Deathsligner: What would you guys change to stop complaining

I've seen many threads about Deathsligner and how unfun or oppressive he is in one vs one. From personal experience playing as him and vs him I've notice that he's far from being as oppressive as people say for a couple of reason.


First let's that about ingame cool-down:

  1. ADS have a 0.15s Activate/Deactivate delay
  2. Firing have a 0.5s delay -> that delay is from the moment you click on the attack button to the moment he fire
  3. Projectile speed is 40m/s aka it take 0.25s for 10m and 0.45 at 18m (max distance)

I think we can agree that most of the time you'll get shot at 10m or more distance wise which mean a delay of 0.15+0.50+0.25= 0.90s from the moment Caleb start aiming or 0.75s delay from the moment he click the attack button.

In addition to this delay the killer has to factor in the lag/latency.

At base minimum the Caleb player have to predict where the survivor is gonna be in 0.75s after he click the attack button + latency which can give enough time for a survivor to drop a pallet or vault a window allowing the survivor to not get downed. Also keep in mind that his hit box is really small.


Now for the other cool-down:

  1. 0.5s for successful Spear Hit
  2. 1.5s for missed Spear Hit
  3. Reload time of 2.75s
  4. Broken Chain Stun penalty of 4s


Now we may disagree on how strong he is overall but it's quite clear that adding even the tiniest cool-down would add a lot over an entire game.


Personally I wouldn't mind having more cool-down for ADS in exchange for lower firing delay

He also get highly punished for a missed Spear Hit & Broken Chain Stun, more than any other killer. Maybe we could lower these cool-down if his initial ADS take somewhere between 0.5-1.0s.

Comments

  • @LiunUK said:

    I would make it so that the survivor can move a bit more when harpooned if the Deathslinger walks backwards but reduce the broken chain stun to 3 seconds to compensate.

    i've had survivors move a bloody lot, so i dare say it's really more with the 'how' that has people flabbergasted

  • @BananaBlooD95 said:

    I've seen many threads about Deathsligner and how unfun or oppressive he is in one vs one. From personal experience playing as him and vs him I've notice that he's far from being as oppressive as people say for a couple of reason.

    First let's that about ingame cool-down:

    1. ADS have a 0.15s Activate/Deactivate delay
    2. Firing have a 0.5s delay -> that delay is from the moment you click on the attack button to the moment he fire
    3. Projectile speed is 40m/s aka it take 0.25s for 10m and 0.45 at 18m (max distance)

    I think we can agree that most of the time you'll get shot at 10m or more distance wise which mean a delay of 0.15+0.50+0.25= 0.90s from the moment Caleb start aiming or 0.75s delay from the moment he click the attack button.

    In addition to this delay the killer has to factor in the lag/latency.

    At base minimum the Caleb player have to predict where the survivor is gonna be in 0.75s after he click the attack button + latency which can give enough time for a survivor to drop a pallet or vault a window allowing the survivor to not get downed. Also keep in mind that his hit box is really small.

    Now for the other cool-down:

    1. 0.5s for successful Spear Hit
    2. 1.5s for missed Spear Hit
    3. Reload time of 2.75s
    4. Broken Chain Stun penalty of 4s

    Now we may disagree on how strong he is overall but it's quite clear that adding even the tiniest cool-down would add a lot over an entire game.

    Personally I wouldn't mind having more cool-down for ADS in exchange for lower firing delay

    He also get highly punished for a missed Spear Hit & Broken Chain Stun, more than any other killer. Maybe we could lower these cool-down if his initial ADS take somewhere between 0.5-1.0s.

    Is it not enough that he has to watch the animation of the missed shot but also has to reload his gun?

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154765#Comment_2154765

    Be charitable. There's quite a few saying don't touch him at all. I myself, for the sake of those that find his M2 spam annoying would like a tradeoff to weaken the zoning but give him more mobility (his current weakness).

    We say "spam" it's not as if it's a machine gun. There is a fair amount of time between shots. He actually has to go through the reloading animation between each shot.

  • @gilgamer said:

    Give him 2 spears before reloading then make him have a longer wind up to ads and remove his ability to hit through windows

    now that's one hellova way to kill the killer in general..

    @Warcrafter4 said:

    To TLDR what all these people are asking for:

    They want Deathslinger to be completely useless and loss nearly all of his power.

    I mean how else can you explain them asking for gutting his zoning and quick scoping.

    Removing deep wounds from his kit entirely.

    Finally want his shot to be dodgeable even at point blank.

    They also want him to have to charge up his shot despite him not charging is one of the main differences between him and huntress.

    Needless to say they won't be happy until they never have to play against him again. So no change short of effectively removing him from the game will ever make them happy.

    They want survivors to be in a power role here.. they 100% Don't care if this killer gets Gutted or not,

    Just like the spirit Issue. This killer relies on Seeing survivors.

    But most survivors just want a killer that just Holds W with power that doesn't affect chase whatsoever =D

    Like Ghostface, Or Wraith,..

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153056#Comment_2153056

    I guess Scott Jund is the weaker end of skilled survivors then lol

    Scott isn't even that great at survivor... Most people aren't great at survivor. I'm not some god tier looper, but I'd say I'm pretty decent at survivor. Deathslinger has counterplay and his map pressure is bad, and also he needs to reload, and unless the deathslinger is running STBFL his downs aren't going to be the quickest. Literally pre dropping pallets and holding shift w after you get injured it can take him a while to down you.

  • I wouldnt change him. He isn't particularly strong, but just so damn annoying. The have no map control but be really good in chase should be used more sparingly. There's multiple bad killers who are built like this, (Trickster, Slinger, Myers, Clown) and only a few good ones, (Bubba, Huntress)

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