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could deathslinger get some buffs?
id say 115 movement speed
basekit tin oil can
faster reeling speed
houndmaster is similar to slinger and she got a giga buff, would be nice for slinger aswell.
Comments
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i feel like i recognize this name from some youtube channel. a deathslinger main.
I think he should get two things.
- lower terror radius to 24 meters
- redeemer inflicts exposed on hit(iri coin base-kit).
lower tr would help slinger start chases closer and exposed would make his gun more rewarding to hit fulfilling the fantasy of a sniper that shoots from shadows and hits his prey.
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He needs his old terror radius and instascope back. People didn't like his old TR because combined with Monitor, it was smaller. God forbid killers strategize and combo between killer properties and perks.
They also didn't like his instascope because you "couldn't react to it." They miss the point. It's not about reacting; it's about being unpredictable. You dodge, dodge, then don't dodge, and that's when he takes his shot and misses because you mixed it up. This is the same idea for counterplay against Nurse, Huntress, and Spirit, but we saw how that worked out for Spirit. Notice how even when Deathslinger had instascope, his kill rate was low and was never seen in tournament, unlike the previously mentioned killers.
I do like the OP's suggestions above. They reflect having lots of experience on the killer, and having the killer's viability in mind. But I think unless he gets the instascope back, he's gonna stay extremely clunky, unviable, and not fun to play.
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The mending add-ons are boring. Can we get like range increase or instant reload after being stunned? Change it up 🕺
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Terror radius OR movement speed needs to be changed, Old iri coin, 16m activation condition, as base kit maybe. Need's to have a add-on overhaul to be less pigeon holed and have add-ons in line with killer add-ons from over the past couple of years, easily just combine the values of the duplicates of the Terror radius, Deepwound and Mangled add-on's into 1 add-on each and give 3 new ones, rework Iri key or have it grant undetectable as long as the gun is unloaded and maybe buff or change the movement speed in ADS add-ons.
Edit: I remember seeing someone suggest that the Spear travel speed could be tweaked to be slightly faster, i don't remember where i saw that or the math for it, something to consider, i don't think it needs to be a thing but was something i just remembered.
Post edited by Turretcube on0 -
A cool change would be 115 when he needs to reload
and his old 24m terror radius back when he's loaded
insta scopes could come back but survivors would cry
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How the old houndmaster would be a direct comparison to slinger + weskers bound but after they changed it to how the dog just stays in place instead of bring the survivor towards you I would say she is more like a pinhead + wesker. But yeah slinger needs some buffs and I think he needs a total add on pass and faster reeling in speed. Perhaps the limits on his kit were necessary in 2020 when he came out but with stronger killers releasing his 110% shows. I think he can stay 110% if they made reeling reloading and aiming a bit faster and less clunky. The stun change and reloading movement speed they did was a step in the right direction. Overall I agree that he needs some buffs.
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Depends. At the end of the day he is stronger than half of the killer.
But nurse exists. So with that in mind you could buff every killer, but would you buff billy or give blight his hug tech back?
But what about a middle ground? Irs just about the question which is the right spot for killer.
Houndmaster got buffed to be stronger than slinger, but nerfed Chucky is weaker. So maybe even the devs dont know the correct spot (houndmaster gets probably nerfed again)
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Lower Terror Radius to 24-meters
No.
I like running Starstruck on Deathslinger and I hate being forced to use Agitation to get value, I love the increased Terror Radius because of this, it really works into his kit well.
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Unpredictable my ass.
The majority of Deathslingers back then would just zoom spam constantly until they had either forced Survivors into a position where they would get hit no matter what or until Deathslinger got close enough to hit them with M1 because Survivors would lose distance everytime they attempted to dodge whenever he faked his aim. Rinse and repeat 90% of the time.
You could not go a day without someone on the forum complaining about it.
In fact, if people can't play Deathslinger without insta-scope, then that's a skill issue.
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read 2nd change. all your redeemer hits will be exposed hits. starstruck is pointless perk. you get base-kit exposed. it would set him apart from other 2 ranged killers.
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Deathslinger already has one of the strongest anti-loop abilities in the game, I dont think the anti-loop itself needs a basekit buff, I just think they need better tools to deal with the macro-game/4v1 as opposed to the 1v1, which is where they tend to suffer.
