How would I improve the Deathslinger?
Hello good afternoon to everyone.
In my opinion about the Deathslinger, playing it with him for a long time makes him feel like a Killer, since his reworking, and his previous nerf, extremely frustrating, sometimes complex, and that the difficulty it has, does not have a very great reward, so it is decided to give some options to improve this Killer, that although it is not completely weak, it is extremely easy to counter, and its difficulty does not compensate its rewards.
The changes I would make are these:
1) Currently the Deathslinger, raises and lowers the weapon slowly, because many times the Survivors complained that it was not fun to play against him, and the truth is that it has to be that way, it does not have to be fun to play against the Killer, the Deathslinger has to make the Survivor's job difficult, not make it fun, so the first change I would make is for the weapon to go up quickly like the previous Deathslinger, but keep going down as is currently.
2) The second change I would make is to lower its terror radius from 32 meters to 24 meters, it is the only 4.4 killer, and at a distance, which has a huge terror radius, so for that main reason I would lower its radius of terror at 24 meters, or in which case increase its base speed from 4.4 to 4.6.
3) Third change, this change for me should have it as a base, since the Deathslinger came out, and yet, I don't know why much emphasis is not made, the change that would be is that when you attract with the Harpoon to a Survivor, without any obstacle in between, the chain cannot be cut by another allied Survivor, and in this way, that any Survivor who goes in premade and communicated, does not cut the chain quickly and many times being unfair.
4) The fourth change that he would make is to his least used Addons, and the ones that are most useless, the Deathslinger, is not characterized by having incredible Addons, and the truth is that it would be very good to have variety to use in these, even if that the Addons that I would change are these, in order of rarity:
I'll skip the brown addons because they don't seem all bad to me, and there aren't any with useless effect.
Yellow Addons:
* Sheriff's Badge, reduces the radius of terror by 4 meters while aiming with the weapon, this Addom seems completely waste to me since its radius of terror was raised and even so, it seems extremely weak to me, generally in most cases, nobody goes 15 meters, or more, pointing the weapon all the time, and until it is aimed, and the weapon is raised, the Survivors continue to hear the terror radius, for that reason and because the truth is quite useless, it would be a rework complete to this addon.
* Poisonous Oak Leaves, increases the time it takes to heal a survivor by 1.5 seconds, taking into account that the healing of survivors is currently very buffed and that almost 1.5 more healing time is nothing , this addon would change it completely.
* Shatter jaws, increases movement speed by 1% while aiming down sights, as I said in another addon above, most of the time, you won't be aiming the weapon all the time you hold it, as the speed of this It itself drops exponentially, making it extremely ineffective to aim while walking for more than 2 seconds, which would also give it a complete rework.
These are all the yellow addons that I would change, and among the rework effects that I would do, is to put them to give 2% more speed that lasts between 2 to 3 seconds after reloading the weapon, or when hitting a survivor With your melee weapon, after being harpooned, it has a 2% Stagger for 2 to 3 seconds after this hit.
Next would be the Green addons, of this there is only one addon that I would change:
* Wanted poster, increases movement speed by 2.5% while aiming with the weapon sight, as I said in other previous addons, nobody is continuously aiming with the weapon due to the low movement speed, and that you are very predictable, also another addon that would change and change it for another that is in a few tiers above, when we get there I will explain.
Violet Addons:
* Golden Creek Whiskey, reduce the radius of terror by 8 meters while aiming with the weapon sight, as I said before, we will not go with the weapon pointing all the time, so it would be another one that I would rework, to be a violet addon that has to Being almost the best of the best, it leaves a lot to be desired.
* Barbed wire, increases the time it takes to heal a survivor by 3, 5 seconds, as I said with a previous addon, the time to heal is very reduced now, and it is a purple addon that should give us a significantly stronger perk than normal, being a very very poor perk, for the type of addon it is.
These are the ones that I would change from the Violet tier, and what would be a possible rework is to improve the effect of the yellow addons that I proposed in that tier, which increases movement speed by 4% after reloading the weapon for 2 or 3 seconds, or as another serious addon, that gives a 4% stun when hitting a survivor with the melee weapon, after hooking them with the harpoon.
