Deathslinger biggest weakness...
hello everyone! I'm new here! this is my first post ever, and I am a deathslinger main, just wanted to ask the
community here if they think slingers harpoon is fine, in terms of insane precision you need, even though the
weapon is a projectile (object with travel time). normally in games when a character has a projectile weapon the
hitbox is slightly bigger to compensate, like huntress.
but when characters are hitscan ( no travel time, instantaneous) they have small or accurate hitboxes
similar to singularity weapon when teleporting to a slipstream survivor. so what my point is, its that the
deathslinger has a projectile weapon with hitscan like hitboxes. i have situations where my harpoon goes through
survivor armpits and still miss, but when i play huntress, i could aim a meter behind them and still hit the survivors backs.
is this the vision for this character? extreme precision, for a high risk/ high reward playstyle? but if thats
the case survivors still have a chance to get caught in the environment to not go down. deathslinger is the only
killer where you need a two step verification process to earn a down, thus turning players away. i wouldnt mind
this gameplay if landing shots were easier, but thats what makes the character punishing compared to others.
if that is the way hes meant to be played then i accept, but if not i have a 2 possible solutions.
the first is to increase the hitboxes for survivors, but i dont think that will happen or if its possible to
program unique stats for survivors per killer, but then again maybe they could looking at the lich/vecna. the
second would be to increase harpoon speed to trickster levels of speed. huntress hatchet is 40m/s, and trickster
is 55m/s. in my opion this makes sense, huntress would have slower throwing speed but has bigger hitboxes,
and trickster has smaller hitboxes but faster speed. would matching deathslingers harpoon speed to that of the
trickster be problematic? i would love to test this in a ptb.
thank you all. and ill link a video i made below showing how small the harpoon hitbox is.
Comments
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Slinger has the unique ability to pull survivors away from pallets, safety and possibly into a dead zone. If you hit a survivor who is 15 meters away with a hatchet, after their on hit speed boost they are now 50 meters away with many LOS blockers. But with slinger if you shoot them at 15 meters away, reel them in and hit them they are 10 meters away after their speed boost. Not to mention he can use exposure perks, M1 perks, and stealth perks way better than Huntress.
That being said I think his harpoon hitbox should be bigger and I think he should be 115, as I don't believe any killers without a movement speed ability should be 110. But knowing how people are they genuinely do NOT want to see ANY killers buffed at all because they struggle to win for some reason already. And his kill rates are at the target range so im not sure they will make any significant changes.
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A survivor hit with a hatchet gains 4m in net distance during the 2s of cooldown before they are back at 4.0m/s and you are back to 4.4m/s (6m/s * 1.8 + 4m/s * 0.2) - (3.74m/s * 2)
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that is not a positive. the pulling aspect of slinger is drawback because SWF can bodyblock you. They're trying to buff this in next patch by giving him movement speed while realing but the issue is the -50% durability on the chain when an object or survivor is in the way. It massively lowers durability of his gun allowing survivors to escape his ability.
I disagree with Increasing projectile size or increasing projectile speed. The reason being is that gameplay of slinger is balanced around survivors being able to flick dodge his shot where skill exponent of being able to do that is reading when he is going to shoot.
The issue is that with 0.4 second charge-up time, there is no skill exponent in knowing when he is going to shoot because it is react to him pulling out his gun. When the charge was 0.2, there was a skill component is knowing when he was going to shoot. The better players figuring how to counter his ability while worse players complained he had no counter-play/unfun.
Right now, his biggest problem in my opinion is pre-running. He's 110% with 4.4 m/s. You have so much more time to hear his TR that survivors can be running in front of you and your just playing catch-up. Sometimes even unable to shoot because out of range and then if you miss, your losing even more distance.
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I don't think he needs buffs, he is in an allright spot. Unlike Huntress you don't have to think about the arc your hatchet takes because it is just a straight line, also his shot has the speed of a fully charged hatchet with way less windup than she has, I think that is a fine trade off…
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But we're not balancing around Swf do we? Because if we did, we would need to buff soloq to the level of swf which is obviously not the case…
Even the really good players like Hens and other said quickscope slinger felt free, because you could simply not react to it… So I would not say that only bad players complained.
Instead of just lowering his terror radius, how about we do that but give him a lullaby?
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Yeah you're I right lol, 50 meters is pretty much the whole map. Im thinking more like old adrenaline for whatever reason. So they would be 20 meters away.
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Fair enough points. Pre running is a huge problem for a lot of killers but that can't be stopped. Its worse for 115 M1 killers.
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unironically a 5% haste bonus when outside of 12m of a survivor (distance when you start chase) would cut down immensely on the most boring part of the gameplay loop in dbd which is hold W to eventually start chase
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that is worse than just running monitor&abuse. I still run monitor&abuse on slinger but I find slinger too weak to play that I barely play him. He just doesn't stack up to the other ranged options.
Because if we did, we would need to buff soloq to the level of swf which is obviously not the case…
not the killer's problem. the killer does not get a choice to not face efficient generator swf's. It is just default balance of the game from the killer point of view. according to one of the dev in q&a, it was stated that soloq is as good as SWF. that what I heard.
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Yeah they seem to try to talk the issue about the difference of soloQ and swf small so people won't complain as much about fixing it I guess... Don't know man it is quite obvious that it exists but we are not going for equality of outcome, but equality of opportunity... Same tools should be the goal.
Not saying I would not appreciate it if that was taken into account when balancing things, but unless that gets addressed we cannot really take it into account when balancing a killer ^^
I don't think it would be worse than just monitor, because a. You don't need to use a perk b. Survivors can still have a rough idea that you are close and c. You would be surprised how easy you catch people off guard on for example Huntress if you run monitor xD
But yeah the solution is definitely up for debate ^^
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i am against lullaby. i don't like the mechanic. it discourages killer to run stealth perks like trail of torment, unforeseen, tinkerer, hex:plaything etc. I think best compromise currently for slinger is to just make him 4.6 m/s to be an m1 killer.
If they ever have plans to make him m2 good, he can go back to 4.4 m/s.
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To some degree maybe, but those perks can still work fine on those killers... But an undetectable killer with a ranged attack will lead to many hits the survivors just could not react to...
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He got more than enough buffs already.
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Slinger is fine
Most of the time, shots connect. I find him pretty fair when i play him
He sucks at map control but he can end chases very quickly unlike half the killer cast
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im a seasoned slinger player and the upcoming changes are very miniscule, theyre more like qol changes, but still dont address his weaknesses. i really do believe increasing the harpoon speed is the way to go.
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I just think his TR should go back to 24m, stealth slinger was incredibly fun and watching teammates get randomly dragged away off gens was really funny. We have enough aura perks on the survivor side where I don't think this would be an issue.
I don't think you could really do anything else to him without buffing his chase and we don't need the killer with insane 1v1 to have that being even better.
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He just needs his smaller TR back since he’s 110%.
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