RonMan32
RonMan32
About
- Username
- RonMan32
- Joined
- Visits
- 379
- Last Active
Comments
-
@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3110617#Comment_3110617
if u think deathslinger is weak then that says more about your skill level with him.
Deathslinger is not weak. But he takes a decent amount of skill for him to reach anywhere NEAR his full potential. And his full potential is mediocre. He takes a lot of skill to play for him to be at all usable, and even then he's mid tier, upper mid tier at best (specifically for people who hit those amazing shots through pinholes, otherwise just mid tier). I know this is a joke thread but I genuinely think he needs a buff or rework. Attached is a concept I came up with. I'd love to know what y'all think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
Interesting ideas! I do want to point out a few issues though.
When it comes to your first change I do actually like the idea of reducing his ADS when going up and leaving the speed it takes to put it down alone. But I don't think it should be reverted to back how it used it be. Probably right in-between or maybe just slightly faster than currently would be ideal. It would slightly decrease the window the survivor has to react, without it being unfair. As it stands it takes 0.40 for the gun to go up and 0.60 for it to go down. I'd like to see that reduced to 0.30 or 0.25 with possibly even reducing the exit animation to 0.50 (which is the same 0.10 I want removed on the enter animation but it's proportionally less so I think it'd go a long way for feel without breaking him) I also disagree that killers are not supposed to be fun to play against. As killer it's not your job to be ensuring the survivors have fun. You are playing a game too and your only responsibility is to your own fun. However when the devs design a killer I do think it is THEIR responsibility to ensure the killer has a fun kit to face. Partially agree with the change, hard disagree with the reasoning.
As for your 2nd change I don't think completely reverting the TR is at all a good suggestion. They made these changes with decent reason. Using a perk that lowers your terror radius would easily allow for the 'slinger to shoot people that didn't even know he was there. Which to be fair is something that should be allowed to occur in some builds with TR shrinking or causing survivors to be oblivious. But it shouldn't be possible or even close to possible at base kit. In my concept I recommended he be the first 28m killer along with a "lullaby" like the huntress where he whistles some tune. Speeding him up is also a terrible idea. I agree with the consensus that ranged killers need to be some of the slower ones so you actually have a need to use their power. If Huntress could be a really solid WM1 killer and only use the hatchets as a fallback plan that would be horrible. All that said the 32m was brutal I agree with you there. Very unnecessary.
When it comes to suggestion number 3 I've gotta say that is not an amazing plan and the one I have the biggest issue with. Removing some of the counterplay he shipped with would just get more survivors complaining and then he'd be nerfed in some other awful way. Survivors need to be rewarded for working against the killer as a team. He's amazing at 1v1s and shutting down small loops fast if you can hit your shots. But when you go long and another survivor shows up for the save they need to be able to actually do something in this case. I'm a Deathslinger main and I gotta say it really does not feel unfair when someone goes to break the chain. Especially since I usually at least get a hit on the person going for that save. All it usually does is spread the pressure to another person as opposed to hard counter it and avoid me getting any hits after that well timed long shot. This would remove a decent chunk of depth the 'slingers power has and I cannot support it.
Finally for your add on ideas. To be frank I don't really mind his current add-ons much but I do agree some of them could use a rework or a buff in a general sense. Don't really feel like commenting further on that. I'm mainly concerned with the current state of his base kit.
But anyway I as a 'slinger main who is holding out hope that the devs will give him a rework am very glad you are participating in the conversation! I hope to see more threads like this. Maybe if there is enough outcry they'll give him a look for a future patch. Also I have my own concept for how to fix Deathslinger! Please check it out and let me know what you think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
@FrauZockinsky said:
They broke DMS and made SHPR behavior really weird (killer doesnt get visual feedback of which gen exploded, but survivors still scream (if they didn't let go beforehand) and screams are directional, so basicllly still a noise notifictaion, if a weaker one). All to avoid a perk combo that is A) fairly unlikely to happen in the first place, B) could even be kinda fun when it happens and C) once you know that the killer runs SHPR and merciless storm you can still decide to let go before 90% when a survivor gets downed (not extremely likely that a surv gets downed, picked up and carried to a scourge hook all while MS is already active). In short: I don't get why these changes where made at all. (For context: I play both roles though more surv than killer).
