HillyBilly & Deathslinger Should Be Reverted
I feel like I speak for most of the player base when I say their nerfs were unwarranted. Both of which are now very underpowered. I literally haven't encountered 1 Deathslinger player who wasn't a pushover after his nerfs.
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I doubt they will revert changes, because they would kinda admit a mistake by it and they have never done that from what I know.
Problem is there is not enough players behind Deathslinger, so they will fix it same as Twins, just stop creating skins so there is no money wasted on him.
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Neither needs to be reverted, both need to be improved. Billy's addon nerfs were far too harsh, what he needs is another addon pass to make them all more useful, not just being reverted back to having unfair/busted addon combinations.
Same with Deathslinger. The changes they made were necessary (with the possible exception of the TR increase, I'm still not sold on that one), the problem is that he already had a pretty weak design so removing his stupid cheese strats just leaves him feeling clunky, and the buffs he got in the same update weren't quite enough.
Move forward, not back.
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The addon nerfs are fine, the issue was the overheat mechanic
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I'm not sure I see how. Overheat is a nothing mechanic, you'd have to be holding your chainsaw for ages or zooming across the entirety of Red Forest to actually max it out- playing Billy normally means extremely slight adjustments for the Overheat mechanic.
Contrast that to the addon nerfs, which left him with basically nothing good to use. He has some mediocre ones, but nothing particularly impactful or worth running. Considering how good some of his addons used to be, that's a far more dramatic impact on his strength as a killer than a mechanic you have to go out of your way to actually notice.
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Ya quick scoping is annoying but it's kinda an fps industry standard. Imagine if doom, hunt, halo or any other shooter had deathslinger ads like gameplay. Ffs most games allow you to hip fire. Making a deliberately scuffed aiming mechanic with zero nuances or appeal is ridiculous.
Who is deathslinger aimed at is my question. He's a clunky, slow moving, normal tr killer with zero appeal bar his asethic which is wasted on a dev team incapable of making exciting intuitive gameplay. It boggles the mind how most shooter players accept quick scoping as a natural element of fps gameplay but player with zero shooter experience can have there opinions more valued.
In advance of the hur dur this is not a shooter game argument let me remind you that the person playing slinger is likely a shooter player that what his look and gameplay is supposed to appeal to. Scuffed, clunky gameplay is a gaming developer sin. Expecting some of your audience to be masochistic and embrace his design is deluded and downright foolish.
What I find especially hilarious is the assumption a god slinger isn't going to miss. What? Even the competitive shooter players miss look at most hunt streamers live gameplay. That's without considering his weapon is a breach action low muzzle velocity shot with an 18 meter range limit. I advise that if your gonna balance slinger or express frustration with his design at least get some experience on other shooters so you are at least informed.
Slinger and Billy is another reminder the dev balance team are hopelessly awful at following the most basic developer rules which is making intuitive fun meaningful gameplay that is distinct and exciting.
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Oh, well, I'm glad that you gave an advance counter, but let me still make the (correct) observation anyway: Hurr durr, this is not a shooter game.
The reason quickscoping works in shooters is that it's symmetrical and you can quickscope back to kill the other guy. DBD doesn't work like that. Quickscoping in this game is a cheap, uninteractive, boring mechanic that forces survivors into a lose/lose scenario. "Other" shooters (by which you mean, shooters, as this isn't one) are literally irrelevant, and I do not use the word "literally" cheaply or incorrectly here.
Bypassing completely unnecessary personal attacks on the dev team, let's take a look at your actual points. The thing is, I actually agree with them- Slinger is too clunky and slow to play as, and that's something they should be looking to fix! Nobody in this thread, myself included, is arguing that Slinger's current state is fine, what's being argued - correctly - is that reverting the changes they made specifically is a bad response. They made the changes for a reason, they should be moving forward and not back. Period.
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How exactly is quick-scope considered lose/lose scenario?
This was used often for PH, there it makes sense, you either vault or don't and get hit in both.
How was that exactly changed for DS? You still can do this. So this argument really doesn't work here.
And I have no idea how can quick-scope be considered more unhealthy than fake / hold ADS. That is actually lose / lose situation, you run straight? I'll shoot. You try to dodge? I'll wait while you lose distance.
If you were good at predicting and made DS miss his quick-scope, then DS is punished a lot for any missed shots. Removing quick-scope only forced players to commit less on their shots and use fake / hold ADS way more, which I consider super boring.
Quick-scope was never an issue, fake ADS was and that wasn't fixed really, you still can do that. Quick-scope was what made him fun and you may say DBD is not FPS game, but FPS players were mainly those who played Deathslinger. What group is supposed to play him now?
