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Deathslinger ADS buff

ScØØby
ScØØby Member, Alpha Surveyor Posts: 18

Deathslinger got a slap of unfun and unfair nerf to his Aim Down Sight. He feels like he is at the mercy of the survivors most of the time. I believe that a complete removal of his ADS penalty but a reduction in chain durability is a fitting buff. When you play Slinger and reel someone in from max range, you have some chain left before it breaks. If you could instantly aim but have a 10-15% reduction in chain durability it seems like a fair trade, shots need to be carefully taken but you don't have to book a reservation to aim with his gun.

Moreover, it takes Deathslinger approx. 0.75 seconds to aim with his Redeemer, a survivor that taps left or right will dodge his projectile because of its small hitbox.


In contrast, Nemesis' Whip can linger for a short time after use and can still damage a survivor, If deathslinger could shoot and reel people in that ran through his chain it would be a terrible idea.


Coming back to my first paragraph, Survivors could also have more leeway to drag left and right when they have been speared, the idea of also adding an add-on that also completely reduces his ADS will be a guaranteed use every match.


I won't lie I feel like a baby killer when I play Deathslinger, I used to love him but now its just, sad to see him in this state.

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Comments

  • Gandor
    Gandor Member Posts: 4,261

    The change was made to remove unfun play from slingers. Aim and stop. Aim and stop. Until you get survivor to corner. No counterplay, no chance to do anything. You want this playstyle to return. Big no from my side. Let's buff slinger in a different way.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    there's no other buff that he needs other then this one.

  • Archol123
    Archol123 Member Posts: 4,634

    Why would you want to turn him back into the old no brain just quick scope shoot thing... That was terrible to go against, just give him something else, like a long range projectile or something else to add to his kit instead of bringing the terrible stuff back that luckily got changed.

  • Bran
    Bran Member Posts: 2,096

    Yeah, slinger needs basically a revert on those nerfs.

  • Gandor
    Gandor Member Posts: 4,261

    Killers need way longer queue times to actually realize how damaging suggestions they give to the game

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    he was same for like 1-1.5 years and queue times were fine.

    why do you want no-brain dodge every redeemer shot on reaction? No need for longer projectiles when hitting current projectile is at the mercy of survivors. If the AI bots can learn to play against Slinger's gun then you can as well. Survivor entitlement is too much sometimes.

  • Archol123
    Archol123 Member Posts: 4,634

    Ai does not need to act according to human reactions speeds... That's why AI's or machines are able to do things we cannot do... But great display of ignorance here dude... Have you ever seen AIs in RTS games? Where they have like 10.000 apm, do you also think "if the ai can do it, so can we" it's just not as simple as you're trying to make it. In a videogame like this counterplay should always be based on action and reaction, with the option to provoke a certain reaction and profit on it.

  • Archol123
    Archol123 Member Posts: 4,634

    Also I would like to add that just because you can react to something does not necessarily mean, that'll react appropriately, you can always try to make the survivor dodge right into the shot at longer distance by quickly aiming more to the left or right of him. Getting a guaranteed hit because you pulled of a insta shot with no interaction at all is the most no brain thing.

  • Gandor
    Gandor Member Posts: 4,261

    1 or 1.5 years before there were hatch plays and other unfair stuff on survivor side that got removed. Having something unfair from killers was fine because both sides had unfair stuff. Now these unfair things are being slowly removed, so returning 1 side's unfair stuff is bad idea.

    Also old deathslinger gave survivors 0 counterplay. Just raise your gun until survivor stops dodging, or until you delete any distance so you can M1. The only counterplay was to rush gens (which got harder as gens are now 90s + there's deadlock now) or predrop pallet once hit. Very much not fun.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    In a videogame like this counterplay should always be based on action and reaction, with the option to provoke a certain reaction and profit on it.