Id love to see his Redeemer get some interesting QOL changes; maybe shooting Generators could break them instantly from a distance (with the downside of needing to reload) and them being tweaked to be 115% if their gun isnt reloaded could help a lot with it.
It also would be cool to have alternative ammo types considering how (lore-wise) his Redeemer is a modified Rail Spike Gun; It could be a good idea to give them some ammo that provides information, like Trip-Wire Spikes or Aura Reading Spikes that can be applied near loops, important structures, or Generators.
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I want the "Good Old Days" Deathslinger back - a 24m terror radius where you could slap on Monitor & Abuse, Gold Creek Whiskey, and walk up on survivors without them knowing you were there until they were being reeled in. Almost literally like shooting fish in a barrel. 😁
I would also appreciate better add-ons. Why are we flaunting a 0.25-second increase in reload speed as if it's special enough for an add-on slot? Why am I worried about increasing mending speed… by 1 second…? Stun and missed-shot recovery are also fractions of seconds. You could make a majority of his add-ons basekit and he wouldn't play any different. We need real add-ons for this killer.
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He either need to be a 115% killer, or needs his terror radius to be reverted to its original 24 meters. There is absolutely no reason for a 110% killer to have a 32 meter terror radius
Also, completely rework the addon Hellshire Iron, as its effect is completely garbage. My idea for the rework is "Your redeemer shot is no longer attached to a chain, allowing the shot to be map wide. However, the reload time is increased to 4 or 5 seconds, and is unable to be reduced." I like addons that completely alter the playstyle of a killer.0 -
i didn't buff his anti-loop. the dev are clearly poised to not give him his instant-scope back. i am suggesting that he gets better snowball pressure by allowing him to down survivors quicker for the purposes of slugging people on the floor to slow the game down.
to counter-act said idea, survivor will not want to heal and rush gens even further because healing is pointless so to introduce a pressure element to his gameplay, His TR is being reduced back to 24 meters to mirror 4.4 m/s of other killers. he will have more opportunity to sneak up on survivors that are injured and choose to brute force generators over heal.
at least from my observation for about year and half, i have low faith in them changing slinger because he's clearly on the "unfun survivor list" and dev are unlikely to buff him to have any relevancy in the game.
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I didnt buff his anti-loop
You want Iridescent Coin basekit… that is literally buffing his anti-loop by giving them the ability to insta-down where as before they wouldnt have it.
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yeah? it is not making his power anymore reliable to land. that is what anti-loop is. it's buffing reliability for killer land hits. i am looking at buffing his map presence and his 4vs1 gameplay.
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Okay, but in this case, it would turn a chase that would take two hits into a chase that takes a single hit, and it would change how Survivors play against his Redeemer shots since Survivors will be less inclined to take distance, fundamentally changing how their power is played against.
That is objectively a buff to their anti-loop.
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most of the time, your already playing injured vs his gun because if your healthy, deathslinger can raise his gun and shoot on reaction on any pallet drop, pallet slide or window vault. it doesn't matter that his chain breaks because it injures you and put deep wound on you. I don't think the changes fundamentally change much about his anti-loop/chase interaction because your generally injured vs his gun.
i am looking to more make him a slow hit & run range killer.
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This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you. And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging. It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame, like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?
What you have now is unequal counterplay. If the killer zooms in, they lose time before they shoot which allows the survivors to dodge, even if the shot was spot-on. Then, if you miss your shot, you go on a lengthy cooldown, and then your reload slow, at least without add-ons. Add-ons shouldn't be there to bandaid fix bad design, especially when they don't even truly solve the issue. Green Tin Can and Warden's Keys are all I run, but I still feel punished, more than I should on misses, for how difficult it is to land a shot. The buffs the devs gave him on his "movement speed while aiming" add-ons are not enough. It doesn't solve what I've brought up in the slightest. This isn't even diving into the inconsistently small shot hitbox, which alone justifies this killer's buff.
