Deathslinger has no counterplay?
Lot of people be sayin' the Slinger ain't got no counter.
Wait, this fella here?
This guy? The gun-tootin, harpoon-spearin, deep spittin, quick scope'n, violin stringin, gee-tar playin, Micah's redemption, Texas Dallas Cowboy?
In my opinion, he's quite fair in theory. Allow me to explain.
First, we look onto his Pro's:
- His weapon gives him a bit of range for use, thus closing the gap between him and the Survivor before reeling them towards his chuckling grasp.
- His terror radius is small, granting him a stealthy advantage at least when it comes to the Survivors' reaction speed. Harder to react when the Killer is much closer than you presume.
- His music conceals his terror radius. A heartbeat is associated with a terror radius, the louder it beats the closer the Killer is. Deathslinger's Terror Radius comes with a song of the wild wild west (Enter Will Smith with shades) which in turn 'disguises' the heartbeat as it is more difficult to hear. No heartbeat, no idea of proximity for certain. He could be a bit far, or taking aim from around the corner.
- His bullet has the tiniest hitbox. I've only seen amazing Deathslinger's land a shot through the Killer Shack or through teeny-tiny cracks within junk obstacles in the Azarov Maps. This can cut both ways as it is just as easy to miss the shot, but I placed it as a pro in this case. It is quite sneaky if you can land it, and a sharp aim will cut some chases short. *Snicker Snicker*
- Windows are your best friend. Who needs Bamboozle when you got a gun? Sure, the gun may have been made by Scorpion from Mortal Kombat but it gets the job done. Shoot em at a window vault, reel yourself towards that window barrier and SMACK! Free hits galore! Just like the Huntress, you want them Survivors to vault them windows.
Next, we look at the Cons:
- You are so sloooooooooooooooowwwwwww (Echo) Yes it's true, anyone can tell you his first con is that movement speed. The average Killer runs at 115% Movement Speed. Some Killers move slower at 110% Movement Speed, while all Survivors run at 100%. Though you still have the speed advantage, you will feel that missing 5% when you find yourself struggling to catch up to your objective.
- Your gun ain't got no range! Okay to be clear, it has decent range at about 18 meters tops to land that shot. However, 18 meters is not 24 meters, and like The Executioner's Punishment of the Damned attack you will morn those moments when you would aim for the attack, but they are just one meter too far.
- The Deathslinger is a tall Killer, his height hinders him during the chase as it is possible in certain loops with high obstacles for you to see the top of his hat still, this would injure his "mind-game" potential. For those who do not understand, a "Mind-Game" is when a Killer decides to hide the red stain they carry in front of them by facing away from where they are attempting to ambush you. Usually this is why some Killers perform a Michael Jackson Moonwalk when they are being looped, leaving us laughing as we get struck by a smooth criminal :)
- That gun helps with the chase, but it don't shoot Generators. Slow speed will bite you hardest when it comes to protecting you Generator. Now that I got a hook, my Pop Goes the Weasel is ready. Just gotta pop a Generator aaaaaalllll the way over there. Welp, I made it but they finished the Gen soon as I got there. I know I'm not alone, and this isn't a unique issue for Deathslinger or even average speed Killers. We've all been there, but the slow Killers gotta fight a little bit harder for map mobility.
- Add-ons, what add-ons? This is the more controversial point here, but I don't think the Deathslinger has good add-ons. Okay well, they are okay but they aren't changing the game by much. Faster reload speed is unanimously agreed to be his best add-ons, although the others aren't bad they aren't too special either. Quicker cooldown for a missed shot? Okay that one is alright. Longer mending time? Eh, I ain't no Legion sweetheart. Smaller Terror Radius while aiming? Basically Furtive Chase but a little better. Not the worst add-ons, but I don't hear nobody mention anything else besides them Warden Keys.
- Ye can shoot em over pallets but... if that pallet is dropped and between you and yer prey? Welp, either break the chain and suffer a stun or let em go and break that pallet. A dropped pallet can stall a Huntress and wound a Deathslinger bad. Be sure to get em before they get you.
- A lot of work just to land a hit! If they a bit far, shoot em, reel em, hit em, reload, repeat. Get's the job done, but that's a lot of work to down your average Survivor. This is why Save The Best For Last is looked as a must have on this here fella, helps cut the time short and make him more effective. But without the Shape's perk, this cowboy gonna be a bit rusty...
The list can go on but you get my point, I think the Deathslinger has plenty of counterplay. He is slow, his range is limited, and a dropped pallet hurts him plenty. Sure, you can't dodge his shot if he pull out the quick scope, but that's the point. Slinger is deadly when he got you on the run, just like a real Texan-er cowboy, I mean!
For Survivors, keep your distance and keep obstacles between you two. In Shelter Woods, trees are your best friend. In Azerov's, use them larger Junk obstacles. He's a big fella, so keep your distance and stay strong on those Generators. Hug those walls, keep them pallets on your side, and if you're healthy don't be afraid of getting injured in the chase. It's when you're hurt that he becomes a true threat.