    Without going into 3 paragraph of information, Deathslinger's gun is reactable for strong survivor player's. What the AI is doing vs deathslinger gun is same thing I would be doing vs deathslinger's gun. Its just that dbd balances around low-middle survivor players such as your level where the concept of mindgames and good tricky movement is non-existent. When I played against AI as deathslinger, it was huge nostalgia moment for what I used to play against as human survivor players long ago at high MMR with his gun. Those games were crazy.... i used practically nearly 1vs1 deathslinger's as survivor in some games. Fun times. Now I just play all I play against is armies of nurses... blights and some random killers. Deathslinger is really rare to face and if he I ever face him, he usually loses.

    DBD balances around middle-level MMR survivor players. In essence, your level. Your survivor-level is bad-level but that is just where all killers are at. Bad-level.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    it had counter-play, you just were not good at survivor. learn how the AI plays vs ranged killers. It was learn to play issue.

  • Archol123
    Archol123 Member Posts: 4,634

    What kind of weird insult is that? You have no clue how good or bad I play, why would you even?

    So I'm bad because I have a human reaction time and need around 0.2-0.3 seconds to react to something and cannot instantly react like the AI? When playing against deathslinger and you are in a short to medium range like 6-10 m or something like that the harpoon is not possible to be reaction dodged. The projectile moves at 40m/s which means at 10 m it takes 0.25 seconds with human reaction time being around that much you probably cannot even press the button before the projectile hits you... It is not humanly possible to reaction dodge deathslinger in those cases.

    Also I have no clue what you are talking about with high MMR games, this game never had proper matchmaking in the first place, not when there were ranks that were used for matchmaking and not after when SBMMR got introduced, the really good players had to wait ages and for some reason it was easier to get a good killer mmr than a good survivor mmr which lead to really long queue times.

    Also what mindgames are you talking about? Slinger had an insta shot, there was not really any reasonable mindgame, no reaction to be provoked other than hoping the survivor makes some weird dodge reaction to loose distance.

    Remembering times that never existed sounds kind of delusional to me buddy ^^

  • Gandor
    Gandor Member Posts: 4,261

    Sure. Nobody knew how to play against it only you did. Actually I am not right. Everyone new how to play against it, just not in 1v1 fashon. It was always - get downed as far as possible from other survivors and predrop. Don't even try to loop deathslinger, because it's wasted time. That was what I was told how to play against deathslinger in comp scene. And even prethrow will not work in a big number of tiles, because he can just go around that pallet once he hits (so e.g. shack is totally useless against good slinger if you try to loop him there instead of running thru it and just droping the pallet immediately - again only when hit)

  • Archol123
    Archol123 Member Posts: 4,634

    I would say maybe really small maybe you could be fast enough to push the button in that time, but with 30-60 ms delay to the server that would be rough... But even if we assumed this was possible, which it is probably not from a reaction time based standpoint. Then we would still have the problem that unless the slinger just aims where he will shoot you will not know where he will shoot at, so if he just flicks a little you might still run straight into it... And that's a big if, just because I don't think it is humanly possible to dodge that thing on reaction, based on average human reaction time, input delay and delay of 30-60 ms to the server.

  • ScØØby
    ScØØby Member, Alpha Surveyor Posts: 18

    You guys make a pretty good point of baiting survivors into a corner or trying to flick the Redeemer to the right or left to get a hit.

    However, if you would make a buff to slingers Aim Down Sight how would you guys buff it and what would you consequently nerf to equal it out. I still like the idea of a weaker chain duration for a quicker ADS but I'm eager to hear your feedback.

    Deathslinger is a low played killer, he needs a buff but not something to make him goofy or no-brain to play.

  • Archol123
    Archol123 Member Posts: 4,634

    The problem is that the chain already does not really offer enough durability to reel people in from max distance as it is now, so by making it easier to break and his ADS faster you basically turn him into even more of a short/medium range killer.

    If you look at this video at 5.32 min then you will see that he cannot hit him after reeling him in from probably around max distance, but at least enough to trigger the iridescent addon, as you can see by the sharpshooter score event in the top right corner of the screen. The addon activates at a distance of at least 12 m his max range is 18 m, so somewhere in between those two values is the point at which you cannot hit the survivor anymore.


