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Deathslinger's pick rate is almost non existent, here are my suggestions to make viable again

crackhead
crackhead Member Posts: 8
edited April 2022 in Feedback and Suggestions

I've seen this killer only one single time in the past 6+ months, it's unbelievable how nobody bothers to touch this killer. Ever since he got gutted, there's pretty much no reason at all to pick him over Huntress or Trickster.


I feel like the balance team went way overboard with removing his quickscope just because people were complaining about it being too hard to play around. I'd say it makes perfect sense for a slow killer with zero map pressure to have a very strong 1v1 potential so you can hope to get win through expressing skill in downing people quickly with your power instead of relying on map pressure.


There's also zero justification for a 110% killer to have a 32 meters TR. I recall when BHVR used to tamper with 28 meters for Pig and Freddy when they received their fair share of changes back in the day.


My list of changes to make him playable again:

-Revert the ADS speed to its original speed and remove the delay before firing, my reasoning being that it's the most fun and skillful part of his kit for the killer, to have quick reactions to survivors' movement and being precise with a super small projectile hitbox. Good survivors back in the day knew how to deal with the quickscope to a certain extent, but obviously enough, it's not supposed to always be avoidable when he's close enough to you.

Change his terror radius range to 24 meters. There's no reason for a slow killer to have anything more than 24 meters.


He needs a lullaby, just like Trickster and Huntress. Being able to take advantage of M&A to shoot people while they can't hear your terror radius doesn't make any sense, there's no reason for Deathslinger to be an exception to that. The lullaby can be a mixed up version of the ringing warning indication that survivors get when he's aiming at them, but it would need some tweaks, obviously

Lullaby should be 45 meters and non-directional, and become more intense as he gets closer like it is for the other ranged killers


ADS cancel cooldown - 0.6>0.8 sec

Spamming and canceling ADS to constantly make survivors dodge is something any terrible Deathslinger could do to get distance and get in range for an easy shot or even an M1. Canceling ADS without pause should be punished with a bigger penalty

ADS movement speed - 85%>75%

Chain break stun duration: 3>4 seconds

Holding your shot while strolling up to a survivor who is constantly dodging is pretty uninteresting gameplay for both sides, and nothing makes sense about the chain break stun not lasting longer than a successful M1, it's supposed to be window of opportunity for survivors to get distance when they manage to break the chain.


Edit: I forgot to mention the deep wounds from the Redeemer, thanks to Valik.

There is absolutely no need at all for deep wounds on his power, it's just a stupid addition, needs to be removed

Post edited by crackhead on

Comments

  • kaskader
    kaskader Member Posts: 283

    They will never ever revert his nerf. In their mind he had no counterplay which is depressing but ok.

    My suggestion is to make him 4.6.

  • Whoudini
    Whoudini Member Posts: 309

    Just make him 115, easy.

  • Faulds
    Faulds Member Posts: 903
    edited April 2022

    They don't need to revert any of his nerfs, they made it for a good reason. They just went overboard with the ADS charge penalty, it should go down from 0,4 seconds to 0,3 seconds. I think he should be fine then. No one complains about Trickster having a long time to charge up his attack, and he's charging up his knifes within 0,35 seconds. (Source: dbd wiki).

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846

    He just needs his 24m terror radius back and that's it. If he needs a lullaby to counter M&A fine but just make that 24 meters as well. A 45 meter lullaby would be horrible for him.

    Everything else that was done to him were good changes and they don't need to be reverted.

  • Valik
    Valik Member Posts: 1,365

    They really did him an injustice - mostly because the devs worked WAY too hard in the other direction.

    Quicscoping isn't the problem, it's accuracy. Let players quickscope and keep that GOOD feeling - but make it like a huntress Hatchet, but with bloom. The longer it's aimed, the greater its range and accuracy.


    Other than this, just get rid of the Mend status. He doesn't need it.

    It would be better if he had a magazine of 5 shots that he reloaded at a locker with a lengthy animation.

    5-6 seconds at a locker for 5 rounds in the mag with snapshot sights back? I'd pay to play that guy.

    Nobody cares about the terror radius - if they can hear you or not isn't the issue - it's being able to use him within that radius that should be looked at.

  • Whoudini
    Whoudini Member Posts: 309

    Just make him 115, easy.

  • CharlieChatBox
    CharlieChatBox Member Posts: 258

    Give him more range. Let his gun break pallets. Let him reel in 3 dimensions. Make the reeling interaction faster for both ends. Faster to pull all the way, faster walking while reeling, and faster breakout, just so he doesn't spend as much time with each shot. Allow him to ADS without a bullet. Allow him to have more freedom while ADS. A more in depth add-on pass. (Devs did good with 85%+ solid add-ons on the 3.7 one, I say that's a pass). And then see where it goes from there.

    He doesn't need 115. Or stealth. Or more ammo. He just needs to feel better with his gun. And to have actual counterplay to pre-dropped pallets. "Easy" Fixes don't actually fix the problem, they just fix symptoms.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    His nerf should be reverted. It's not even like Hillbilly where they added a whole overheat mechanic and add-on pass. They literally just made him worse.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    He really really didn't need the terror radius nerf.

  • Zarathos
    Zarathos Member Posts: 1,910
    edited April 2022

    Trickster has volume of fire. Deathslinger uses a breach action rifle that requires constant maintenace and a reeling mini game for a single hit. There is no super charged multi hit mode not ricocheting blades. Deathslimger was a bad killer before the merf now hes utter trash. Fixing his ads changes nothing. If they want slinger to be a fun killer to play he needs something special a charged exposed shot, movement via grappling hook. Noose traps slinger is an underwhelming killer that spectacle is linked to being an inferior underwhelming variation of other better ranged killers.

    Anyone who played dbds ranged killer roster could see he was painfully inferior in comparison.