Deathslinger follow-up changes
Goal
compensate Slinger for his recent nerfs without making him 115% or undoing them completely.
Terror Radius
Reduced Terror Radius from 32m down to 28m
As a 4.4 killer with a hard cap on his range and having a very small, precise projectile, having a fully directional 32m Terror Radius was too harsh. At 28m, he is still able to get slightly closer to survivors before they’re warned without it becoming too much if combined with Monitor and Abuse.
Reload
Decreased time to reload from 2.75 seconds to 2.5 seconds
Without add-ons, Deathslinger’s reload is very punishing. Now that his ability to fire immediately after ADS-ing is gone and his projectile is difficult, a small buff to put it in line with other killers felt warranted.
Chain
Decreased the Chain’s depletion rate through collision from -20c/s to -15c/s
With the instant ADS gone, it is far more likely you may have to drag survivors around a loop or go around an obstacle. This change seeks to make this more feasible without jeopardizing Deathslinger’s existing counterplay.
Add-ons
Snake Oil - Increased Reel speed by 0.2m/s (formerly 0.1m/s)
Bayshore’s Gold Tooth - Increased Reel Speed by 0.4m/s (formerly 0.2m/s)
Jaw Smasher - Increases ADS movement speed by 2.5% (from 1%)
Wanted Poster - Increases ADS movement speed by 5% (from 2.5%)
Ammo Belt - reworked to increase reload movement speed by 15% (2.64m/s to 3.3m/s)
When the Deathslinger was changed, his reload movement speed add-ons were nerfed accordingly. However, the changes were a tad bit harsh, and some of his other add-ons rarely saw use and/or had very minor effects.
Comments
I quite like these, actually! Slinger doesn't need dramatic changes, just a suite of minor ones, and I really think this is a good list.
I think the addons would have to be tested, though- especially the movement speed ones, movespeed can get pretty crazy even with single digit percentage increases. Ammo Belt is probably fine as is, though.
Thing is, Pig used to have a 28 meter TR, they changed that to 32 meters not because of M&A, but to standardize TR for future reference. So its either 24 or 32. Myers still is the only one who has a seperate TR, but thats kinda necessary for Myers' ability.
His reload times are fine, and otherwise his reload addons need to be nerfed for compensation, which means they are gonna be equally good when alone, but would also nerf the combination of both(similar to the ghostface change essentially).
The chain depletion doesnt matter, the fact that the cooldown on failed and succesful chains is now the same, rather than one of them being twice as long, is already compensation for the lack of instashots.
Of the addons, only the ADS movementspeeds need slight adjustments, the rest are (somewhat) fine. People arent likely to use them anyway and its very easy to make those addons overwhelming,
The thing is, the biggest reason why people are suggesting 115% on Slinger, is because it compensates for his 1 real weakness: map mobility.
Let alone that all other movementspeeds are derivitive of his base movementspeed. His ADS would be faster if his basekit movementspeed is faster, his reload movementspeed is faster if his basekit movementspeed is faster. Making Slinger 115% would solve like 99% of his current problems. The only issue I can see, is that it would make his tunnel capabilities stronger again, but its not even close to his old tunnel capabilities.
Deathslinger is already breaking the mold with a 32m TR on a 4.4 killer.
4.6 and 4.4 have very little difference in terms of mobility. You're not gonna notice/ feel it unless you're on one of the massive maps such as Dwelling. Being 4.4 is more of a chase limitation than a mobility limitation.
I already suggested reworking 1 of his 2 reload add-ons to compensate.
I'm also going to disagree with his add-ons being fine. Like, when have you seen anyone use reel speed? When have you really felt a difference?
115% Slinger would be a massive problem. His windup is nearly identical to Nemesis', whose power is judged to be oppressive enough to need to hit you *three* times. Every other 4.6 ranged killer has heavy limitations. Artist takes 1.5 second to place then launch a crow and may need twice. PH has his turning restricted, 1 sec wind up, and a slow shockwave. Plague needs to work for her power and has it for a limited time.
Slinger would be a nightmare.
Good changes, Agree with Jester.