    What I would rather do to him is give him a different type of ammo that does not have the range limitation, but can be shot basically globally, but also needs line of sight, so nothing like bird lady has. We could also make his brown reaload addon basekit, but I'd rather add something to his power than just up the numbers a bit.

    I would not want to buff the ads because that change was really good in my opinion, it just lacks something else to even it out balance wise.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835
    edited December 2022

    strong pallet were not useless vs slinger. All strong pallet were still really strong vs him. pre-drop pallets was recommend sometimes because at certain distances and specific pallet drop-times, deathslinger could shoot as a survivor puts a pallet down and reel around certain objects and do a max distance lunge hit. It was very tight and you need a lot of killer knowledge to do this. For mastering survivor, you needed to know what places this occur and sometimes better play was to drop a pallet sooner to reduce counter-play/avoid situation from happening. To illustrate this with a video. I will use one of otz's old videos.

    you can see at 12:27 how feng puts down a pallet and he is able to reel at the perfect distance to get a hit. pre-drop pallet is talking about these situations.

    Another example is at 13:30-13:41 where Adam drops a pallet and deathslinger is able to go around pallets. This is why sometimes pre-dropping pallet was correct play but again, this takes survivor knowledge and skill to play against.

    15:32 is example of how a small mistake can lead you to not get a hit when dragging people around objects. It definitely took skill and knowledge to play this.

    It was definitely possible. I would often dead hard deathslinger's gun on reaction. that was entire mindgame behind his gun is that deathslinger's would shoot a little bit to right or little bit to left of where your character is facing, so you had to guess(win a mindgame) for whether to juke left or juke right as he fires the gun(from a distance).

    closest thing to what I am talking about is what Hens does in this chase at 14:16

    You can see how hens moves slightly to the side as soon as deathslinger hold his ADS but a big part of deathslinger was knowing when to shoot and when to bait shots. In this example, deathslinger read correctly hens movement, but i think if hens moved a little closer to the pallet and predicted lowering of ADS, he would probably make the pallet. Deathslinger's chase were chef-kiss. Disregarding that the end result of that game for example was 1 kills, 3 escapes due to really imbalanced gen-speed. I think deathslinger would be A-tier killer by today's standards because of less cooldown on hits, less speed boost(Buff stbfl) and automatic game slowdown perks such as SC:Pain res and Deadlock. 10 second longer gens would really help slinger, re-balancing of old perks like dead hard. Deathslinger might have a chance at 3k in today's more balanced version of dbd compare to before.

    As I said, Slinger was high-skill killer to play and very high-skill killer to play against as survivor. peek of dbd gameplay. re-watching this makes me miss old slinger :(

  • Archol123
    Archol123 Member Posts: 4,634

    The problem with deadhard is that you had no travel time to dodge the projectile, you did not need to run out of it's reach you could just press the button, yes I can imagine that was possible, but that should not be the only thing you can do as counterplay against hist shot.

    Hens said in todays stream I think it was, or yesterday, that old slinger was braindead and he really likes the new one since it now requires skill to land a hit and not quickshooting.

    I don't really think old slinger would be A tier, he still lacks mobility and pre-running is effective, that's something that does not work as well against the high tier killers.

    The point of the instant ADS is that it has no cooldown or punishment for just quickly tapping it over and over again, it was just free zoning and was just stupid AF. The problem with trying to dodge the shot like hens did is that slinger does not have to commit into doing anything in the old version, like I said just tapping ADS does not loose him much, but makes the survivor try to juke a possible hit, free zoning is always an issue.

  • Archol123
    Archol123 Member Posts: 4,634

    That's the tierlist I got from Hens' twitch, so I would not say Slinger is too bad... Barely not a top 10 killer according to hens.

    And here we have Knightlights tierlist, also from his twitch, from a comp perspective. Deathslinger is in the top 10 of killers, I would therefore not assume that he is in too bad of a position. But giving his kit some more stuff to work with would also be fun, I however don't think he needs a major buff.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    Hens said in todays stream I think it was, or yesterday, that old slinger was braindead and he really likes the new one since it now requires skill to land a hit and not quickshooting.