He is just worse at everything other than STBFL, which still doesn't make him better even with 8 stacks and mending, which is not good tactic because of CoH atm.
He is way more limited than other ranged killer, so why was it so bad that he had something they don't...
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Also let's not forget that Deathslinger gives survivors a chance to prevent a down from a successful hit with the chain mechanic. The whole "quickscoping is unhealthy" only matters if you look solely at a single part of Deathslinger's kit and completely ignore everything else about his kit.
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Limited range, Small projectile (only negative without quick-scope), can't down over most pallets, possible to deny down (objects / survivors), can't handle multiple survivors, punished way more on missed shots, slow time to down unless first hit is M1.
and we also have clunky ADS mechanic and 32m TR now (easy hold W).
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You're almost there- quickscope is what made fake-ADS possible. At least now you actually have time to properly dodge once he commits, instead of being forced to choose between making the shot super easy or losing distance by dodging early.
Both fake-ADS and quickscoping were part and parcel of the same issue, it's them in combination that was the problem. Both needed to go, there's really no way around that.
As for your other points, why do people think I'm going to argue that Slinger is in a bad spot right now? I agree. He's not really got a niche right now because the niche of simply liking the reel mechanic is going to be hampered by the fact that he's pretty clunky. That doesn't change anything, it's just... repeating that there's a problem? Which we all agree on? Seriously, I'm not being sarcastic or trying to be an ass here, I'd love to know what I'm missing here, because from my perspective it really seems like the argument is "the only people who liked playing him were the ones who used the obnoxious and cheap lose/lose tactic so we should just give it back to them", and that's a very very underwhelming argument.
Once again: Forward, not back.
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You don't have to remove quick-scope to fix that, you just make second animation slower (Deactivate).
That would actually be more fun, because Deathslingers would be forced to commit on their shots more, so it would be worth to predict it and dodge, but this made exactly opposite.
Fake ADS didn't really go, it's used way more now along with hold ADS and reason for that is mainly removed quick-scope. Even Otz is spamming it now.
It's just too risky and you get punished a lot if you miss, even potato can react to it, so why would you commit?
Yeah, sorry that was just my automatic response to explain why Deathslinger sucks now. Some people still don't get it... You are clearly not one of them, so I will try to filter it next time.
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They did do that- or, they did the more effective thing, which was to give him a cooldown after lowering the gun before he can raise it or swing for an M1. That was by far the smartest thing they did in that batch of changes to him, alongside removing the ability to quickscope. The problem is now that his aim speed is too low- not the speed to raise, though that could be looked at, but rather his camera speed while he's scoped is pretty abysmal, I'd look at changing that.
I'm not sure how fake-ADS could still be done, outside of the far more tame faking once or twice to bait DH or something. He literally can't do the fake-ADS strat anymore because of the removal of the quickscope and the fact that there's a cooldown before he can swing- we're not talking literally about faking the animation, we're talking about the strat where he'd fake the ADS repeatedly while advancing on a survivor because they either made the quickscope he could do very easy to land by running straight, or they'd zigzag and lose a lot of distance, at which point he'd just keep faking until they either ran straight or he was close enough to swing.
He can't do that anymore, it can't possibly be used more now.
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It is used way more.
And they made it possible by buffing his ADS movement speed, so you don't actually lose that much distance.
And because ADS is so slow, survivors also try to dodge more, because it's easy to react. So you always fake few times to see how survivor is going to react and if he keeps dodging, you just keep doing it while survivor is losing distance, if he doesn't dance for you then you just shoot him.
Another reason why you do it is that your time to down is way better if you start with M1. It's really slow if you start with shooting, because you have to reload.
and I agree that camera / turning speed is just terrible. Whole ADS mechanic is weird to use. They should just install CoD and copy ADS.
Not best example, but works:
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Believe me a declaration of game balance incompetence or game designer ignorance is far from a personal assault let's get that out of the way. Putting Infuses on dev incompetence criticism based on a longed storied history of mistakes.
Next you can quickscope back to kill your opponent is flat out incorrect if there equiped with medium to short range load out they lose the ability to meaningfully fire back. There are plenty of games where hostiles are not killable and your counter measures involve better pathing. Assuming an asymetrical game cannot do this is jarring and absurd.
Often developers go a direction with design that is terrible and unnecessary. Deathslinger is a high skill ranged killer if a person can transform a quickscope into a hit it is not only earned its good design. It creates actual reward for time invested learning the character. The opposing survivor skill of pathing through difficult terrain to force more precise shots is in itself a skill. Billy isn't a push forward design either. Overheat is unnecessary and removal of deathslingers quick scope is flat out wrong.