For Killers, this gunslinger is quite effective in the chase. Don't let the number of Con's fool ya, his Pro's can get some work done with the right plays. Use perks to cover his weaknesses, same as every other Killer. Pallets a bother? Brutal Strength. Wanna cut that chase short? Save The Best For Last. Rabbit season? Monitor and Abuse ya Elmer Fudd lookin' mother fu-
In Conclusion! Thank you guys for giving my homework essay a read. Let me know what you think, does the Deathslinger have no counterplay? I'm sure I missed a thing or two here, so feel free to add your thoughts down below!

Comments
Lol if you try to shut down a strong window as Trapper thats the first place survivors are gonna look for a trap.
Ok it still disables it and if you are good with resets it should constantly stay up.
From my experience as Trapper, you want to place traps in routes where loops will be but not precisely where loops are. Example, dont trap a window, trap the corner they hug while running around the window loop ๐
Demo is also one of the worst killers in the game, and he has something DS lacks: mobility.
Welp, if you don't got 10k hours you don't gonna counter zubat man.
Deathslinger is going to get a cool down....
juking and objects?
He's about mid tier, but not one of the worst. He is not as easy to play as other killers, you gotta make good decisions with his portals and when to use shred. Yes the portals give him mobility, but placing portals is time comsuming and can be detrimental if you place one at the wrong time. DS is only deadlier than Demo in a chase bc. he can insta-scope/insta-shoot and the shots are too fast to react; Demo's shred cannot be be activated instantly, and a survivor can dodge it. That makes for way more enjoyable chases, and a competent Demo player will still be able to down you fast.
Counter play to Deathslinger
1. Don't get found
2. Don't get shot
3. Escape
Your post was great. Too bad some people didn't take the time to properly read it!
I think the main problem with this killer (along with some others) is that most people fail to see this game as an asymmetrical game. And that's pretty much it. They ask for counterplay on 1v1, failing to see that their true power should lie on beating the killer as a team.That's one of the strongest problems this community has in my opinion.
The killer is supposed to be the power role, you should always be at a disadvantage when in a 1v1 situation. Going down in a chase, is not losing the game. You are supposed to get caught, the key lies on how much time did you manage to buy to your team. Even dying don't mean playing poorly in this game, but people fail to see it that way and therefore - deathslinger don't have counterplay. Truth is deathslinger is quite weak
Short.
Simple.
Superb ๐
Ex-Demo main here ๐
Demogorgon is okay, i would say he is the definition of meh. The perfect example of mid-tier. Which is okay I guess, but I wish there was room to make him play as a top tier killer with great use of his kit. Obviously you can play him really well, honestly I can't go into detail without making a big ass essay myself, so i'll have to leave it at that. Might make a future post for the Demogorgon later to explain what add-ons need improvement or if its base kit should change.
I like that you provided actual counterplays. This thread needs to be pinned.
He has a gun of course hes gonna be strong try to dodge a bullet that can be fired at someone's elses while still being chased down by a knife he holds hos won lile a cowboy
Mighty appreciative of that!
Unfortunately the main argument I was defending for him, that being his ability to zone the Survivors, is now mute since the Developers are attempting to remove that similar ability with The Executioner. So I fear that this essay of mine was for nothing, darn.
Ah well, adapting is the way of life after all. Let me know of any other controversies surrounding Killers in this game and I'll be sure to provide a detailed analysis and guide for it! I quite like how this one came out and well, if it helped influence or provide a new perspective for some then it got the job done! ๐
This is so true. I'd argue this is one of the largest problems plaguing the game.
Very true, i'm kind of stumped that people have this reaction regarding the Deathslinger because quite frankly, we have a better and more lethal ranged killer when compared to this hunter, our Huntress. And well, the problems people point out with him can be replicated with her as well. Not identical but very similar to a degree where I have to ask, well if he is such an issue to face why have we not heard of similar arguments when comparing this killer to the Huntress?
Not saying the Huntress should be nerfed as well, she's fine as is though could use a tune up with her aim precision and hatchet hitbox haha. Small things though, I can work with what we have and so can a majority of Huntress players. Maybe comparing the Deathslinger and the Huntress isn't a good argument, perhaps I am overlooking something, but I can't help but make that comparison in my head.
Overall, Deathslinger is okay but it takes a bit of work using his power just to land a basic attack unlike the Cannibal or the Shape, and his chase power though good is not enough to manage his major weakness in mobility and generator defense without supporting his kit with perks like Save The Best For Last. Definitely mid tier, but not top tier in my opinion.
Huntress cannot throw a hatchet instantly, and her winding up can be heard and reacted to. She also cannot hit imidiately after putting her hatchet down. If you get hit during a vault, it's usually bc you messed up and/or the huntress outplayed you. The chases feel much more engaging, because there are situations were you have the adventage (in high loops), and situations where the huntress has (open field). It feels like an even playing field.
