he can't do now?
Basekit Billy plays almost identical to how he does now, the rework simply revealed how many people were playing his add ons and not Billy himself. Just play an older version of DbD and play base kit Billy, then play him now. The major difference you're going to notice is the funky camera which can go.
I also never claimed to be a Billy main, I play him a tad bit more than I do all other killers. But what says you can speak for him if you barely even play him?
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