I have to wonder, what's with the pushback to a Deathslinger buff, even one similar to what I've suggested? Are y'all afraid that Deathslinger will suddenly be Nurse/Blight tier? I doubt it, because again, he didn't see play in tourney or high MMR at his strongest, and had a low kill rate. If you're gonna argue that that version of him wasn't fair, "Because the killer could down me," every killer in this game has had that potential. He just has a (slightly) more direct approach, unlike Unknown who relies on tricky bounce shots, or Singularity who relies on los in scanning, or Skull Merchant who has to scan you three times. What's the harm in buffing a weaker killer for a short time anyway? We all know the devs won't make it permanent if people like you levy enough complaints. And those shall be quantity over quality, as usual. That's the real skill issue here.
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We're wasting our time. These guys are opposed to killer buffs on principle. They'd argue against buffing Burger King Myers because "it would make him too strong." If people are having fun playing a killer, because they're winning, then it must be a bad thing.
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This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you. And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging. It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame, like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?
i agree with so much of what your saying. I think average survivor does not understand skillful interaction in those games and often labels the gameplay as 50/50, coin tosses. You even see in fighting games like Throw looping where the gameplay is bee-rated unskillful or what not. I do not think it is worth pursuing a more complicated looping gameplay for him. it has been labelled as unfun, easy-to use zoning by survivor mains without understanding the intricacy of such gameplay.
perhaps is better to look at ways to improve slinger in different ways that are hopefully less controversial.
Post edited by Devil_hit11 on1 -
These guys are opposed to Killer buffs on principle
What are you even on about? I literally said that their issue is their macro-game and that they need buffs to their macro play. I literally even proposed buffs.
They'd argue against buffing Burger King Myers because "it would make him too strong."
Burger King Myers has not existed in a long time since BHVR made changes to the addons of Myers. Even if, you could consider it a buff anyways since you dont move insanely slow with the addon combo that made BKM exist to begin with.
If people are having fun playing a Killer, because they're winning, then it must be a bad thing.
What does that even have to do with this thread? This is about buffing or reworking a character, not about playing or having fun.
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they made new version of burger king myer's. it's tuft of hair+judith tombstone. Ultra slow stalking where you take a century to activate the ability.
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instascope man what a time
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Yeah. Honestly, just make him 115.
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Activate ADS reduced to 0.3, deactivate ADS increased to 0.8 to compensate. Terror radius 24metres
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If they add lullaby to his base-kit, i am fine with 24m TR. But if not, then that's big no. They changed his TR for a reason, all of Slinger mains used Monitor before.
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Then majorly buff other parts of his kit
Faster reel speed
Longer harpoon range
Faster reload
115 speed
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i think he could be made 115 no issue. maybe 115 should be base for everyone now actully.
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115 should be basekit for him
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This is another thing y'all don't understand. "Spam." The killer cannot just take tons of misses or fake outs, no matter how quicky they recover, and not be punished for it. If they're still winning after that point, it's on you.
Except he absolutely could take tons of fake outs exactly because of how unpunishing his old zoom speed was to use, he could simply just spam it without any form of consequence. Let's not pretend otherwise.
And you seem to want the survivor to be in a favorable, max value position no matter what. If they stop dodging, the Deathslinger can shoot, and if he's shooting they can counter by dodging.
I want fair gameplay for both sides and if something puts either the Survivors or the Killer into a lose-lose situations, then it's unhealthy gameplay and needs to be changed in some way or form for the better and it also applies to perks too.
The only way Survivors could prevent Deathslinger from hitting them majority of times was breaking LOS like with all range killers, as dodging wasn't reliable majority of times if the Deathslinger knew what he was doing (unless Survivors had bot levels of reflexes), which applies again to all range killers, but especially to deathslinger back then.
It's interesting that way, because like unnerfed Spirit, it's all about whoever can make the best read/mindgame
Ah yes, because Deathslinger players resorting to either of the following strategies is such interesting mindgaming. /s
A. Fake out every now and then to cause Survivors to try and dodge and lose distance everytime they do so until Slinger gets close enough to m1 them. If the Survivor doesn't try to dodge the fake outs, they just get speared instead. Either way, Survivors are punished no matter what.
B. Fake out constantly until a Survivor is forced towards a window or a narrow path where they can't dodge.
_
Even with your Spirit example: If a gameplay element forces players into what is essentially a 50/50 coin toss that's out of their control, which determines whether the Survivor gets injured/loses a chase or not. Then that's not mind gaming if the Survivor wins that, that's just luck, pure and simple.
