QOL Changes and Minor Buffs to Singularity to Improve Playability
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Hi there, I've been maining Singularity for almost 2 months now and have put significant time and effort into learning him and every little tip and trick he has, however theres still a few rough spots in him that I think could be improved upon to make him that much more enjoyable to play and easier for the average player to pick up.
Now before you continue reading on, im not saying that all of these must be implemented, some might be good and some might be bad etc
Hooks
1: When placing a surv on death hook, the whole massive anticamp slowdown needs to just not even activate, the surv is dead and theres nothing to camp, theres no reason to punish me for several seconds if i want to immediately check a pod or two.
Pod Placement and Viewing/Lock on
1: For the love of the Entity, PLEASE fix the awful lock on mechanic, things like a tiny leaf or a fence post shouldnt block me from gooping a surv when i can clearly see like 80% of their body. As long as roughly 50% or more of the survivor is visible, I should be able to goop them. Possibly a bit too much maybe but if placing a pod on a tree or something with lots of branches and leaves, when looking through the pod have any leaves or branches in its view not render, to prevent things like a single leaf from preventing you from gooping someone.
2: Remove or greatly loosen the restrictions on where a pod can be placed (obviously on a hook would still be restricted) since it feels like theres so many surfaces where I SHOULD be able to place a pod, but for some reason its an invalid location for no discernible reason. This also means allowing us to place pods on surfaces such as ceilings in a room, as currently we can't.
3: Remove or reduce the snapon to window frames and such when aiming a pod, there's nothing more annoying than trying to shoot a pod through a window or a door, only for it to lock onto the frame at the last second and end up wasting your time and messing up your chase.
4: Remove the addon that allows audio to be heard after 0.5 seconds and just make it basekit
Tagging/Gooping/EMP's
1: When using a pod to tag someone who's working on a gen or unlocking a chest etc, they shouldn't be able to pop an EMP before the tagging cooldown is over. If they dont want to be tagged and teleported to, they can pop an EMP before they start working on the gen and disable any pods near them, to allow them to also just disable a pod in your face with no effort is ridiculous and makes using pods even weaker than they already are and puts any surv in a win win situation everytime with no possibility of making a mistake.
2: When chasing a surv, if they're charging an EMP and get hit, that hit should reset the progress bar on the EMP, even if its fully charged, as currently its another win win situation for surv, they start charging it up right before they're hit, so they can pop the EMP as soon as they're hit, removing their slipstream and making it so Singularity can't teleport to them after a hit and the EMP charging movement slowdown, useless.
3: Remove Soma Family Photo and make it basekit for either teleporting from a pod or also from using Singularitys gun to teleport to a surv. I find it odd that theres not much reward from teleporting from a pod to a surv since theres still the short coming out of the ground animation that gives the surv some distance towards a pallet or vault.
4: Instead of making the change in number 3, make it so that teleporting to someone from a pod, has a much faster transition when coming out of the ground
5: When Singularity was announced they mentioned a lot how "working together" is now more dangerous because of the slipstream spreading, yet if a survivor is on one side of the gen and a survivor is on the other side, the non slipstreamed survivor wont get slipstreamed at all despite being well within range. This should be changed so that the non slipstreamed survivor will get slipstreamed no matter what position they are on the gen.
6: Allow a slipstreamed survivor who gets hooked, to keep their slipstream. It makes no sense that multiple other killers can have their infection/traps etc, remain on a hooked survivor, but singularity loses his when hooking a survivor. This would increase the whole "dangerous to work together" aspect and also maybe prevent people from healing under hooks and force survivors to use emps in a smarter way.
EMP Supply Crates
1: Remove the aura reading on them altogether or significantly reduce the range, the game shouldnt be handholding the survivors so hard when its so easy to shutdown his power already
2: Add a delay before an EMP crate starts printing a new one after the current one is taken, 15 seconds or so?
2a: Everytime an EMP crate is used, increase the time it takes for a new EMP to print automatically or manually, by 15 seconds up to a max of 30 on that specific crate alone, this would help prevent the annoying EMP spam and make survivors have to think a bit more about when and where to use an EMP
3: Allow Blindness status effect to get rid of supply crate auras
Conclusion
Well that's about it I guess, im sure theres some things I missed but oh well
Comments
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Allow a slipstreamed survivor who gets hooked, to keep their slipstream. It makes no sense that multiple other killers can have their infection/traps etc, remain on a hooked survivor, but singularity loses his when hooking a survivor. This would increase the whole "dangerous to work together" aspect and also maybe prevent people from healing under hooks and force survivors to use emps in a smarter way.
the slowdown on camera's paired with infection loss on hook mechanic looks like mechanics to attempt to singularity less effective at tunneling off hook. strangely enough, you end up being fairly effective at proxy camping hooks regardless of the mechanic.
1: When using a pod to tag someone who's working on a gen or unlocking a chest etc, they shouldn't be able to pop an EMP before the tagging cooldown is over. If they dont want to be tagged and teleported to, they can pop an EMP before they start working on the gen and disable any pods near them, to allow them to also just disable a pod in your face with no effort is ridiculous and makes using pods even weaker than they already are and puts any surv in a win win situation everytime with no possibility of making a mistake.
There is camera bug/exploit on singularity that allows you to skip your tagging cooldown. the way you do it is you tag a survivor to put your camera on cooldown then you switch to a camera that has been EMP'd then quickly switch back to camera you were using. when you switch back, your cooldown will be reset. I don't know if this intended or not but the mechanic has been existed for around 2 months.
Should this mechanic be a feature? Does singularity need a tagging cooldown? either way, you can use this feature until they fix the bug or they keep it as feature. it allows you to outplay the situation your describing regards to the win/win situation that survivor gets if one of your camera's is disabled.
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That bug sounds like an exploit and I wouldn't risk anything like that...
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i know it is unintentional bug. I am just surprised he mentions as one of his complaints that tagging cooldown should be removed because he think it is win-win for the survivor yet something like that exists currently. what he is saying that the bug should be base-kit. it is not game-breaking by itself but singularity does get slightly buffed from using the bug.
My guess to why that mechanic exists is to intentional nerf hux's camping. the two most common form of camping being 3 gen camping and hook-camping. strangely enough, that mechanic hurts his ability to leave hooks because as @FourFingersOfFun talks about it. the survivor carrying an EMP will always erase slipstream and disallow Hux to teleport across map. This prevents you from leaving the hook. funnily enough their anti-camping measures with tagging cooldown makes killer hook camp more. Of course it does not address killer ability 3 gen either because when you successful 3 gen, you are generally patrolling 3 gens and walking back and forth kicking them. with hux in particular, he can fire pod, infect someone and teleport manually using his arm. the whole tagging camera cooldown does not apply when you are manually teleporting. the mechanic only affects his ability to leave the hook. with the bug, you can quickly cross map teleport and leave hooks easier.
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I never asked for a removal of the tagging cooldown, Just a slight decrease in its time so a surv cant get tagged and then just immediately EMP the pod before the cooldown ends.
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that is impossible. according dbd wiki. it says that you have 3.5 second cooldown for using camera and it takes 0.8 second to lock-on teleport. Slightly decreasing cooldown is irrelevant because you take 4.2 seconds before you can interact with camera to complete a teleport. EMP takes 2.5 second to charge. the survivor will always get EMP off especially if they begin charging during initial infection timer. that has 0.6 charge time. you would have substantial reduce cooldown before infection -> teleporting becomes remotely possible. Reducing tag cooldown from 3.5 to 1 second is nearly removing tag cooldown mechanic. Like i said, cam tech glitch allows you to do that but it is a bug.
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