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Deathslinger aim/dodge balance

I am maining deathslinger at the moment and there is a really unfun dynamic I am noticing.

For a ranged killer using a literal gun, aim is almost irrelevant. Between ADS time and projectile lead time, the survivors have so much opportunity to dodge that "aim" plays entirely second fiddle to guessing where the survivor is going to dodge at even close range.

To clarify by range, longshots at 18m is absolutely fair. The survivors should be able to reliably dodge at 18m. Yet they can reliably dodge at 9m easily. Around 5-9 meters is dicey but survivors that are on the ball can still dodge reliably. I find that it is only at <5m that "aim" takes precedence over "guess".

I concede that the mind game is a component of the chase but essentially guessing whether they bank left, right or don't while survivors can erratically twitch left and right with negligible loss of momentum is frustrating. It feels like whether the hit lands is more chance than skill with how much the dynamic is decided by the survivors actions instead of skill on the DS's part.

I'm not sure how this could be fixed, but two idea's I have is to reduced the reload time or the movement speed penalty while reloading to make missed shots less punishing in a time cost sense (the time cost insane but other people have covered that in depth). Or to increase projectile speed to push out the distance at which survivors can reliably dodge a little further.

What are your thoughts?

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