It's nothing more than just a guessing game that's 99% out of the Survivor's control in regards to the outcome.
Which is also why Spirit was so high up on alot of people's tierlists for a long time until she was changed.
like you see in fighting games. We call those skillful in those games, yes? So why doesn't that apply here? Why is a killer not allowed that same potential, assuming the survivors have equal counterplay, which they do?
- It wasn't equal counterplay back then with how fast his zoom speed was.
- Because DBD is not a fighting game, it is not like any other game or genre and cannot be balanced the same way as them. Asym games that have tried to do so have either been abandoned or doesn't exist anymore.
What you have now is unequal counterplay. If the killer zooms in, they lose time before they shoot which allows the survivors to dodge, even if the shot was spot-on. Then, if you miss your shot, you go on a lengthy cooldown, and then your reload slow, at least without add-ons.
I've seen people play as Deathslinger fine against decent teams even after the change to his zoom speed, i've also played against those type of Slinger players every now and then.
All the change did was weed out those who wanted to abuse his zoom speed to force Survivors into spots for easy unavoidable shots such as windows or narrow paths.
His reload speed addons should be made base kit now that his zoom speed isn't as egregiously forgiving as it was before.
Add-ons shouldn't be there to bandaid fix bad design, especially when they don't even truly solve the issue.
Which is why his cooldown reduction addons should be made base kit to compensate for the change to his zoom speed reduction change.
Green Tin Can and Warden's Keys are all I run, but I still feel punished, more than I should on misses, for how difficult it is to land a shot. The buffs the devs gave him on his "movement speed while aiming" add-ons are not enough.
Of course what he have currently isn't enough, i'm perfectly fine with buffing him in other aspects as long as it doesn't involve bringing back quickscope slinger.
Also, it's not that difficult to hit Survivors with Deathslinger after enough practice.
It doesn't solve what I've brought up in the slightest. This isn't even diving into the inconsistently small shot hitbox, which alone justifies this killer's buff.
The terror radius revert might be justified, but the zoom speed revert? no, not even a little bit.
I have to wonder, what's with the pushback to a Deathslinger buff, even one similar to what I've suggested?
I only take issue with your quickscope suggestion, the terror radius one i'm indifferent to, however it would not be even remotely close to what Deathslinger's quickscope was, especially since the majority of people's ire with the killer originally came from how easy and forgivable his zoom speed was to use.
Are y'all afraid that Deathslinger will suddenly be Nurse/Blight tier? I doubt it, because again, he didn't see play in tourney or high MMR at his strongest, and had a low kill rate.
I'm not gonna go into just how stupidly boring comp DBD even is to begin with and how the idea of balancing the game either around that or high level plays would be a big mistake. This comment is already long enough as it is.
It doesn't matter if something isn't used in tournies or at extremely high level plays, you don't need something to be at Nurse & Blight levels of strength for it to be unhealthy for the game.
If you're gonna argue that that version of him wasn't fair, "Because the killer could down me," every killer in this game has had that potential. He just has a (slightly) more direct approach
I'm arguing the killer wasn't fair because his power was too forgiving to use and abuse as freely as people wanted to during chases.
unlike Unknown who relies on tricky bounce shots, or Singularity who relies on los in scanning, or Skull Merchant who has to scan you three times. What's the harm in buffing a weaker killer for a short time anyway?
I'll tell you what the harm in bringing back quickscope slinger would be. You would bring back the same strategy that people abused the living daylight out of and caused floods of daily complaints on the forum about it. We genuinely do not need to bring that back on here, ever.
and to repeat myself, just because something isn't top tier levels in terms of strength, doesn't mean that it can't be unhealthy for the game.
We all know the devs won't make it permanent if people like you levy enough complaints. And those shall be quantity over quality, as usual. That's the real skill issue here.
Good, they shouldn't make such a change in the first place when it's an unhealthy one to begin with.
Post edited by Smoe at3 -
I'm not opposed to buffing Slinger a little but he should never be 115
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I'm perfectly fine with buffing other parts of him, it's solely just quickscope slinger that i'm strongly opposed to bringing back in any way, shape or form.
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