We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Deathslinger add-ons pass

LatexT
LatexT Member Posts: 118
edited October 2023 in Feedback and Suggestions

I've been a Caleb main for more than 3 years now, and as much as I appreciate BHVR's attempts at touching his addons up, most of them are terrible. This is why I took the liberty of redesigning them to at least give them all good and purposeful effects, following the latest killers' design of having different effects instead of making the same value higher with each rarity. I'd be glad to take criticism, feedback and opinions. If these were taken into consideration for a future dev-made pass, that would be a dream come true.

I hope this doesn't go unnoticed, thank you.

Comments

  • fussy
    fussy Member Posts: 1,717

    It could be perfect addons pass! I love all of this! Especially Wanted Poster, such a good idea for Caleb's addon.

    Really enjoyed reading this. Noticeable that it was done by a person who spent time studying this killer.

    The only remark: Hellshire Iron probably should have some slight downside, because it should be too strong in hands of good Slinger, especially on some maps and tiles.

  • LatexT
    LatexT Member Posts: 118

    Thank you dear, I'm glad you liked the changes.

    About Hellshire Iron, it's meant more as a snowball addon at best, and a reload skip that rewards accuracy at worst. I don't think it really needs a drawback as it is right now, but I can see why you would think that.

  • fussy
    fussy Member Posts: 1,717

    Maybe you are right and it will be like Oak Haft + Flower Babushka effect on Huntress. We can find out the truth only if it ever comes to life sadly.

    I wish BHVR to pay more attention when reworking any addons to opinions of players who have spent a really much time (sometimes thousands hours) on this killer.

  • Caiman
    Caiman Member Posts: 2,959

    I do think most of Deathslinger's add-ons are both boring and non-impactful, he does need an add-on pass.

  • The_Daydreamer
    The_Daydreamer Member Posts: 745

    Only Change I would make is to the Honey Locust Thorn Addon: Make it so it applied Mangled and Haemorrhage since you are a 110% Killer, that need more slowdowns in these matters. You interrupting Survivors takes much longer than the typical 115% Killer.

    Big Fan of your ideas!

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    warden key is a bit unclear. "redeemer shots from 12 meters away grant 5% haste for 10 seconds". I think you meant to write that survivors hit by the redeemer from 12 meters away grant deathslinger 5% haste effect for 10 seconds after successfully hitting a survivor by a basic attack. warden keys and tin oil sound really strong that those would likely become very popular to use add-on's.

    Prison chain, Snake oil and Wanted poster statistically all do same thing despite having different effects. Prison chain add-on is like really bad. I tried testing it on AI at one point and it gives like 0.3 sec of extra distance or something. The same is true for that reeling speed add-on.

    I would suggest making prison chain do a different effect such as "Reduces the chain break object collision penalty by 60%".

    I am not exactly sure what idea behind chewed tobacco is. your generally in chase when oblivious proc's and survivor know where you are. while the old greek whiskey & marshall badge are bad stealth add-ons, they're probably better then that stealth add-on.

    Rusted spike only applies broken when a survivor breaks free. the survivor is already injured so I am not convinced that this is a good add-on.

    My suggestion would be following:

    When a survivor is hit by the redeemer, all survivors within that survivors position scream and reveal their position in a 32 meter radius.

    this would be good information add-on and emulate the idea of the survivor suffering through pain as they are speared by his gun through scream effect.

  • Archol123
    Archol123 Member Posts: 4,634

    A 4.4 m/s killer is only 20 cm/s slower... So for map traversal to be even one second slower to reach a specific point in the map it takes 22 seconds... which is a distance of around 90m ... You can walk across the entire map, basically every map and you are only one second slower to go there than a 115% killer... So if you consider 1 second more to interrupt a generator "much longer" than sure, otherwise no... So that argument doesn't count dude.

  • LatexT
    LatexT Member Posts: 118

    The game currently uses "The redeemer's shots" as a shortened version of "survivors hit by basic attacks while speared", so I kept the same description.

    The prison chain is a great addon. Testing on AI gave you a wrong result as bots retain full control when being reeled and therefore have different timings. Like spearing one 18m away won't allow you to reel them in for a hit, unlike a real survivor. I have a clip if you need an example but I'll post it when I get home.

    The oblivious effect is so that you can come back later for that person who broke the chain unnoticed, or to gain the advantage in a chase if you can break los. It's not stealth per se.

    The broken effect is to keep a survivor injured for longer when they break the chain, so most of the times when you are not actively going to chase them. And staying injured against Slinger is a death sentence.

    I appreciate your addon idea, I actually had the same but ultimately scrapped it, as it would need to be an iridescent or purple, and it's not really an interesting effect.