    I do not think looping deathslinger requires much skill from survivor. its kinda given if your good at survivor that your going beat him without much contest. I would say deathslinger's skill does not matter very much anymore aim-wise. its all up to the survivor movement to mess up. Bad balance in my opinion

    he still lacks mobility and pre-running is effective, that's something that does not work as well against the high tier killers.

    Pre-running is more effective now because of 32 meter terror radius. In his old iteration, he had 24 meter terror radius and with M&A, he had 16 meter terror radius. It was not that easy to pre-run away, but skilled SWF could do that. I had many games where that would happen to me. He does have lack of mobility, but a ranged attack is pretty good substitute for countering hold-w strategies.

    The point of the instant ADS is that it has no cooldown or punishment for just quickly tapping it over and over again, it was just free zoning and was just stupid AF. The problem with trying to dodge the shot like hens did is that slinger does not have to commit into doing anything in the old version, like I said just tapping ADS does not loose him much, but makes the survivor try to juke a possible hit, free zoning is always an issue.

    deathslinger did have punishment for quick-tapping it. The punishment is blocking line of sight and preventing slinger from shooting. Your inherit bias makes it sound like killer should lose distance for merely trying to use his power. I do not consider deathslinger's version as free-zoning because if survivor is good at movement, they can use obstacles and wiggle to make it risky for deathslinger to take a shot. This does make you lose distance in term of m1 game but this self-balanced itself out because deathslinger is 110% m/s which makes hold-W in term of m1 gameplay more effective. your suppose use your gun to get hits. Deathslinger is the type of killer where they used line of sight counter-play correctly and added risk vs reward between using it correct at right time without making the survivor impossible to hit at loops.

    The type of zoning that I consider unhealthy in dbd is what I refer to as corner-zoning. Some survivor have describe this on some killer powers, namely the Artist and her birds, but I will refer to corner-zoning as brutal-strength type zoning. Its the type of zoning that happens when a pallet is in the corner of the map and the killer can break the pallet in the corner of the map in a specific way such that survivor always takes an m1 hit. Lot of killer powers exhibit this type of gameplay but most of them are ineffective from a pallet ratio to generator time-stand point which is why a lot of killer are not effective. They keep trying to push this type of gameplay onto the killer, but it just does not work, so whatever. This is just side-rant.

    I still think deathslinger need revert. DBD balances off bad survivors so deathslinger is unlikely to change as he was not fun enough for survivors. Slinger needs to be free-win at exit gates, anything less is unfun.

  • Crowman
    Crowman Member Posts: 9,518

    This is just not true. Deathslinger still had to aim his shots and his gun isn't hitscan.

  • Gandor
    Gandor Member Posts: 4,261
    edited December 2022

    Sure. Basically what I said - shown on a video with specific examples for each situation. Agreed. Exactly the same thing as I said. Also the main issue with instant ADS was explained to you by @Archol123 . Nothing more to add

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835
    edited December 2022

    this list might as well be my favourite-killer to play list. All this list shows is that 80% of the killer powers need base-kit buffs. Slinger just buffs are could just be reverts. I would rather play iri photocard trickster at this point over deathslinger.

    Post edited by Devil_hit11 on
  • ScØØby
    ScØØby Member, Alpha Surveyor Posts: 18

    You guys make a few good suggestions in ways to buff and nerf him, let alone leave him be.


    I think the idea of maybe a poll or a actual PTB where we can try the changes to him or add to his base-kit to see if the community likes the changes or not. I think even a little faster ADS would be a nice change or re-work a few add-ons to be quicker ADS but not to a point where it was before patch 5.3.0 the quickscope, I feel having the choice to use quicker ADS add-ons would be neat but I'll let you guys have at it again, feedback is important to know how everyone feels towards slinger now, previous and possibly the future.


    Have at it fellas will listen to your feedback.

  • Archol123
    Archol123 Member Posts: 4,634

    The projectile moves at 40m/s... From close distance, there is no reaction there, so it could as well be hitscan, unless you had old deadhard. The point is you were already looking straight at the survivor when following them so you did not need to aim much more, this is why it was insta scoping, you didn't scope anymore after you tabbed ADS you just shot instantly.

