http://dbd.game/killswitch
The Great Singularity Buff
He is now programmed to harm the crew.
When I came back form a 2 week vacation, I was NOT expecting to see an update exactly on the same day I arrived; especially not for Singularity. Just like every other Singularity main, I thought that he was forgotten about and that no one would ever change him, as there simply wasn't enough demand. He was just in a weird place where he's both good, and very difficult to master. But, I think the Dev team handled it amazingly.
So, I, one of the 7 Singularity mains left on the planet, will be going over a few of the most impactful changes and explain why it's good/bad:
1 - [NEW] Taking control of a Biopod will now cause it to aim at the nearest Survivor within line of sight.
2 - [CHANGE] Decreased Biopod targeting cooldown after Slipstreaming a Survivor to 3 seconds (was 3.5 seconds).
3 - [NEW] Added the ability to destroy the currently controlled Biopod.
4 - [NEW] The Killer now receives Killer Instinct when a Survivor is Slipstreamed.
5 - [NEW] The Singularity gains 3% Haste while in Overclock mode.
6 - [CHANGE] Increased Overclock’s base duration to 5.7 seconds (was 4.7 seconds).
7 - [CHANGE] Reduced the time it takes to switch back to The Singularity when near a hooked Survivor to 1.5 seconds (was 5 seconds).
Here are my opinions on each of them, in order:
1 - I understand that Console players require some sort of help, as Singularity needs very snappy movement. I also know that this will be very useful for quick mid-chase pods by removing the need to orientate. But, in certain scenarios where you have to choose who you want to infect/teleport to (especially if only one of them is infected and one is healthy), this can cause some problems. Overall, mixed feelings. Lowers the skill floor at the cost of flexibility.
2 - I know that 0.5 seconds don't sound like a lot, but this will help prevent people from using EMPs aggressively instead of defensively when doing generators. Survivors usually leave the Biopods alone and do a generator until they get slipstreamed. They then quickly get up and activate an EMP, disabling the Biopod on top of getting rid of the Slipstream. While this won't stop this strategy, it will make it harder to pull off, ensuring a high risk / high reward playstyle which is very healthy.
3 - Niche, but never useless. Especially on indoor maps, Biopods can start piling up very fast and become useless while trying to cover corners mid chase. Being able to remotely destroy them will lessen the punishment of map related RNG. Overall, nothing too special, but definitely super healthy.
4 - Even the most experienced Singularity mains will sometimes experience a loss of orientation when checking Biopods in quick succession. This should help navigate after an infection much easier. It also is a punishment for survivors to carelessly heal as a group when someone is infected, as the killer instinct will give away the position of at least 2 survivors, when a survivor is automatically infected. Great change to give the Singularity more consistent map pressure, as the whole point of infections are to make coordination with your team a riskier move. Great change.
5 & 6 - The Singularity's add-on dependancy finally reduced! Two of his most popular add-ons are the Soma Family Photo and the Baseball Glove. Not because they are overpowered, but because they offer the Singularity consistency. The Glove prevented Overclock ending abruptly, causing stuns around longer loops. The Soma Family Photo on the other hand gave him more utility to make it to the pallet faster, making his Overclock much more dangerous. Of course, the Soma Family Photo is a bit juiced up, so reducing it to 3% without the downside I believe is the best change possible. I know it seems too powerful, but I believe it is a deserved power, as he is one of the hardest killers in the game.
7 - The Anti-Camp feature has been useless since the basekit iteration has been introduced. I would have wanted to see it completely removed, but this seems like a good compromise between punishing camping and allowing for quick Biopod checks after hooking. It's going to feel amazing not being punished for wanting information.
The Singularity will certainly get stronger with these changes. And Survivors might feel oppressed, as these are a lot of minor buffs that add up to make a relatively powerful Killer even stronger. But please, ask yourself this:
What do you prefer?
A Singularity, that has to create a setup across the map, continuously infect people throughout the match, get successful teleports, manage adequate map pressure and make snappy movements to use his power efficiently just to get a worse version of the Nurse's blink?
Or would you prefer facing the Nurse, who can do all of this, yet better, just by holding down a button?
I would like to end my post by saying that this is absolutely a step in the right direction in terms of balancing the Killer roster. The top 3 hardest Killers to play are Hillbilly, Blight and Singularity. Blight has had his days as an S tier killer, but so far there is no direct relation between skill requirement and power within the Killer roster.
I'm not suggesting that every Killer that's hard to play should be overpowered. Yet, I'm very happy to know that all the thought and micromanagement put into playing Singularity will now not go to waste.
Comments
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It's funny that everybody's a singularity main now. I play about a dozen killers and he's in my wheelhouse. The changes are basically a wishlist of everything I've ever wanted.
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I guess people were demotivated to write about him, as he has such a low pickrate. But now that he's getting a very major update, we are all crawling out of our little hidey holes to celebrate! Be loud!
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yup! I main Sadako 📺 obviously hahah but Hux is p30 🥰
As a console player I am looking forward to this1