  • Archol123
    Archol123 Member Posts: 4,634

    For the reeling in at max distance, I don't think it is possible, I have seen a clip of Hens hitting someone on RPD with nothing that breaks the chain faster in between and he was not able to get the hit before the chain broke... So if that's the thing you wanted to prove with a clip I don't think that will work.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,073

    I think his chain durability is around 17 total meters if there is no objects in the way. if you slightly wiggle enough to put an object between you for 0.5-1 sec, you barely wiggle out at 16 meters. with longer chains collision, the durability of the chain is way lower. from playing survivor, I have wiggled out of deathslinger's harpoon gun on some tight encounters. This does not common but you can wiggle out. whenever you do, you barely wiggle out as survivor.

    that is why your Jaw smasher add-on is a little bit strange because you will have trouble realing in a 20 meter shot. if the player connects the dots, they should figure out that Wanted Poster & Jaw Smasher add-on have to be used in synergy. At same time, I am not sure if 20% equals 2 meters.

    I remember at one point otz did a video comparison with reeling speed and prison chain add-on. the difference was so minimal that those add-on might as well do nothing. I believe purpose of them from an intentional level was to make it so that deathslinger could reel around corners more easily but collision object penalty is so severe that if you hit a shot from other side of the loop that has obstacle blocking it. you will not get the hit through basic attacks.

    The oblivious effect is so that you can come back later for that person who broke the chain unnoticed, or to gain the advantage in a chase if you can break los. It's not stealth per se.

    i think your better off just making add-on reduce killer terror radius by 2 meters. it is likely not a very good but it makes stealth deathslinger's slightly better to some degree. most of deathslinger that I have played against nearly always commit to chases so I do not see any use for that oblivious add-on. it makes sense because he is slow and he is chase killer. my feedback would be similar for the broken.

    The game currently uses "The redeemer's shots" as a shortened version of "survivors hit by basic attacks while speared", so I kept the same description.

    your right. it is written on his mangled add-on. the description makes it sound like being hit by the spear on contact makes you acquire 5% haste for 10 seconds.

  • The_Daydreamer
    The_Daydreamer Member Posts: 745

    I do consider that to be reason enough. And at the end of the day we are talking about a "Sloppy Butcher" Addon which is not too strong imo.

  • Archol123
    Archol123 Member Posts: 4,634

    You consider 1 second difference enough? xD Just no buddy ^^ There is no way that is "much longer"... Not even close. Sure he has better addons, but then make a proper argument for it... It is obviously not map control that will convince anyone, if the difference is a lousy second at best.

  • LatexT
    LatexT Member Posts: 118

    Slinger can absolutely get a hit from 18 or 19 meters away, granted the chain doesn't collide. The problem arises if you get an 18m shot, and while the spear is flying, you move backwards before it hits. This increases the total amount of distance you have to reel, which, as you said, may not allow you to hit if the chain collides for even half a second.

    This is the clip I mentioned before by the way, to show you bots have different reeling movement and therefore can't be used as an actual test. https://medal.tv/it/games/dead-by-daylight/clips/1z0vIXUgmXBNCY/d1337Sm9AVk7?invite=cr-MSxMeTMsODAzODQxMzUs

    Also the increased range was not made solely for reeling purposes; its main draw was being able to injure someone from even further away by letting the chain break, if you have to defend generators, a hook, or if you just don't want to chase. So many shots and so much pressure I could have gotten if the chain was 2m longer.

    The oblivious and broken addons are for passive pressure, not chase or stealth oriented, so I think they are fine as they are.

  • Archol123
    Archol123 Member Posts: 4,634

    Video at 5.30min


    So your explanation for not hitting the survivor two times despite no collision with anything at all would be he moved back to early? And that splitsecond of moving back gave so much distance? The first shot was probably not even half a meter or something small like that so I don't really believe that.

  • LatexT
    LatexT Member Posts: 118

    Hens clearly reeled in close enough for a hit, but the lunge attack itself ended prematurely. Probably some hitbox issues that have to do with the stairs, I'm not sure. You can tell the lunge is shorter than normal, and that's the cause of the miss, not the chain duration or movement.

  • Archol123
    Archol123 Member Posts: 4,634

    The 2nd time is not that close to the stairs and for me it looks like a full lunge, so I doubt that..

  • LatexT
    LatexT Member Posts: 118

    It's not a full lunge, and you can just test an 18 meters shot yourself if you want to clear any doubt.

  • fussy
    fussy Member Posts: 1,717

    I still believe BHVR should take a closer look at this post and these changes. These are really high-quality changes. Slinger needs it.

  • LatexT
    LatexT Member Posts: 118

    Thank you, I appreciate your kind words. Yeah I hope they at least check it out as well.