  • Archol123
    Archol123 Member Posts: 4,634

    Deathslinger also does not allow much looping for the survivor besides taking cover behind large tiles and maybe crouching sometimes if possible, just because you cannot react to the shot itself, because it is too fast.

    Why would his skill not matter much aim wise?? Now it matters even more since you have the delay on ADS survivors get a hint when they need to try to juke so now it depends even more on your aim, because before the change you could insta shoot without any warning.

    Holding w against a 110% killer is still quite effective but I agree that if you could hide behind objects while getting closer a small terroradius was helpful. But most maps are rather open so it oftentimes is not that easy anyway.

    It seems you misunderstand what I meant with punishment... When you just tabbed ADS to get closer Slinger himself did not really get slowed down a lot, because the ADS was instant, what you describe is not punishment since the intention to shoot is only pretended to get closer to the survivor and if they react to it they are getting zoned. Of course a range killer should loose distance for trying to use his power? That's why every single range in the game gets slowed down or Billy gets slowed down when he uses his chainsaw, because if that was not the case then how do you loop those killers?

    It was free zoning because deathslinger did not get slowed down, the survivor needed to try to avoid getting hit and therefore lost distance, that's why the current version is far better, because that's not possible anymore.

    If for example Demogorgon did not get slowed down at all during holding his Shred, this would be terrible design, because as soon as you get into critical distance survivors would need to try to juke and unless a tile is close the demogorgon has no reason to use his shred, since there is the possibility of failure and instead can just follow and M1, that's the reason why zoning abilites need to lower the killers MS below that of survivors, because otherwise such stuff would happen.

    Free win at exit gates what? Dude sometimes I seriously don't understand what you are even trying to say or why, why should Deathslinger be a free win at the exit gate??

    I think his ADS is fine now and you have no idea what you are even talking about, you don't understand what zoning means in that context and why it needs to slow down the killer and for some reason human reaction time is not a thing because bots also learn how to dodge the shot...

    I don't know what to tell people like you that just close the eyes in front of reality...

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    Why would his skill not matter much aim wise?? Now it matters even more since you have the delay on ADS survivors get a hint when they need to try to juke so now it depends even more on your aim, because before the change you could insta shoot without any warning.

    As crowman kinda eluded, you can side-step slinger's harpoon gun on reaction because of the travel distance on harpoon & tiny hitbox. Its why his change is perceived really negatively by killers because you can be really good at aiming but in the end, all that matters is the survivor's movement.

    It seems you misunderstand what I meant with punishment... When you just tabbed ADS to get closer Slinger himself did not really get slowed down a lot, because the ADS was instant, what you describe is not punishment since the intention to shoot is only pretended to get closer to the survivor and if they react to it they are getting zoned.

    Yes, they are getting zoned because they're making bad read on him shooting. The jist behind gameplay is that you as survivor are always way ahead of the killer in term of distance because killer generally break pallets slowly and slinger himself is 110% m/s so he barely catches up. your suppose to take risk in distance gain against his gun in certain instances but give up distance in other instances where you think the deathslinger is going to shoot. It is suppose to be risk to always wiggle against his gun because respecting every single shot allows him to gap-close distance while respecting no shots at all gives him an easy shot to land.

    Billy gets slowed down when he uses his chainsaw, because if that was not the case then how do you loop those killers?

    If for example Demogorgon did not get slowed down at all during holding his Shred, this would be terrible design, because as soon as you get into critical distance survivors would need to try to juke and unless a tile is close the demogorgon has no reason to use his shred, since there is the possibility of failure and instead can just follow and M1, that's the reason why zoning abilites need to lower the killers MS below that of survivors, because otherwise such stuff would happen.

    this is great example of why most of the killer are not able to compete against good survivors because their kit has blatant drawbacks that are too easy to exploit by strong survivor players without a real way for the killer player to usurp the drawback's of the killer ability. Its pretty much lose/lose for using killer power. With less drawbacks on killer powers, survivor would need to take more risks in looping rather then know an accurate predicting outcome ahead of time for every single action the killer does.