Even if we entertain the quickscopes got to go. It might not be a play style a player likes but you shouldn't horribly mangle the killers design before having measures in place to actually fix the killer. How can you stand by these decisions to mangle a killers design if you know its gonna take months (if we're lucky) years (if its similar to Freddy or dses true rework). It ignorant and irresponsible. It straight borders on vandalism of a players property. But it's OK in two years time he will be back to functioning as an enjoyable killer.
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...Calling someone incompetent and ignorant isn't a personal attack now? Alright, dude.
Tackling the rest of your points, thin as they are... do you really think that you've got a point with that "medium to short range load out" thing? The point is that in a shooter, both sides are trying to kill each other. In this game, one side is trying to kill the other side, and the other side is trying to avoid getting hit. If a killer in this game has a way of hitting a survivor that the survivor cannot do anything about (outside of things like Huntress at a window, I'm not talking about having situations where a hit is unavoidable, but rather a hit being unavoidable at all) then that killer is badly designed. Period.
As for your points about Slinger being a high skill ranged killer and the survivor skill of more intelligent pathing being the counterplay, I agree! And now that the survivor actually has that option because Slinger can't just ADS fake/quickscope to take away their agency, that can start being how he actually plays- once he's buffed, anyway.
Brief aside, Overheat is unnecessary but it also has zero impact, so removing it fixes nothing and amounts to a waste of resources. They should at least try to make it a positive presence before abandoning it.
And finally, I do not support the way that Deathslinger was changed and if they do take years to fix him I don't support that either. What I'm defending is specifically that, in a better version of the changes, quickscope/ADS fake would still be gone, because that was a problem. Let's try and stay on topic, shall we?
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Creating guarranted hits is inevitably going to happen regardless of which killer you play. Trap based killers create scenarios where your damaned if you do and damned if you don't. Blight has tiles and zone's where your agency as a survivour is nonexistent its the push and pull to force and maneuver away from these positions that is the heart of dbds higher skill play or what it should be. You are rewarded as killer for creating these opportunities.
But usually the counterplay for traps is to disarm them. In deathslinger case he is a 110 killer putting distance between you and him is the point. If you don't leverage the vaults and pallets to push for increasing distance that's a falling of the survivor.
If you traditionally loop Slinger your giving him guaranteed hits. Pallets, vaults are intended to give you that distance. If you give the ranged killer a skill that can be dodged and reacted to they won't function as a killer past certain skill brackets. It could be perfectly fine with an increased cooldown on his gun drop down animation to prevent zoning (which he still does look at otzs lore based Slinger for proof of such). But if he is pulling up his gun to use his power it should be snappy and clean.
Plenty of designs in games are walked back. Because building on bad decision is building on bad foundation that regardless of how well the other components are designed will not save the mechanic. That's why they went about ripping out the foundation of Freddie power design. You can argue its still not exciting which is fair but it certainly more practical then building on a concept that is inherently terrible.
In regards to stay on topic or as some call it "what aboutism" taking concepts and existing history in game design as a source is important regardless of your genre. Though the language is different there are still key game design philosophies. A moba, a shooter, a fighting game still has design perspective dbd would benefit from to compartmentalise them as separate subjects with no crossover whatsoever is foolish.
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Yes, I agree- as I said, all killers can create scenarios where their hit is all but guaranteed, that's part of how this game is designed. The problem with old Deathslinger is that the scenario he ""created"" was just being in a chase with a survivor in any spot more open than Lery's. He didn't have to do anything, he just had to keep raising his gun while making distance and then either getting an M1 or firing so quickly no human being would feasibly be able to react to it.
Now, to your "snappy and clean" point- again, I agree. We are in agreement that he is not in a good spot and the main reason is that he feels a touch too clunky and sluggish. I imagine we disagree on how bad of a spot he's in, but he unambiguously needs a little help. He just can't be walked back to his old obnoxious state because that was changed for a reason.
Also, you're being purposefully obtuse in that last point. Obviously they can learn from any other game in some way, but you were drawing a direct comparison between Dead By Daylight and FPS games, which is a misleading and inaccurate way of looking at it. Slinger can't function like Doomguy or Master Chief because this isn't that kind of game, making arguments revolving around "well it's in those games" is irrelevant- which is what you were doing and what I was responding to.
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I'm suggesting we go the direction of reverting the quicks scope and further increasing his gun drop animation. It effectively kills the zoning argument as now rasing a gun has a cost if you aren't going to shoot. This is a revert no matter how you see it as it is reintroducing quickscoping but taking the real culprit of survivors issues the free zoning.