That's not so much the case against DS, bc his insta-aim, insta-shoot and no cooldown on canceling his power skew the playing field hard into his favor. It's not so much about what you can do to prevent being hit anymore, but whether the DS hits his shoots or not. You are at the "mercy" of the DS slingers skill, which can make the chases either unsatisfying (if you escape DS just bc he is bad and does not hit his shots) or frustrating (bc the DS hits every shot with little you can do about it).
Of course there are exceptions, unfun chases against a huntress and fun chases against DS, but on average I feel it's no stretch to say that being chased by a huntress is preferred by many to being chased by a DS, just because the chases are much more enjoyable with the former one.
It's fun to have good chases, but the problem is the killer needs to win twelve of them. And while someone is in chase, there's three people that are not. So how do we address that? Cause just one long chase can make the killer lose an entire game.
I agree, chases are fun but losing just because on chase is not. The current state of the game doesn't allow long chases for killer. You need to down people way to fast to have a chance, that translates into no fun for survivors. It's a foundation problem.
You are a team, four people that are supposed to beat the one person playing alone by playing as a team. So theoretically you should always be at the killer's skill mercy in a chase, it is supposed to be the power role. Asymmetrical game. That's how they have manage to compensate being one person against four. If you don't want that to happen in chases, it must happen somewhere else. You still have one person against four people.
Well you make a fair point with the Huntress wind up and cooldown, she has add-ons to reduce that but not to the extent of Deathslinger so you are correct. I suppose it makes sense, she has long range and is a threat from all angles so the Deathslinger should have the edge with his limited range of 14 meters.
I'm not opposed to adding a cooldown to The Deathslinger, but I do feel it is not needed. Playing to your home field advantages and utilizing the map environment and obstacles is a great way of delaying his shot, always breaking line of sight, and always keeping a pallet between each other. It is similar to how you face off versus a Nurse and a Huntress, you want to play stealthily from a Nurse because in the chase there is no obstacle she can't overcome (dead zones I would not count, since that's just a bug or glitch in the system). You want to pre-drop pallets on a Huntress to keep a layer of comfortable distance between you two, so that she either breaks the pallet thus providing a window of escape furthering the chase, or to test her aim and thus crouch against any obstacles like junk or broken cars to remain safe.
Unlike the Huntress, the Deathslinger is no longer fatal upon his second shot unless he closes the gap. Unlike the Nurse, the Deathslinger can succumb to obstacles like most killers. I agree that his quickshot skills are unmatched and leave no reaction time, but I see it as an advantage he has to have. If he did not capitalize on his shot, then what does he capitalize on? If zoning a Survivor is unfun and so the Deathslinger should not do that, then what should he do?
His limited mobility, low range and weak generator protection capabilities paint the image that this is a chase heavy killer, so when discussions arise for the need to weaken his chase potential, we must proceed with the highest amount of caution not to break this killers stronghold and drop him from manageable to weak.
Thank you for helping me understand the difference in the chase between Huntress and Deathslinger, I hope in return I was able to shed some light on why I do not oppose changing his quickshot, but why I believe everyone should think carefully on what they ask for and perhaps analyze the Deathslinger a second time just in case.
Gotta say on the positive side here, this psot has definitely exceeded my expectations as to whether it would get noticed or not haha, far out! ๐
this what I been saying survivors find chases fun some killer too but how the game is killers don't have time for long chases,how fast gen go killer will never do.
Easiest Slinger counter is don't move in strait lines or run up to the killers feeding their aiming down and they can't spear you (you will just eat m1 instead)
Coulda sworn I mentioned that in the bit for Survivors on how to handle him... huh, guess it slipped my mind. You're right that is a good way to juke the shot, but I'd advise you do this if you have high sensitivity on movement or as a last fail-safe effort to avoid getting speared.
Same way to counter a Huntress Hatchet or a Demogorgon's Shred, no?
So now that we have seen the changes for The Executioner, do you feel like similar changes can be made for the Deathslinger or is he fine the way he is?
Totally agree with you.
A killer should be rewarded a kill when he has enough skill/brain to outplay you during chases, not because he has capacity/add ons that break every ways the survivors have to survive.
Killers that don't require skill/brain :
All those killers that slow you down way too much for a way too long time or that are way too efficient in chases have nothing to do in this game.
The base game was a killer running after survivors, now all the killers listed don't need to run, they have everything they need to kill you without using skill or brain. Put a trap, insta TP hit, free down, put a snare, free down, put a bottle to slow the survivor, free down, use your power to grab or long range the survivor, free down.
Honestly i don't know what the devs have in their head... I also play killer, played some PH/Gunslinger, the only game where i don't 3k+ is when i get gen rushed.
Gen rushing is a massive problem, but creating artificial ways to make the chases shorter that don't involve the use of a brain or to develop some skills is bad game design, plain and simple.
If devs are not competent enough to balance their game to make it fair with skill requirement, then hire some game designers.
All those things are just artificial ways to counter a really bad game design. Sad.
How to counter gen rushing ? Add objectives that requires 3 survivors to be done for exemple... well sad, developpers had a good idea but can't improve it. 4 Years out and we still have the gen rush problem and the same 5 generators that need to be completed to open the doors. 4 Years, nothing new.
Spine chill or die.