    I think his ADS is fine now

    I think its not fine, hopefully it gets revert one day. entitle to your own opinion though.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    The only nerf deathslinger needed was to his attacking straight outta ads, instascope was fine, it had a fair bit of skill

    At this point he should be a 4.6

  • Gandor
    Gandor Member Posts: 4,261

    So all you want is to always be able to hit survivors at every loop everywhere every time. Well time to make gens 60s then if looping is no longer possible.

    Like sure the game will become boring, but if there's no looping for survivors because killer can outplay everything every time, then all survivors can do is decide where to die to maximize carry-to-hook time and finding other survivors time. Pretty boring, but there are no other options if looping is denied to the game.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    So all you want is to always be able to hit survivors at every loop everywhere every time. Well time to make gens 60s then if looping is no longer possible.

    how did you conclude that? The chance to hit a survivors at every loop does not equal get a hit on every single loop. Its opportunity for you to get hit on every junction. that is what anti-loop is. it is suppose to be adding to risk to looping. Slinger added risk to most tiles in a lot of situations. That was unfun for survivor. The whole m/s reduction that @Archol123 is talking about in regards to killer is not adding risk to survivor looping. its making the powers more consistent to loop. that is like opposite effect. that is why a lot of the killers do not do too well. too safe powers.

    Like sure the game will become boring, but if there's no looping for survivors because killer can outplay everything every time, then all survivors can do is decide where to die to maximize carry-to-hook time

    your already doing that every game as survivor.

  • Archol123
    Archol123 Member Posts: 4,634

    "As crowman kinda eluded, you can side-step slinger's harpoon gun on reaction because of the travel distance on harpoon & tiny hitbox. Its why his change is perceived really negatively by killers because you can be really good at aiming but in the end, all that matters is the survivor's movement."

    No you cannot?? Based on reaction time + ping that is more than the travel distance, it is physically impossible to dodge that thin??

    There is nothing to read when he just shortly tabs his ADS? This has nothing to do with reading it was just free zoning.

    Demogorgons shred has basically no slowdown unless you play like an idiot and hold it for too long? Otherwise you only get slowed down for the fraction of a second... Therefore I don't see your point there.

  • Gandor
    Gandor Member Posts: 4,261

    If you make every try to loop 50%, then each hit/chase takes 0-15s (you will win the chase statistically in at most 3 tries with confidence of 87,5%, because 5s/penalty each time you miss). That will make looping extremely bad and there would be no point in doing so. It would again make hiding or holding W much better strategy, because you can potentially save more then 5s this way.

    The game needs to allow survivors to loop so long as they don't make any mistake (while making mistake should be super easy to do, to the point that even best loopers do them). Otherwise you are making all games free killer wins, or you need to reduce gen times significantly (and change how the game is played).

    Otherwise what would you suggest survivor to do to try to win? You need to give both sides chance to play/win the game. I am not suggesting to make heals take 2s, because killers would not be able to down survivors. Why would you suggest buffs that would make survivors trying to loop killer pointless?

  • Archol123
    Archol123 Member Posts: 4,634

    Dude you have to be pretending... Slingers wind up for ADS is so short compared to like huntress or so, and nobody complains about huntress being too weak. How is his power too safe, the only thing this delay does is give survivors a change to do something against it, it is ridiculous that 0.4 s or what it is would be that big of a deal that the killer is ruined. Slingers insta shooting was giving the survivor no indication at all, that would be the same if nemesis could insta slap you with his whip or something like that.

  • Archol123
    Archol123 Member Posts: 4,634

    As for the dodging... I would even go as far and say we could go into a custom lobby stand like 10m apart from each other as slinger and survivor and you probably could not even crouch in time to avoid the shot. Since his ADS used to have no delay it should be similar to basically just sitting there already aiming at the person, I would aim high on chest/head level so it would miss with a crouch, and based upon the math it should be physically impossible to dodge it. And if crouching does not work neither does sidestepping.