Even then he still needs help but there thousands of ideas that could help slinger out. A bounty hunting system with trial spanning effects would be my preference.
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oh they have reverted changes in the past.
look no further than them making Huntress hatchet hitboxes accurate to the playmodel or the removal of timing needed for flashlight / pallet saves.
though you're probaply right with the second part.
which, truth be told, dissapoints and frustrates me to the point where i almost have given up myself.
i hate how giving feedback on this game feels like yelling into a big, empty void. you dont get answers, the problems dont get addressed and instead new ones are created where previously there were none. its infuriating.
and yet i, and some others apparently too, am still clinging onto that small bit of hope left in me that maybe BHVR actually does listen and that maybe they realize how bad of a decision those changes were and they revert them. For Hillbilly i dont think thats gonna happen tbh, since they centered an entire Add On rework around this "in normal gameplay completely unnoticable mechanic that you'd need to try to fill up" (as BHVR calls it), but Deathslinger is absolutely reversable.
and they wouldnt even need to revert all the nerfs - just the TR increase and ADS time increase.
they can even take all those "buffs" they gave him to "compensate for the nerfs" away again too - i doubt anyone would even notice.
(im gonna have to stop here now, otherwise ill go on ranting over this topic for the next 45 minutes. the Deathslinger changes hit very close to home for me and i am very upset about them - and that isnt gonna change until they revert those two big nerfs he got)
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Oh yeah, I remember flashlights.
I guess I haven't played yet with Huntress changes.
It was really annoying for me that they announced it, almost eveyrone got pissed about it, so they said it's just PTB and it can be changed and of course nothing happened and it went live even tho I didn't see fully positive feeddback on it ever Some players think those things should be nerfed, but noone thinks it should be done like this.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. Fake ADS is boring and it was only thing that should go instead. I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
Deathslinger was mainly for FPS players and most of them gave up on him including me.
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Now you buy him for dead man's switch and maybe gearhead?
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yeah, i think at this point its pretty commonly accepted that PTBs arent actually PTBs, but just a preview of whats guaranteed to happen anyway, regardless of feedback.
at most they have a smaller numerical change go through from PTB to live servers, as they did with Slingers ADS movementspeed Add Ons.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
yeah this right here is just BHVR at its peak.
everyone (rightfully) complains about how bad Deathslingers just spam ADS to deny them actions, slowly zoning them out until they are in M1 range, which is the opposite of skillfully gameplay - so their solution is to literally remove everything skillfull, fun or unique from the Killer and turn him into something that relies entirely on slowly zoning people out.
ugh
I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
like, seriously, they literally went and "fixed an issue" that never even existed.
there was nothing about his 24m TR that was too strong or unfair in the slightest. was it TECHNICALLY speaking possible for him to shoot you without you having a heartbeat? yeah. but a ton of things had to come together for him to be able to do something like that - most of which you, as the Survivor, had a direct influence over.
in other words, if you got surprise shot from outside of his TR, then 9 out of 10 times that can be directly linked to your own misplay.
some people just want to turn their brain off when playing Survivor and then complain when that backfires on them - which lead to this change.
this change is extremely annoying to me, because, realistically speaking, here is what it does:
1) you no longer need to think about your positioning against this Killer
2) you no longer need to keep track of him to avoid ambushes
3) you can just go and hold W the second you hear his TR approaching and by the time he catches up to you with his slow movementspeed, the game is essentially over.
literally the only effects it has is to make it easier to just turn your brain off against this Killer and still do well.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. [...] Deathslinger was mainly for FPS players and most of them gave up on him including me.
we all have.
Quick scopes were what made this Killer appealing, its what made him fun to use. I'd even go as far as to saying that quick scopes were what made the Deathslinger the Deathslinger.
by removing them, BHVR didnt just nerf this Killer. they completely removed his entire identity.
If i see a Deathslinger nowadays, i always just ask myself "why wouldnt they just pick Huntress?", because thats all he is now - a worse version of Huntress.
the Deathslinger changes show me one thing very clear:
BHVR either has absolutely no idea how to balance this game, or they genuinely have given up on it.
the more they double down on them, the more i lose hope for the future of this game.
i didnt quit the game because of the Deathslinger nerfs (i quit because they thought a casual party game needed an MMR system & the DDOS and cheater issues), but the Deathslinger nerfs have done an excellent job at making sure i stay away from it.
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I doubt gearhead will be good enough that you would just have to buy whole dlc for it.
