Prestige 100 Singularity player here. This killer needs only ONE change.
A few days ago I have finally achieved that impressive milestone, being the first prestige 100 on my account. I am really enjoying Singularity and even though this killer isn't the most consistent one, I find him to be incredibly satisfying when he works. I feel like he's in overall good spot with having crazy potential, but very difficult ability to use & consistent counter play, however there's one part of his counter play that I find unfair and in a need of change.
I feel like survivors, repairing a generator & holding EMP instead of using it right away shouldn't be left unpunished by the killer as long as they're quick enough to react. The time it takes for survivor on a gen to react, charge and release EMP is much shorter than Singularity infecting them & waiting out cooldown & teleporting to them.
This, essentially, makes it so survivors have only one correct option in any possible scenario against biopod's threat - repair a gen with EMP and wait till Singularity decides to check the biopod. When that happens, start charging EMP and release it if Singularity manages to infect you. There's nothing Singularity can do about it, there's no risk to holding onto EMP, no strategy. It simply gives survivor too much agency in this scenario while providing very huge punishment for Singularity.
The time it takes for Singularity to infect survivor and teleport to them at once should be just SLIGHTLY shorter than it takes for survivor to cleanse with the EMP, but enough to not suffer any noticeable distance loss from being slowed down by using the EMP.
This would mean that survivor on a generator now has a strategic choice:
- Do they use EMP right away, ensuring killer cannot switch to them, but limiting their stay on a generator if the generator is too in the open
- or they keep EMP, knowing they have a cover against biopod to charge EMP in safety & dispose of the biopod later
- OR they have a pallet/window nearby and can risk killer appearing onto their location regardless.
This would add a lot more depth to Singularity's & survivor gameplay against them as now different generators would have different ways to be played around depending on whether or not survivors have immediate cover within 10 meters of the biopod or not.
You might say this would buff 3 gen, but you would be wrong. In 3 gen, Singularity just walks between all gens constantly replacing cameras and never truly relying on a full infection+tp cycle. You move between 3 gens, replace pods, place new ones to quickly infect survivors, drain resources and so on.
With this change, however, Singularity would be able to pressure gens far away, meaning this killer would be less encouraged to resort to 3 genning in the first place. It wouldn't grant him an ability to hold 3 gen literally anywhere, since survivors could still deny him cross map teleports, but now that would mean they have to be smart about it due to different circumstances affecting their decision.
Just one small, little change, literally 0.5-1 second off Singularity's camera cooldown between infecting/TPing and this killer would get just enough to be in the perfect spot.
EDIT:
No, guys, 2 biopod strat wont be able to do anything it couldn't do before - being useless example of people not understanding that biopods cannot control more than 3 sides of a gen if they're placed directly facing either of gen's sides.
If your angle is off enough, you can only control 2 sides as third further side is obstructed enough.
You also need to find 2 spots that both are 20 meters away from each other & not obstructed by covers which would invalidate any change this buff gives.
Singularity wouldn't be able to hold 3 gens on different sides of the map as well, because if the killer commits to a gen far away from another gen, survivors can do yet another perfectly allowed thing - use EMP before doing anything and get a lot of progress before killer is back again.
EDIT 2:
In 3 gens it doesn't matter whether or not survivors can react with EMP because they're wasting it the moment killer comes back regardless. They either use it right away and killer comes back before biopod is back because that's how 3 genning works or they react to the killer infecting them and killer still comes back to replace biopod. The only situation where this difference matters is when Singularity is stripped away from his crossmap mobility and encouraged to sit in one area because this way he can consistently replace biopods and maintain a web that eats through EMPs as he holds 3 gen.
When Singularity cannot instantly come back to replace a biopod, this change would create more strategy for survivors with choosing to either put themselves on timer or try to play around available covers, because now there's no only one possible bulletproof strategy to wait for biopod activation and disabling it before it can do anything.
Comments
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You might say this would buff 3 gen, but you would be wrong. In 3 gen, Singularity just walks between all gens constantly replacing cameras and never truly relying on a full infection+tp cycle. You move between 3 gens, replace pods, place new ones to quickly infect survivors, drain resources and so on.
-The change you are requesting is to remove the cooldown after infecting a survivor with the camera and disable ability to use an EMP for ~5 seconds after being infected.
this buff 3 gen because you can put 2 pods far away from each other. if your able infect the survivor and teleport to them before EMP can counter it then you can shoot from 1 camera, switch camera and directly teleport from the other second camera.
this encourages singularity to directly 3 gen from very start of the game akin to skull merchant drones using pods. 3 gen singularity is already possible currently with said strategy. no need to buff it to be most powerful then skull merchant which survivors already find problematic.
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To be clear, I`m referring to that cooldown as in this timecode.
https://youtu.be/RrmdIumi__I?t=60
You infect a person and have to wait a few seconds before being able to teleport or infect somebody else. This time you wait should be cut just by a little so that it's (with time it takes to infect & charge tp) is slightly shorter than it takes for survivor to react & cleanse with EMP.