  • Emeal
    Emeal Member Posts: 5,171

    I too wish for bHVR to do something to make Deathslinger viable to the general audience, its a hard slap in the face when you buy a Killer which is enjoyable to play and then its nerfed and not enjoyable anymore.

    1. I cant make a splitsecond decision anymore, everything has to be predicted and slowly executed.
    2. He is SO RELIANT on Reload speed addons. I hardly ever use any other addons.

    Please make Deathslinger better.

  • Archol123
    Archol123 Member Posts: 4,634

    His reload speed did not get changed at all, so I don't really get why that is relevant in context of the nerf? And he still shoots far quicker than Huntress, his wind up is not even close to being as long and he is still one of the best 10-15 killers in the game.

    I don't understand people saying the killer is not enjoyable anymore, since he did not really get changed too much... Just because of 0.4 seconds of wind up? Insta shooting was a dumb mechanic and I'm glad it is gone, Imagine Huntress could throw hatchets without needing to wind up at full speed? Sounds stupid, but that was what slinger was like, and guys who want that back seem to just not want to aim properly, but rely on doing something that cannot be reacted to.

  • Emeal
    Emeal Member Posts: 5,171

    You did have to aim tho Semantics aside.

    Its true, I have not recovered on Deathslinger since the nerf, every game with deathslinger is terrible.

    You tell me then how hes supposed to be played.

  • Archol123
    Archol123 Member Posts: 4,634

    You can for example watch some of Hens' videos or streams, he plays slinger sometimes. The same as every other windup killer, when you want to shoot you wind up and shoot? I don't really understand the question xD

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252

    hard disagree. if you've ever played with rickety chain you'd know how goddamn awful reduced chain durability feels to play with. what you're asking for punishes skilled play in the form of long-distance shots and rewards the type of play that made people hate deathslinger in the first place.

  • Archol123
    Archol123 Member Posts: 4,634

    According to the wiki even a tap throw takes 1.25 seconds... Which is a lot more than instashooting slinger or his 0.4 second delay he has these days. Also Huntresses tap thrown hatchet only moves at 25m/s instead of 40m/s like a fully charged one or deathslingers harpoon (regardless of how long you have ADS up)... So this just cannot be compared.

  • Archol123
    Archol123 Member Posts: 4,634

    3:45:00 h into the stream is a Deathslinger game. If you look through older streamds you will probably find some games as well, or check Hens333's youtube.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    No you cannot?? Based on reaction time + ping that is more than the travel distance, it is physically impossible to dodge that thin??

    what do you think hens is doing in the video? it is possible. there is skill in guessing a finite amount of possibilities. Its what all better survivor player's did against him.

    There is nothing to read when he just shortly tabs his ADS? This has nothing to do with reading it was just free zoning.

    Your belittling the killer player and grossly oversimplifying the gameplay.

    Dude you have to be pretending... Slingers wind up for ADS is so short compared to like huntress or so, and nobody complains about huntress being too weak

    bigger hitboxes makes her more balanced towards wiggling. the survivor's skill-cap is based off how well they wiggle vs how well she aim's. her skill-cap is more geared towards timing throws(To avoid being LOS) and little bit less around aim. before you overly simplify, There is skill in wiggling and there is skill in timing.

    he was reverse. He was less about timing(quick-scoping), and more about aim but survivor gameplay was less about wiggling and more about timed jukes/side steps. obviously there was still some timing in shooting as reckless shooting with 1 ammo is not advised and survivor still wiggled in certain cases if they were very ahead of slinger in order to get to key pallets and maximize the risk of shooting but it was not core of the gameplay.

    That will make looping extremely bad and there would be no point in doing so. It would again make hiding or holding W much better strategy, because you can potentially save more then 5s this way.

    Holding-W already is strongest strategy. Killer have accepted that as norm and run generator defence in anticipation of hold-w gameplay. Generators are starting to be balanced around this gameplay optimization as well. Hiding can can be strong if the entire team commits to it but I think its not too popular in current dbd because the skill-cap of hiding is strangely higher then looping in current dbd. Lack of requirement to do so and not many good perks to make it consistently effective.