Dead man's switch is not good enough alone, so you would also have to buy Artist for it. Also we will see if they don't nerf it. There is chance they will nerf it and noone will care again.
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agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
Sure, it wasn't needed, just saying I could survive that change with him.
here was nothing about his 24m TR that was too strong or unfair in the slightest.
Funny is that this work only with M&A, but you actually need a line of sight at 18-16 meters, which on most maps survivor either had chance to see you for some time, or you are already in TR.
We have oblivious effects where I can get on M1 range without survivor noticing, which is just way easier to do on most maps, because you actually break line of sight whole time for it.
So this change only punish people for not using those perks, but most DS mains didn't even think M&A is that good perk on him, it was just for fun, but there are way better perks for him.
It's kinda stupid to have change, because of perk that forces everyone to use that perk, or some alternative.
a worse version of Huntress.
Let's be honest, he was always worse version of Huntress, but there were some fun and unique things about him, that she couldn't do.
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I do not think that they need to reverse Hillbillys changes. Right now they should just fully embrace them and make good use of the Overheat mechanic. Pighouse Gloves are a good start but more add-ons like this should exist. Imagine an add-on that gives you an initial speed boost when you start sprinting from less than 20% meter or an add-on that lowers your charge rate while you are above a certain level of heat...a few more creative add-ons would do the job for me.
Now Deathslinger is a whole other issue.
In my opinion his ability to quick scope was fun for the Slinger and I get that many people enjoyed it. I however always hated it. Now, to clarify this: I know that quickscoping takes skill and you have to earn your shot. Skill should be rewarded and can be expressed in different ways, including this. However I think that it just feels so bad for a survivor that it had to go.
Now where I do not agree with the devs is that Slinger got 0 compensation on his new weakness and now feels clunky. I despise it when a Killer feels clunky because that makes them plain unfun to use as we see with the Twins. The change to address his quick-scoping should not have made the Killer feel that bad...
Also compensation to Slinger should have included a way for him to either get information, more range or map pressure. Like a "bounty" mechanic to fit his headhunter theme: Deathslinger starts the trial with a "target", he sees that targets aura at the start of the trial. Once you hook that target that survivor randomly gets wonky skill-checks like with Oppression or Overcharge and a new "target" is shown to the Slinger...
Anything to give him information or pressure to compensate for his 110% speed...also those add-ons are once more crap and he deserves better and more funny add-ons...
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It's weird how BHVR cares about so called "survivor's frustration" but never think about killer's.
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It is especially considering certain Killers.
I hate how they made Twins, an overall good concept with tons of potential into such a mess, and with Death Slinger how with one change they drained all the fun from him.
Did you know that Slinger has a mechanic that lets the survivor hear an audio that gets louder while you are in his crosshairs? Why didn't they make this more prominent to encourage a back and forth between Slinger who aims and survivor who evades more...
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Hillbilly I agree 100% but deathslinger I think needs more of a rework then just a flat out revert, unfortunately though neither are likely to happen for either since it seems bhvr has an even bigger problem with the sunken cost fallacy than veteran players do.
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This.
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THIS 100%
If only the devs ever read this...
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Let's be honest, he was always worse version of Huntress, but there were some fun and unique things about him, that she couldn't do.
actually, i think that depends a lot on how you look at it.
in terms of strength, yeah he was always inferior to Huntress - even though i would want to add that that gap in strength was not a wide one, personally i always ranked them very close to one another (with Deathslinger usually being the top of B-Tier and Huntress being somewhere in lower A-Tier).
What i meant with that sentence was not their strength however, but their gameplay.
Deathslinger just used to fall into a very different nieche than Huntress did, with her being a specialist for mid to long range shots and him being a specialist for short range shots. Huntress is really good at punishing mistakes and outpositioned survivors, while Deathslinger directly focussed on anti loop, meaning, thanks to his quick scope, he was able to use his power in scenarios where Huntress just couldnt use hers efficiently.
So in a way, despite both having a ranged power, they both had different scenarios in which you wanted to use said powers in, both were strong in a different aspect of the game, which made both of them unique in their own way.
add to that that Deathslinger had a bit of a stealthy approach on Survivors (even if you had to sacrifice Perk Slots for that, a fair price to pay imho), and you had two Killers with vastly different gameplay to one another, despite the seemingly similar abilities.
which is also what i meant when i said they removed his entire identity, because they literally tracked down everything that made him fun and unique, and just turned him into Huntress 2.0, even from a mechanical standpoint.
everything else in your comment i 100% agree on.
i just wish the Devs came to the same conclusion in regards to him....
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