I've gotta agree with you here. Hopefully they at least roll it back but as far as I can tell they don't have a history of doing that. If something is changed it is either buffed or nerfed. If it is changed again it's almost always another buff or another nerf. Never a buff then a slight nerf back, or a nerf and a slight backpedal on the buff. Could be wrong. I'm new to the game so I haven't seen hardly any updates come and go. I only know about a few changes before I got into the game and all the ones that have happened since.
-
@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3111203#Comment_3111203
They nerfed it because baby survivor players don't know how to let go of gens before someone gets hooked and it made them sad :(
sad :(
-
Isn't the game only for steam right now? The code only being for the steam version of DBD tracks. If you own DBD on steam you can still get it on console if you have a bhvr account and merge platforms.
-
@Yords said:
Just give him a donkey to ride around the map so he has better map pressure.
Based.
-
@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3108974#Comment_3108974
based take imo, why run DMS when you can run a better slowdown perk
Why would they nerf it then? I mean they stated why. It's apparently broken when mixed with a Plague perk I can't recall. Doesn't deserve a nerf this big because I agree, probably not even a mid tier slowdown perk. It's kind of the best I have rn tho.
-
@DoritoHead said:
I actually don’t think a lullaby is a good idea for Deathslinger.
If you see someone far away as Huntress or Trickster, you can potentially do damage to them and this is why they have a lullaby radius larger than their terror radius. Deathslinger is the only ranged killer with a hard limit on his power’s range.
I'd imagine it would be the smallest lullaby in the game. I just figure him whistling would be cool and it would keep the new intended functionality of the nerfed TR without it actually being a huge TR anymore. Maybe not a good fit but I personally dig the idea. With or without it tho his TR could use a shrink imo.
-
He really is. I'm new-ish to the game. Started playing at the end of this last Steam Summer sale 2022. But I've already gotten over a 100 hours in and prestiged 'slinger once.
I play pretty much exclusively 'slinger when I play killer. But I have only encountered ONE 'slinger in matches as survivor. I do believe he is in need of a minor buff or perhaps a rework but regardless I find him extremely rewarding to play even in his current state.
I have a post with a few ideas on how to address fixing him without completely changing the poor guy. If anyone cares please check it out and let me know what you think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
All great ideas :)
-
I'd love it if you could see what perks the other survivors are running before the game starts. For example it would be useful to know if someone has unbreakable so you can make the call to not go for them, lest you lead the killer to the location they crawled to.
Personally I think there should be more info available pre- or mid-match about how a killer's power works. As a new player I often lose simply because a newer killer is really complex and I don't know hardly anything about just their base kit.
Deathslinger is in need of a minor buff or major rework imo. I don't have anything else to say on that in this post.
The ability to pick a killer you would prefer to match with when queuing up. Nothing that would keep you waiting forever to get into a game with a killer no one plays but something that lets you at least get a higher chance of being queued with said killer if a killer of similar skill based matchmaking score exists in the queue at the time. Might be too hard to do and I suppose could be abused to have friends get in a match together as both sides to farm. Or be used to target and bully weaker killers. Might not be a good idea but I'd sure like it since there's plenty of killers I've just never faced and probably never will.
Another way to earn Iri shards please? Maybe in future tomes some challenges can give you like 100. Or put a few in the free section of rifts. Stuff like that.
Steam Deck support.
Optional wide stylized crosshair for Huntress, Trickster and Deathslinger. People can just overlay ones anyway so might as well. Just have it disabled by default. Possibly a flashlight crosshair as well.
Killer add-ons should not be consumed if no survivor escaped.
New gamemodes PLEASE. Just like 2 other ones. I dunno exactly what they would be but come on...