    The game needs to allow survivors to loop so long as they don't make any mistake (while making mistake should be super easy to do, to the point that even best loopers do them).

    The loops are still relatively too safe in many places on maps so there is relatively low possibility to make mistakes in loops. your right that making mistakes should be super easy to do but it is not like that. that is why they is large divide between weaker and stronger killers. Stronger killer can create more situations favourable towards the killer to get hits. More chances to get hits equates to more chances for survivor to make a mistake. your assuming this weakens looping. In a vacuum looping does become weaker but I would say that looping becomes more risky. Ideally, looping should be infinitive rewarding but infinitive risky(near impossible to be flawless at).

  • Archol123
    Archol123 Member Posts: 4,634

    If ping + reaction time is more than the traveling time of the projectile then how in the world are you supposed to reaction dodge it?? It is more of the slinger missing and not the survivor juking and yeah sure you can guess right and make the slinger miss, but you cannot reaction dodge a projectile if it moves that fast... Are you ignoring human reaction time being higher than the time it takes the projectile to reach you or what??

    I'm not oversimplifying anything, that is why people hated to go against slinger, since you could never know when he would shoot. Yeah sure probably he would shoot before you round a safe corner, but that's about it...

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    Your not suppose to know precisely when he would shoot. It is approximation for when he will shoot and where he will shoot. that is what hens is doing in the video. It is half guessing, half-knowing. For me personally, I could react to certain long distance shots but part of that is experience in playing the killer and knowing the killer's gameplay tendencies.

    It is more of the slinger missing and not the survivor juking and yeah sure you can guess right and make the slinger miss

    You could easily flip this statement and say its survivor having bad movement that allows deathslinger to hit shots in current iteration. you have to rely on survivor having poor movement and overall poor looping to hit shots now. that is why it is not fun experience to play him now. lots of control on survivor side, not much control on killer side.

  • Archol123
    Archol123 Member Posts: 4,634

    Not at a certain distance... Everything below 10m or so cannot be reacted to with human reaction time, yeah sure shots above might be possible to dodge, but not below, and that's the majority of shots a deaths linger will usually try on you...

    And exactly to have somewhat of an idea when he is about to shoot it is a good thing that he has somewhat of a delay and cannot insta shoot anymore.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,835

    learn to use pallets and line of sight along with 110% m/s to make distance.

    And exactly to have somewhat of an idea when he is about to shoot it is a good thing that he has somewhat of a delay and cannot insta shoot anymore.

    no, it is badly balanced. Its one of the thing that needs to be reverted for slinger to remotely be enjoyable to play.

  • Archol123
    Archol123 Member Posts: 4,634

    It is a 0.4 second delay, how is it that much of an issue for you to not have fun anymore?? Insta shooting slinger was stupid and it is good that it's gone because aiming was basically irrelevant because you already did that while following and the survivor could not dodge it, because he had no clue when a shot was coming. I'm completely fine with people not having fun with a killer that was that unfun to against because it got changed to be less brain dead...

    Why do people always make such a big deal out of small changes that make the game more enjoyable for the other side... Slinger and Spirit changes where not that big of a deal that it should change anyone's fun and I'm glad those things got changed.


    "learn to use pallets and line of sight along with 110% m/s to make distance."

    What does that answer now?? That does not change the fact that most shots slinger fires cannot be reaction dodged because it is humanly not possible because of the travel time of singers projectile and the human reaction time + ping/imput delay...

  • roundpitt
    roundpitt Member Posts: 578

    What I do is fake aim then immediately continue running. Every time survivors flick to the side and waste time. Gives me time to catch up to them and M1. But it means most of my games I don’t get to shoot the gun.

    I think the change was asinine. They did it so survivors could dodge his bullets, which okay that’s fine - but they gave nothing in return. So now he just feels clunky and at high skill levels he’s an M1 killer with a silly water gun.

  • Archol123
    Archol123 Member Posts: 4,634

    I would not call it a water gun, but I admit that they should have given him something in return, which ofc should not have been a mechanic that made him annoying to face again like his insta shooting.