Deathslinger terror radius
Should Deathslinger's terror radius be reduced back down to 24 meters, and he receive a lullaby instead?
The Good, The Bad, and The Ugly theme for inspiration.
Comments
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Honestly, they should reduce his TR to 24m and then just change Monitor to be a 25% terror radius decrease/increase rather than an 8 metre one. That way, using Monitor on a Slinger with a 24m TR would only create an 18m TR, which is the maximum range of his shot and prevents you from being shot outside of the TR.
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Monitor on slinger was annoying but no where near overpowered or oppressive, survivors even have perks to find stealthier killers it just requires them to not use the typical stuff everyone brings. I disagree entirely with his nerfs, he needed buffs and none of his nerfs were deserved, revert them completely and give him buffs on top of it. There is nothing wrong with having a different play-style from the typical gen slow down builds, and a stealthier slinger was one of them.
He doesn't need a 32M TR, he doesn't need a cooldown after ADS and he doesn't need a lullaby, he needs buffs, he needed them before he was nerfed, imo he is bottom 3 killers easily.
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I was going to say give him a 24m lullaby, but I like this more - it's a more universal fix and it doesn't prevent him from utilizing Undetectable. He does still have those stealth-while-aiming-down-ironsights addons, though, and arguably getting hit right on the edge of the TR still doesn't give you time to react (though situations where you'll be hit exactly at 18m are very rare - ones where the Slinger can reel you in, even rarer.)
Deathslinger relies on stealth more than other ranged killers because his every shot needs to count. He has very low miss forgiveness, a small hitbox, and relatively low range, so a survivor that hears him early and takes off immediately is pretty disastrous for him. He lacks both the speed to catch up and the ability to keep trying for shots if his first one misses - Trickster is obviously the king of spray-n-pay, but Huntress still has four more up her sleeve before she needs to reload. A large lullaby would hurt him as much as his 32m TR does (unless the lullaby was so large that it was no longer an accurate read of where he was.)
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We shouldn't nerf a perk just to compensate for one killer, that makes zero sense. Just give him a lullaby, I don't understand why 2 of the long range projectile killers have one but Deathslinger doesn't. You could make Slinger's terror radius whatever you want, but no projectile killer should have stealth ability. You never see Huntress or Trickster using stealth builds because they don't work, but I still see (when they appear) Slinger's using them and doing well as a result.
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Thats a change to M&A thats incredibly specific to deathslinger. I would prefer changes only to deathslinger to fix him.
Also your argument doesn't really mean much because you are saying with M&A his firing range will be the exact range of his terror radius, that means he still has the problem of being able to hit survivors before they can react since the very moment they hear his TR, they are within range to be speared. Thats the exact situation they were hoping to avoid with the change to begin with.
I think Deathslinger would thrive if BHVR decided in what archetype they want to put him. Either a full movespeed ranged killer like Plague or Artist, or they drop his TR back down to 24m and give him a lullaby like Huntress or Trickster. This inbetween gives him the disadvantages of both, and the advantages of neither.
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Well, that's exactly what they did with Stridor.
Deathslinger should have some degree of stealth because his shot isn't a guaranteed down like Huntress, he only gets one limited range tiny hitbox shot per reload, and he has no snowball ability and cannot hit over pallets like Huntress and Trickster. He also takes a million years to do anything compared to how efficient Huntress is. Now that his ADS has been nerfed, Deathslinger has absolutely nothing going for him over Huntress besides the joke that is Deep Wounds. Stealth is a good compromise.
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I didn't agree with the stridor change at all, especially since they would have KNOWN that the spirit changes were coming down the pipeline as well. I still disagree entirely with how it continues to work today, leaving Iron Will with no killer counter except for Plague or Nemesis.
The smaller hitbox of Deathslingers shots means he can also accurately commit to shots that Huntress cannot pull off. Also last time I checked, Huntress doesn't have iri heads anymore for the easy downs. I also disagree with how long his ADS is, it feels clunky and needs to be reduced by a fraction. So that its use its smoother, but doesn't necessarily allow for a pure quick scope playstyle. Similar to Huntress with wind up speed and throw cooldown.
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I can't say I agree with that second part. If Deathslinger is getting a shot the moment he enters the 18 meter range of a survivor, that means he's either had line of sight on that survivor for an extended amount of time - in which case, the survivor also has had line of sight and has no excuse to be caught off guard - or Deathslinger's got aura reading/some kind of guaranteed knowledge that a survivor is in that EXACT SPOT. Deathslingers aren't machines that know exactly what pixel to aim at for a survivor they didn't know was there the moment they enter the max range; most of the "stealth shots" from pre-nerf happened at 15m or so, for the Slinger to adjust their aim/reaction time, which with this Monitor change would now have room for the survivor to react. Plus, the ADS nerf means there's even more of a window for the survivor to wiggle to dodge even slightly, which makes the tiny hitbox of the spear miss. There's also the fact that a shot from 18m has a good chance of breaking due to terrain.
I don't agree with making him 4.6m/s because then he'd be too oppressive (and frankly a little boring) in a chase. He'd just be PH again because zoning for a free hit at 4.6m/s would be much easier than challenging yourself to land a shot - which to some extent is currently a thing, but making him 4.6m/s would make this even worse. The lullaby also removes his ability to be stealthy, and I think stealth should be a major part of Deathslinger. It gives him a niche over Huntress, who otherwise is just better than him in every way.
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I agree 100% the tr nerf needs to be reverted
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Changing the TR and not just giving him a lullaby seems like a huge overcorrection.
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I kinda think a middle ground is needed for Deathslinger, he needs a 28m TR and a 4.5m/s speed.
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Not playing Deathslinger much, but I like the idea for a lullaby. Maybe something like this in a spooky version?
Once upon a time in the West - Man with a Harmonica
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Similiar to huntress? Ok, what about limitations what Deathslinger has over her?
Let him have infinite range?
Let him down over pallet / far windows?
Let him reload after several shots?
Deathslinger is limited to his power more than huntress. Smaller hitbox had one advantage and that was shooting through gaps, but that is just not possible with longer ADS. Bigger hitbox is just better and it's easier to use.
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I main deathslinger, I am ashamed at how they didn't even think about this in the first place, instead of his current terror radius he should receive this as his terror radius music instead the closer he is the louder the song is.
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He doesn't need a lullaby in the first place since he's not a map wide threat like huntress is
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To be honest, I never understood why Deathslinger didn't down if survivors were still in deep wounds. It never made sense to me to begin with. You are getting shot by a giant ######### off spear, you can't just walk that off. As I said in the comment that you quoted, I don't think Deathslingers ADS should be as long as it is, I feel like it should be more responsive of a power than it is currently. And as a huntress main that really loves to do trick shots, I can tell you a bigger hitbox is not always better.
I could also reasonably see buffing deathslingers reload timer, as just making him slightly more time efficient that way could do wonders for him overall by considerably shortening chases over the duration of a match.
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My main problem is ADS mechanic. He gets lower sensitivity (turning speed) and lower FOV.
I could live with longer ADS if it didn't feel like ######### to use. It wasn't an issue before, because of quick-scope. You didn't actually used ADS at all before.
It's bad to use when survivors are close to you, because you are slow and can't see anything and it's bad to use on long range, because you have slow ADS + travel time of your spear.
Before it was about prediction from survivors, you can just react to it now. I hate using zoning, it's boring, but you are kinda forced to it now, which is sad imo.
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