Most of these probably don't count as "Quality of Life", they're just things I want. Sorry for straying a bit from the premise there.
-
Not sure about the instadown thing as a base ability. I do really like the scope add-on though! They absolutely should do something like that. As for base kit I had a few ideas for tweaks that might bring him back to his former glory in a way everyone can be happy with. Check it out and let me know what you think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
Very interesting. I've gotta say I agree with a lot of your takes here.
It is worth noting though that part of his nerf was increasing his terror radius FROM the 24m you're suggesting. So you are reverting some of the changes a bit. TR and ADS.
But I agree they were nerfed TOO hard. In my concept it's moved to 28m, still greater than the original but not as bad as the 32m he currently is. And to balance it off add a western whistling tune as a "lullaby" equivalent.
Please, check it out. Let me know what you think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
Pretty intriguing idea. Sure would love to see a decent buff to him in some form or another! Attached is a link to my idea for how to bring the 'slinger back to his former glory. Check it out and let me know what you think!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
Very interesting idea! Any specific suggestions for what these add-ons could do? Also please let me know what you think of my rework concept!
@RonMan32 said:
I'll start off by saying I'm pretty new to this game and it's community. I yoinked it on the last day of the Steam Summer Sale (2022) and have been playing it almost everyday since. Currently at 89 hours according to Steam so I won't claim to have an at all expert level grasp on the game's mechanics or balancing.
With that said the Deathslinger in his current state is my favorite killer I've tried. I think he's really fun to use, it's really rewarding to pick your shots and shut down simple loops. But apparently he's not worth using anymore. I've only faced him as survivor once and we won all 4 in that game.
I won't pretend to know exactly why that is but I've boiled it down to people despising the nerf he got last year. So maybe he could use a tiny buff. Some people are just calling for the nerf to be removed. As someone who never used old 'slinger I don't see the big deal with the quickscope nerf (maybe the ADS animation could be a TINY fraction of a second shorter but I think that was a necessary change). I get about 2/3rds of my shots in a game with clearly experienced players. So instead of making a call to revert that change I have a different proposal:
What if he could move faster (perhaps just slightly, and not while carrying a survivor) if he kept The Redeemer unloaded. This would give him an option to search around the map with more haste, at the cost of not being instantly ready to chain someone should he come across a target before he reached his destination. I think it would be a decent way to give him back some "Map Pressure" if I'm using that term correctly.
In addition to that, give him *some* of his ambush-ability back. Reduce his terror radius to 28 or perhaps even the original 24 meters and give him a non-directional humming huntress equivalent sound outside that with him whistling some western or Irish tune.
That's it for the buffs. Finally I'd like to propose a small nerf to the chain of The Redeemer. In my experience it's way too hard for the survivor to break off if you catch them in the open with no objects to use. I think the struggling on the chain w/ out any props to break off of should progress slightly faster in general, with the object collision break being left alone.
And that's all. I think for the most part everything else about him is good as is. *Maybe* it would be nice if The Redeemer projectile was a tad faster so a longshot is harder to dodge. You can kinda only get those if you're lucky or the survivor isn't even trying to dodge and is just W-ing foward in a straight line. Although that might be best left alone as that's probably the intended drop off at range.
Vets and fellow newbies alike, please let me know what you think.
P.S. I copy pasted this from my post on the reddit just because I figured it might get more interaction on here.
-
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3109051#Comment_3109051
I have to disagree with you on that. When I hook survivor I pressure close gens and usually go for another chase which I admit that can hurt you because tunneling and camping are best tactics.
This. Yeah I run it with jolt on my 'slinger and it kicks or rather kicked ass. Just played a few rounds post nerf and yeah, already feels a lot less useful. Gonna search for a new build soon I think. I hope at least they back pedal slightly to make it 25/30/35 or maybe even 30/35/40.
-
As an addendum to this concept I'd like to completely remove the easier to break chain while also noting perhaps all the way back to 24m for the TR is too much and would propose the 28m I mentioned as the sweet spot. Slightly speeding up the ADS at base is probably a good call. Just a little so he feels better to use and survivors aren't just able to start wiggle strafing way before the shot can even be taken.
