http://dbd.game/killswitch
Deathslinger much needed power buffs
I hear back and forth debate on this killer "He's one of the best killers" to "He is so bad, his ability sucks!" personally I am just standing in the thin wall between these 2 sides. I think he's a good killer with a poorly designed ability similar to like The Pig, The Trapper (even though I enjoy him) and The Nightmare until recent buff.
Starting with add-ons
like quite a few killers in the game the ultra rares for Deathslinger are toilet paper
Iridescent Coin: This one is able to kind of boost Deathslinger's effectiveness but at the same time it completely defeats the purpose of managing to snipe a survivor with the redeemer as it only grants exposed status effect for close range shots, this should be buffed to where a survivor hit from any range suffers exposed.
Hellshire Iron: Ok what good is being undetectable after you landed a shot on a survivor and are reeling them in?? Should be able to grant undetectable for maybe 30 seconds or so after landing a shot on a survivor.
Next is buffs to the redeemer itself. Main thing I think is a better sight to make aiming easier cause often times feels like the shots are off-center, second should be around a 15 meter range buff, and increase on escape time. I forgot the add-on for this (honey locust? rusted spike?) but the one that makes survivors get injured when breaking free from the spear, that should be made a basekit ability and that has been a issue for me since I started using this killer, his ability doesn't even injure survivors. A new and much needed feature I think is needed is a redesign in the reeling in to where when you say shoot a survivor over a pallet or someone drops a pallet in front of you as you're pulling someone towards you, or maybe shot them at a vault point you should be able to pull survivors over dropped pallets and vault points when reeling them in.
That be the main things I'd like to see, on a side note something I think would be extra neat is redoing him all together where he is now able to swap between both the redeemer gun and like a breakaction shotgun for shooting survivors and injuring or downing them but takes longer to reload and has poor range, it basically be for hitting survivors at closer ranges why the redeemer would be for longer range.
Comments
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Did you ever play deathslinger? xD
First of all to the coin:
It ONLY gives exposed on snipes, so that's the only thing rewarded and therefore what you wanted, any range would be so op xD
Second:
The shots are really really centered and precise, I shot someone through the killershack window that has planks infront of it a few days ago.
Third:
That range-increase would be WAY too much, it's already hard to escape on open fields, and with objects near him the range doesn't matter anyways because they just break los.
Fourth:
You injure on a chainbreak basekit (if you just press m1 without hitting the survivor or letting the chain break THEN you don't injure, that's the only possible case), there's one addon that increases the time it takes to mend and that's all.
And last:
dragging over palettes - good job (ironic) now he's probably one of the strongest killers in the game.
Dragging over windows - unnecessary, you're already able to reel them in until they touch the window and just hit them.
I don't even say anything to the shotgun.
Just give him his smaller terrorradius back, make his him able to shoot instantly again OR make him 4,6. Reeling speed would be nice too, he's wasting a lot of time with that.
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The most obvious fix to him is the return of his quickscope and smaller terror radius. Hear it from anyone else, they'll say, "OMG, he was so OP back then! Literally unbeatable!" Well, that's not what I saw, from his initial release all the way up until his nerf. What I saw was simply a decent killer who actually had some power in chase, instead of survivors having it all (the standard), and who wasn't seen at all at high level or in tournament, because he was a worse Legion.
It didn't matter that you "Couldn't dodge his shot!" You're not supposed to be able to do that against a killer at all times. You're supposed to be unpredictable so that he wastes too much time waiting for the right time to shoot, or else he'll miss when he does shoot. He's not even guaranteed the shot when he does shoot 1) because the hitbox is absolute trash, like the size of a pea, and 2) because survivors get caught on random stuff and end up breaking out. Even when you reel them in and hit them, the bar is often just about the break the chain. So the counterplay to him used to be extremely fair, basically playing against him like you would Huntress, where you avoid los for as long as possible and then start being unpredictable.
His terror radius also made him a pseudo stealth killer, especially when combined with Monitor, so that survivors couldn't just hold W every time they heard him, like they do Huntress and her lullaby. But despite people not complaining about that before he was nerfed, nowadays they say, "Oh, we can't go back to that. It's OP!" Because God forbid killers strategize and use perks and base abilities together, to not give survivors 20-40 seconds of a free lead on them.
So I don't understand why this killer has been left in this garbage state for so long, or why people push back so much against a killer being decent. Say we did revert the nerfs, or did the OP's suggestions. All of a sudden he'll be unbeatable S tier, better than Nurse and Blight? Because if that's not the outcome, which it won't be, then what's the big deal?