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2 pods strat isn't really working like that, trust me.
you are either unable to place 2 perfect pods to cover all sides of the gen so survivor just ignores it.
or you're placing pods so far that survivor runs out of their range before you teleport to them, because if they're within 20 meter diameter of EMP, they're gone, meaning they have to be 20.1 meters away from each other.
forgot to add you have to place biopods in such a way, they aren't actually obstructed enough to allow to channel full TP because in the other case my buff changes nothing as it implies survivor deserves EMP w/o killer's arrival if they get behind cover (which happens because of poor biopod placement or just bad spawn).
so good luck fulfilling 3 of these conditions on 3 different gens. and still being a victim to people splitting in 2s and preparing EMP beforehand.
to put it another way, the possibility of you actually managing to get 3 gens controlled by perfect 2 biopods is virtually impossible.
edit: apart from fulfilling these self excluding conditions that only happen on paper which already disregard any 3 gen arguments, Im curious how exactly will this change do anything to 2 biopod on each gen strat anyway? The only reason you needed 2 biopods in the first place is to pitifully counter reaction/preemptive EMPs and it did poorly before in most cases and it would do it poorly now. It doesn't matter if survivor can or cannot react because they're left with 1 active biopod anyway and Singularity still has to manage that stuff like he did before.
And if Singularity can place only one biopod, then it's still not changing much because you're still unable to properly hold any spread 3 gen as the moment you fly away, ppl can EMP a biopod in advance and get a lot of progress before you return.
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this buff changes nothing singularity already couldn't do. actually powerful 3 gen singularity doesn't sit afk checking cameras waiting for a person to get on gens to infect & tp to them and it wouldn't work like with the change as well.
In 3 gens you're close enough to infect people & tp to them manually. waiting out that cooldown before TPing hurts you more than it helps.
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I am going assume that your p100 killer so your experienced and recognize the shape of what map this is. here's diagram explaining it. The map is father chapel.
you place 1 pod within generator area, say within 14 meters and you place another pod 14 meters away from other pod so total area between both pods is 28 meters both pods cover the 3 gen. it means survivor need to use 2 emps to disable both pods. they're trying to prevent singularity from being good at 3 gen's but simultaneously punishing the killer for using his power effectively. that is just classic BVHR for you.
removing cooldown would allow him to distantly pressure the map and setup a 3 gen from very start in which one of them posts says that they do not like killers that 3 gen from very start. Irony is that you can still 3 gen from the start but it is more tedious and not as effective as it could be due to internal cooldown preventing chain infections and chain-teleportation along with EMP mechanic.
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yes they want you to manually infect and teleport. not 3 gen from the start while simultaneously apply hook pressuring and defending 3 gen from the start. this is what I mean by it buffs his ability to 3 gen. for reference, I do agree. buffing 3 gens makes every killer more viable.
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No, this isn't how it works, because none of these biopods would be able to control either of the gens completely on their own while fulfilling other mentioned conditions. You can't possibly find a 3 gen that simultaneously allows to place 2 pods on each gen that will control all of the available sides & not have any cover for survivors to EMP themselves/pod in safety while also being far away from each other to be unaffected by a single EMP.
Always one of the conditions won't be fulfilled even for a single generator.
Just for instance, even on your picture I can already pinpoint at least a bunch of examples of these conditions being unfulfilled.
So, like I said, nothing changes with my suggestion except making Singularity's counter being more sophisticated.
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it doesn't because, like I said, it doesn't let you do anything you couldn't before with 3 genning. all it changes is makes survivors EMP a pod before they start doing a gen instead of holding onto EMP until they can react or puts them in a threatening situation.
Literally no way it actually noticeably buffs genrush and you can say how BHVR won't implement it all you want because that is true since they don't really take suggestions into account anyway, but your argumentation is simply wrong here. You can already do what you could before and you already had and would still have all those restrictions and weaknesses except now survivors would have to be actually smarter about dealing with that, while also biopod uptime would actually matter.
In 3 gens it doesn't matter whether or not survivors can react with EMP because they're wasting it the moment killer comes back regardless. They either use it right away and killer comes back before biopod is back because that's how 3 genning works or they react to the killer infecting them and killer still comes back to replace biopod. The only situation where this matters is when Singularity is stripped away from his crossmap mobility and encouraged to sit in one area because this way he can consistently replace biopods and maintain a web that eats through EMPs as he holds 3 gen. What's so hard to understand here? My buff idea would literally encourage Singularity to leave 3 gens more often because there would be more ways to play around crossmap mobility, as survivors on distant gens from the killer are always on timer with biopods unless they're taking a risk.