For the last tier, we have the Iridescent or Red addons, which personally, I would change just one:
* Iron of Hellshire, when harpooning a survivor, the undetectable state is restored for 10 seconds, while and for 10 more seconds after the survivor is released from the harpoon, this addon although it looks interesting, until it is found back to the Survivor, and having to reload the weapon, with the low movement speed of the harpooner, will leave you many times with just about 5 seconds of undetectability, which is extremely little, and for a red addon, it does not do anything strong, that changes the complete gameplay of the Killer, as an addon of this tier should do, in my opinion this addon would change it and pass this effect, to the green addon of this type's tier, but instead of it lasting 10, it should last 9 seconds , I think it's an interesting addon, but not very strong, and I think that's its tier.
And what addon would I put here?
I would put an addon that increases by 50% the time that a Survivor takes to get out of the deep wound state, after breaking the chain or being hit by the harpoon, after hitting it, it would seem like a pretty strong addon, and well, but for him tier in which it would be worth it.
And there are the addons, as a last change, which I would like, although it seems to me that it is not necessary, is that when the Deathslinger carries a survivor on his shoulders, his movement speed goes from 4.4 to 4.6, which on many occasions, is of the weakest points you have, hang a Survivor.
At the moment those are the changes that I propose, but I would like to know what you think in the comments and what options you would give, please make them logical and within the framework of respect, a pleasure, and I'll read them.
Comments
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sadly all survivors have to do is complain and they get their way :(
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Unfortunately, much of the community is like that, despite the fact that all the ideas I proposed, I don't see it as something so crazy to do it, and improve this Killer, which is in a deplorable state, but hey, it's the only thing that can be done, Give ideas, and if there is an impact, let them be heard by the developers, if you liked something I said mostly, or you agree, give it a vote above, if there is more impact, and thanks for commenting.
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Interesting ideas! I do want to point out a few issues though.
When it comes to your first change I do actually like the idea of reducing his ADS when going up and leaving the speed it takes to put it down alone. But I don't think it should be reverted to back how it used it be. Probably right in-between or maybe just slightly faster than currently would be ideal. It would slightly decrease the window the survivor has to react, without it being unfair. As it stands it takes 0.40 for the gun to go up and 0.60 for it to go down. I'd like to see that reduced to 0.30 or 0.25 with possibly even reducing the exit animation to 0.50 (which is the same 0.10 I want removed on the enter animation but it's proportionally less so I think it'd go a long way for feel without breaking him) I also disagree that killers are not supposed to be fun to play against. As killer it's not your job to be ensuring the survivors have fun. You are playing a game too and your only responsibility is to your own fun. However when the devs design a killer I do think it is THEIR responsibility to ensure the killer has a fun kit to face. Partially agree with the change, hard disagree with the reasoning.
As for your 2nd change I don't think completely reverting the TR is at all a good suggestion. They made these changes with decent reason. Using a perk that lowers your terror radius would easily allow for the 'slinger to shoot people that didn't even know he was there. Which to be fair is something that should be allowed to occur in some builds with TR shrinking or causing survivors to be oblivious. But it shouldn't be possible or even close to possible at base kit. In my concept I recommended he be the first 28m killer along with a "lullaby" like the huntress where he whistles some tune. Speeding him up is also a terrible idea. I agree with the consensus that ranged killers need to be some of the slower ones so you actually have a need to use their power. If Huntress could be a really solid WM1 killer and only use the hatchets as a fallback plan that would be horrible. All that said the 32m was brutal I agree with you there. Very unnecessary.
When it comes to suggestion number 3 I've gotta say that is not an amazing plan and the one I have the biggest issue with. Removing some of the counterplay he shipped with would just get more survivors complaining and then he'd be nerfed in some other awful way. Survivors need to be rewarded for working against the killer as a team. He's amazing at 1v1s and shutting down small loops fast if you can hit your shots. But when you go long and another survivor shows up for the save they need to be able to actually do something in this case. I'm a Deathslinger main and I gotta say it really does not feel unfair when someone goes to break the chain. Especially since I usually at least get a hit on the person going for that save. All it usually does is spread the pressure to another person as opposed to hard counter it and avoid me getting any hits after that well timed long shot. This would remove a decent chunk of depth the 'slingers power has and I cannot support it.
Finally for your add on ideas. To be frank I don't really mind his current add-ons much but I do agree some of them could use a rework or a buff in a general sense. Don't really feel like commenting further on that. I'm mainly concerned with the current state of his base kit.
But anyway I as a 'slinger main who is holding out hope that the devs will give him a rework am very glad you are participating in the conversation! I hope to see more threads like this. Maybe if there is enough outcry they'll give him a look for a future patch. Also I have my own concept for how to fix Deathslinger! Please check it out and let me know what you think!
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