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Wow, imagine calling his shots fine. You shoot people directly on their body and it misses, but it's "fine." That's your first issue. Another would be the shooting distance. It clearly needs to be longer, because I constantly have perfect shots, but it misses because I get outranged, and this happens every single match. The only reason I keep going for such shots is because you never know whether it's the bad shot hitbox denying you, because it's so consistently inconsistent, or whether you got legit outranged. And you talking about survivors needing to be able to dodge in an open space, just wow.
Dragging over pallets, I'm not a big pusher of, but that would still be as weak or weaker than Pinhead or Houndmaster hitting their powers at loops, and they're not 110%.
Super agreed on the nerf reverts though. It's like a different person took over typing. I'd go as far as giving him all of the stuff you suggested, not just 1 or another. But mostly I just want the instascope back, and fair hitboxes on the shots. I can't help but play him a little, most times I get on, because his gameplay has a golden equation of fun about it, but God is it frustrating to play him. And then people are so gaslight-happy when you talk about giving him anything, it's madness.
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There's no way you believe that the standard is that survivors have all the power in chase, or? The game has more anti-loop killers than M1 killers at this point, and they are pretty strong ones at that. And even against M1 killers survivor don't have all the power anymore considering the increase in mindgameable and unsafe tiles.
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I agree he needs buffs. Survivors easily can pre run him which tunrs him into walking simulator the terror radius should be 24 meters because he is 4.4 m killer but of course behaviour decided to not do that even though they said it is a standard but they ignore it for this killer. Same for the speed too. Without monitor and abuse he is half way towards unplayable because survivors run away when they hear him. Your suggestions are not great though iridescent coin is good it is actually one of the only goood add ons for him. Hellshire definitely needs a rework though as it is worthless same for the chain itself cause it can even break at maximum distance shot which removes the coin effect and that has happened to me at least once where I could not hit the survivor even though I caught them at the maximum shot distance. This guy needs some love as he has not been touched at all and he now got extra nerfed because you can't see your reloading progress bar which I call a nerf no matter what people say.
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Don't do anything complicated to get result of Trickster.
Just make him 115% and don't touch anything else.
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Done but now reload speed addons are gone so survivors can make distance after missed shot.
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Sure, I am fine with that. Rework them to something else, or keep only low rarity and rework green.
I would gladly take it over normal movement speed so I don't have to deal with hold W marathon.
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I don't know what you do, but if I shoot at a survivor and hit... I hit? Everything else is a miss by pixels and it sucks for me but oh well. His hitboxes ARE good, they are one of the best in the game probably. Only thing that can happen is that the game just denies the hit because of validation, but that's not deathslingers fault.
Also I personally never have a problem with his distance, on open fields it's perfectly fine, and at loops it doesn't matter because of the los break. They only feel inconsistent because his shot needs a moment to fly, if you miss with the initial speer by one pixel the survivor can just run through his entire shot, that way it looks like you hit but it didn't.
Also him dragging people over palettes would make him insanely strong, he can hit you on nearly every palette at some way, and even if not - animation-locks exist in form of dropping the palette so that's instadeath. If he'd be able to drag you through the palette, you'd be dead so quickly without anything you can do.
I think everything could be to crazy, at least instascope and 4,6. The rest could be together as one buff yes.
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that would be ideal change. bvhr doesn't seem to want to bring quick scope back so all i ask is iri coin base-kit and normal 24 tr for 4.4. he wouldn't be that great but at least you could at the end of the dbd session as killer pick deathslinger. land few cool shots.
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Is this a post from an alternate timeline? Iri Coin is longshots only, chain breaking does injure, and you're suggesting adding a shotgun for… what reason exactly?
Slinger is fine. Very well-balanced, in the grand scheme. Make Hellshire Iron better and leave it there.
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Oh yeah, he finally needs some love. Nerfs were too hard for him.
I find myself tunneling too often as a DS. He just doesn't have enough power against good people, but he also stomps noob lobbies too hard.
I don't know maan ;/
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this would be ideal as it gives him some needed map mobility in exchange for some power risk.
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I think people go overboard when it comes to slinger buff ideas. He's not so poorly weak that he needs something like 115, that would be absolutely broken.
The three frustrations with slinger come from the fact that he has no map pressure to speak of, feels clunky, and your epic shots aren't always rewarded.
His terror radius needs to be 24 meters. Having a 110 killer with a 32 radius feels so clunky and weird.
He also needs BOTH reload addons basekit, as without them the reload is sooooooo god damn slow.
Lastly, the chain needs to be more durable and survivors should have less control over their movement while they're chained. Sometimes it feels like they can move at full movement speed (not talking about bots, who actually CAN move at full movement speed while chained because its based off ping) and they drag your chain behind a wall so quickly its not fun. OR survivors should be given hindered after being let go of the chain while in deep wound. I think its dumb that you can land amazing shots on injured survivors only for it to actually benefit them because they get more distance and you get nothing if the chain breaks.1
