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Some ideas of "Buffs & Fixes" for the Singularity!

kDarko
kDarko Member Posts: 73

After spending hours and hours playing the newest killer these days and trying to analyse all his biggest gameplay flaws (which are way more than I expected from the PTB, and more punishing), I decided to share here all the ideas I got to make it a more enjoyable and viable killer to play.

Obviously, and as a disclaimer, I don't mean ALL of them should be implemented, but an accurated selection of some them would be, in my opinion, a healty improvement for this killer, and maybe it'd encourage more players to play him.

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EMP Nerfs:

-They do replace your item once grabbed, as a normal item. This way would add a bit of risk/sacrifice on survivors aiming for holding an EMP.

-Reduced amount of printers.

-Slowed down the passive printing, or even freeze at some point so survivors must finish the action manually.

-EMP printers won't start generating a new EMP until it's respective one has been used.

-Using an EMP while infected only removes your attached biopod. But using an EMP while NOT infected will crash biopods around you and remove your nearby attached biopods of your teammates.

-Using an EMP will reduce your running speed or even force you to walk. This way, survivors will be forced to find the most ideal moment to get rid of the biopods when being in a dangerous situation.

-Using an EMP even without a biopod in your range removes the item from you. This way, survivors have to make sure they have a target to destroy, instead of countering killer's power randomly.


SINGULARITY Power Buffs:

-Fixed collision surfaces to attach your biopods. Many times you try to attach your biopod and end up losing crucial seconds just trying to get your biopod attached.

-Singularity can remove his crushed biopods from anywhere, like Skull Merchant does with her drones (or by pressing some key when being into a broken biopod's interface). This way, Singularity doesn't need to spend time trying to remove his useless biopods shooting at them from the right angle and proximity in order to remove them. (If you want to replace it, then you obviously have to go there and put it back again).

-Biopods have a more "generous" detection, since many times you can perfectly see the survivor highlighted in white and even so the game doesn't detect it as a target, which ends up being very frustrating.

-Reduced the time that a biopod is crashed, and also the cooldown between 2 consecutive shoots.

-Slightly reduced the cooldown time when the Singularity jumps behind a survivor by doing his teleport action. This way we help him start the chase faster.

-Teleporting into a survivor when he's jumping a vault will make the Singularity appear on the other side of the vault (or drastically removed the apparition cooldown so he can vault faster instead of waiting for the cooldown before being able to vault, and seeing the survivor running away).

-Reduced or removed the "anticamping" cooldown. Singularity gets a massive stun effect after checking biopods next to a hooked survivor. This stun prevents him from moving fast, attacking or using the power for a very long time. I am not sure it's a general issue but, within the stress of a match, my instinctive reaction after hooking someone is to go check my "cameras" as fast as possible. When I get back to the killer (After seeing all my cameras in red and not being able to teleport), I have to suffer the massive stun even though my plan wasn't camping in any sense (just checking where to go). It results a massive and unfair penalization. (Another minor fix to this issue would be simpler: don't let the Singularity check biopods if he's in the hook's radius. No crime = No punishment.

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And well, these are all the ideas I came up with after suffering playing this killer, which I feel it's as original and creative as underwhelming to play :-P. I'd love to read what you think about it and also I'd love to see your ideas too! Peace :)!