I get 3 gen ptsd hits hard but, please, think rationally for a moment. I understand this killer a lot and when I`m telling you that 3 genning Singularity got WAY worse when devs removed a printer than it would ever get with being able to actually punish EMP hoarders cross map you shouldn't try to take this as a biased emotional opinion.
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if we take this area right here. i am going pretend that RNG of this tileset is T-L wall with generator and I am going assume some random tree spawns. you can place camera's like following. green = trees with camera high up and I assuming both camera's are far apart where you cannot use 1 emp to disable both.
currently, if survivor hold an emp and you shoot them, you can disable EMP shot and kill the camera. Let's say they disable that. they make it so that you can instantly shoot them and it has no cooldown after infection.
you can shoot from top camera, the survivor runs to EMP the top camera and disable his infection. you switch camera to bottom camera and now you re-infect the survivor and since there is no cooldown, you can tp on them if you complete the charge-up a 2nd time.
so let's imagine this. you chase someone, you hook them. a basement hook happens like on this map. let's say basement is at shack.
you move out of the basement. you check your camera's. you see survivor on gen. they do that interaction i described above and now you can tp from shack to your 3 gen. this logic applies all your gens. if you try to do this now, the only thing you get is 1 infection. nothing else. the survivor has plenty of time to walk away and will not get teleported on cross-map away. you can only cross-map teleport if survivor purposely is already infected i.e survivor messes up.
now survivors would have to be actually smarter about dealing with that
I am saying you can plan around them being smart and counter their reaction EMP strategy with potentially unavoidable cross map teleport's.
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Jesus Christ hes been out for a little more than a month and you P100ed him already?!?!?
You gathered least 2 million BP per day on average. Good god.
Still, amazing achievement and I understand the issue you have with him.
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firstly, I didn't say "remove cooldown". I said "reduce it slightly so its faster than it takes for survivor to charge EMP & cleanse".
Secondly,
Forgive my rough calculations, I'm not going to be sitting with an actual ruler measuring the exact ideal distance. That's as precise as it can get.
I should add it took me a dozen attempts of loading into different maps (chapel, mcmillan, corn) to try to find at least one gen which you can control flawlessly with 2 biopods covering both sides and not being vulnerable to EMPs & not obstructed by anything that would somehow make my buff suggestion make it impossible to avoid TPs and I gave up at this point because there were always either obstacles or not enough space.
On top of that, I really think you didn't really anything I said, because survivors can always avoid cross map teleports by EMPing the pod in advance. That's all my suggestion would achieve and that's really what should be a thing because survivors shouldn't be able to bypass biopod's cooldowns while working on gens.
Frankly, I'm tired of this debate with you. You lack understanding of how this killer works because every argument you make is so detached from reality I'm baffled you actually bring this up. Please, go into an actual custom lobby with someone and try to get that nonsense you're describing actually working. Then, think how applicable that is in reality. Then, think again how counterable it still is in 3 gen scenarios. Nothing stops survivors from literally approaching
Period.
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yeah, I get why Singularity's EMPs are the way the are, but I feel like they restrict him where they shouldn't and are too easy to use in some cases which just further pushes Singularity into very defensive and territorial playstyle instead of establishing map-wide presence against players who understand how to counter him.
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I had a similar thought when I saw the changes to the Onryo...
BHVR modified the Onryo so that survivors have a strategic choice to make regarding the tapes, as they bring a penalty when in contact with the Onryo.
If BHVR decided to take this direction with the Onryo, is it not possible with the Singularity?
The two killers have some common points when you think about it.
It must be said, currently, EMPs are skill -1. You take your EMP and you use it when it becomes dangerous.
What prevents us from applying this concept of choice to survivors regarding the EMPs?
This would allow for a more technical and less smooth gameplay for survivors, and it could give the boost that Larry needs, right?
What kind of penalty am I talking about? Meh, no idea... But I found the idea interesting.
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yeah, like, they made a good change with making EMPs apply slowdown so survivors can't just mindlessly EMP midchase. They should do the same regarding EMPing against biopods.
Either survivor should be smart & aware of their surroundings enough to take a risk and try to run to the cover before Singularity proceeds with teleport (which, in reality, isn't that difficult for survivor) or, if there are no possible way to reach cover before Singularity TPs, then just EMP biopod preemptively and ACTUALLY play around its reboot timer instead of bypassing it entirely.
Though Im afraid BHVR are going to hastely forget about this killer's existence because him having design flaws in survivor's favour isn't that big of an issue as gen merchant having design flaws in favour of the killer.
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I don't think EMPs really need more penalties than they do. They just need to be less safe to use like I suggested. Survivors shouldn't be able to EMP in your face (in your face through biopod in this case). When they're EMPing midchase, you can still do a last f-u teleport and if you do it early enough, survivor basically guarantees themselves a hit due to slowdown or at least is forced to cancel EMP for the next time.
With biopods, however, this isn't the case. Completely risk free as long as you have moderately quick fingers.
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