Singularity EMPs Still Feel Soooo Bad
EMPs still feel so punishing on Singularity. Every survivor always seems to have one. Sure, that means they're spending some time speeding up the printers and that's free slowdown but EMPs just feel too punishing for that slowdown to feel valuable. The EMPs are just way too prevalent in every match, even after the nerfs. Here are my suggestions:
Make it so each of the 4 printers won't start printing a new EMP until the previous one it produced has been used. This would limit the maximum number available at any given time to 4, instead of the current 8. Also, make it so survivors cannot speed up the printing time anymore. Instead, the printer will stop at 90% (90 seconds). Survivors will then have to manually finalize the print for 10 seconds (current speed up animation) to finish the last 10% of the print and only then will the EMP be retrievable.
Maybe to compensate, you can increase the EMP utility by making it so if a survivor activates an EMP with Singularity in range, it will stun/slow Singularity and kick Singularity out of overclock if it was active (same effect as getting hit with a pallet when in overclock) and for a brief duration (like 10 seconds) disable Singularity's biopod cannon and ability to access biopod cameras.
This should significantly reduce how ubiquitous EMPs are in every match and make Singularity feel much less punishing to play while still giving survivors that tool for critical situations. Thanks for listening.
Comments
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I disagree personally. I've been playing Singularity more lately even on console, and I think the big problem with him is a lot of people try to use his pods to cover gens, where naturally they get disabled. I know this is what I did at first, and yeah, you get crapped on if you do this.
That isn't what they are for. His pods are to stick slipstream on to survivors, and once you have them slipstreamed you simply shoot your arm at them and constantly stick to them. The way I've been playing him is to stick pods up in places which can view locations of high traffic, places where survivors are likely to run, or places I can push them into. It's kinda like the opposite logic of using turrets against Xeno. You don't stick it on the gen, you stick it to cover where you think you'll need to run.
This is what makes him an A tier killer when played well. If your pod distribution is good, even if your pods get disabled, the chances are you're able to push them into another one, or throw up a pod on the fly and stick them regardless. Organised teams can grab EMPs and shut down your powerful pods ofc as you chase a survivor, but if they aren't above generators, you are slowing them down by proxy of them having to leave gens to deny your pods... which you can quickly delete and replace in less than 2 seconds without even having to drop chase.
He is a little map dependent, maps with large open areas (particularly if they're central), high walls and few LOS blockers are really good for him, such as Dead Dawg Saloon, Mount Ormand, RPD, even Garden Of Joy and Eyrie Of Crows are not awful maps for him.... however Midwich, Red Forest and the Swamp maps tend to be a pain.
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I don't think so
The EMPs are in good spot right now, the fact he can basically infect you after 5 seconds when the EMP is used is good I think
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Just reapply Slipstream, it takes two seconds.
Plus, nerfing EMPs strengthens 3-Gen playstyles on Singularity, and as a Hux main it should be getting weaker, not the other way around.
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But with the upcoming gen changes to prevent 3-gens, that's kind of a moot point isn't it? It won't be possible (at least not for very long).
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We don't know yet - its possible that 3 gen strategists will find a way around an 8 regression event limit, given how confusing the system was when it was presented on PTB its absolutely possible that there are loopholes.
And besides, even if 3 genning was impossible my first point stands - EMPs are a slight inconvenience at best 90% of the time, so they don't really need changing.
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