-
@HeehoRacketeer said:
So from what I remember about the nerf, it boiled down to this:
-quickscoping was near impossible to counter and with no need to ADS before firing at close range was an almost guaranteed spearing.
-the smaller TR combined with Monitor and Abuse lead to abuse with the TR being smaller than Deathboi's max range
Now about your proposition:
-Minor speed increase while Redeemer is unloaded
I can see this being basekit. Making him more of a 4.5 while unloaded, with the speed increase kicking in once any cooldowns/animations have gone their course. With such a small increase there's no real reason to lock it behind an addon (like with Huntress). I do approve of this.
-Giving Deathboi a lullaby of his own
This should have honestly been a thing that was addressed since this would solve the issue without gutting the guy (since M&A doesn't affect the lullaby's area).
-Redeemer chain breaking faster while speared in the open
This doesn't fully make sense. The way the chain breaking works is that struggling against it is putting strain on the chain, the same for it colliding with an object/terrain. With nothing to obstruct the chain, it somehow breaking faster with nothing against it aside from survivor resistance doesn't work out. Instead, what about making the reeling speed a bit slower? We're talking about a dude who can pull a fully grown human, who is actively struggling against him, with a small chain attached to a crude spear. With a slower reeling speed, this would give survivors more time to struggle and eventually break away and fulfil the same end goal.
Yeah I dunno. The redeemer might be mostly fine as is. After some reflection I would like them to make the ADS a LITTLE quicker. But yeah slightly slower base reeling speed might be the plan. Or maybe the speed changes slightly, with that change being more dramatic the longer the shot is. As in when you shoot a survivor at the max range it starts of slow and ramps up until the meter is finished. With closer shots having a faster ramp up due to the less chain to go through. Idk maybe that's needlessly complex.
Glad you like the speed increase while keeping The Redeemer unloaded though! And yeah a Deathslinger whistling lullaby equivalent would be really creepy and serve to roll back that terror radius change in the perfect way.
-
@RpTheHotrod said:
The whole point of it being difficult to break the chain in the open is, well that is the point. When going up against a deathslinger, it's all about positioning yourself appropriately. Getting caught out in the open is essentially punishment for giving the killer the opportunity and ignoring your defenses (line of sight breaks for the chain). I don't think the chain needs a nerf for people being in the open. That would just encourage lazy and inefficient gameplay from the survivors since they are at less risk.
Fair enough actually. I guess I'm just not a very good killer because I feel guilt when I catch them like that. But that's just me not just playing the game right. It's not an unfair situation I'm just bad at not worrying about the survivor's fun. Which is not something any killer should be responsible for. To play to win for your own fun and so do they. That said I can't get over it sometimes. That's a good addendum to my concept. Completely cut out the chain nerf.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3096455#Comment_3096455
It is extremely optimistic that you still have hope for DeathSlinger. You sit upon a throne made of the corpses of old Deathslinger mains. May they carry you to nirvana.
Haha well as I said I'm new to the game. I have a lot of time before the jadedness can set in. I'm mostly happy with his current state but I'd sure love a rework. Especially if it means more people will play him. I have nearly 100 hours in this game playing it nonstop for awhile (I need to touch grass) and I've only faced ONE 'slinger as survivor.
-
Heya! I'm pretty new to the game but seeing as Deathslinger is my favorite killer I figured I'd drop my two cents in here. Personally I find the ADS change mostly justified but a person who replied to my post on reddit said maybe making the animation 20% faster base kit is the way to go. I could see how that would remove the "clunkyness" people are complaining about without causing a return of the apparently unfun to play against god tier quickscope plays.
That said in his current state I mostly get 0/1(hatch) escapes in my games with him. I probably play in low level matches due to skill based matchmaking though. But I do believe in trickle down balance. If he's buffed into being viable again at high levels of play in the right way he won't be broken at low levels of play.