http://dbd.game/killswitch
Singularity is ridiculously over-tuned.
Comments
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I give up. You opinion is your opinion. There are people that think that Pig is D tier, so I let people keep their minds.
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Okay.. disable all relevant pods and THEN carry an EMP in hand always?
So⦠let's say we spend 5 seconds collecting an EMP ready to go, then spend 30 seconds printing the next one. Once that's ready, we take 10 seconds to run to the gen we want to do, disable the pods. Then we spend 10 seconds running back to the printer, and about another 12 seconds to run back with the other EMP.
We tap the gen for 3 seconds, and in the best case of all scenarios, Singularity has only begun to chase us now. He shoots a new pod near us, instantly tags us with slipstream. We use EMP, get rid of our slipstream and disable that pod. He puts down another pod and again instantly tags us with slipstream β¦.
So basically we've wasted like 52 seconds for nothing.
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Yes, that's why I'm saying that pods near gens should be more restricted or the emps overall should be mroe effective. You need 3 EMPS to do a single gen solo without any interuption by the killer which is mostly unlikely.
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I would just put a cooldown period of 10-15 seconds where a freshly-placed pod must wait before it can infect a survivor.
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This is not good idea as it would pretty hurt mid chase. I just feel that pod tag range and proximity range should be adjusted so Singu can still pressure gens while not having three pods at each of close gens that are 20m from gen and each other meaning that to do that gen survivors need 6 emps without interuption.
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Which as I said before, you have to know where to loop to avoid getting tagged by pods if he's placing them down mid chase. It really comes down to some of you not understanding and certainly not willing to even try to learn how to counter him. He's a strong Killer, but he by no means needs a nerf or base kit change rn and he definitely isn't the strongest Killer in the game lol
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Threads like this are always a waste of time. The majority of the playerbase hasn't ever had any skill correctly identifying Singularity's issues. They didn't pre-buff, so there's no way in hell the buff taught them anything.
He needs changes that specifically and surgically cut him out of being central to the uninteractive strats the game has. 3 genning and slugging especially - he's such a major piece in both of those strats - he's so incredible at 3 genning that the Kick Limit, which was largely successful, doesn't stop him.
Unfortuantely, most people I've seen discuss it want his chase gutting, which would force him into the uninteractive stuff. It's a sorry state for my main to be in, really. He's doomed to never again see how close he was to perfectly balanced pre-buff.
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The hell are you talking about? There's literally nothing you can do because it takes like half a second or less for the thing to lock onto you.
And keep in mind, if you completely throw the chase just trying to miraculously avoid the pod camera or completely leaving the tile, not only are you just giving singularity a free M1 hit, but he can just put down yet another camera to slipstream with you.
No, this isn't a "skill issue" on my part, this is overall broken killer design.
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I think he meant that you can stay close to window so he tps on place, but at this point he can just m1 you for free. Best scenario you can do against him is to predrop pallets so he brute forced through them and that's it. As I said, I don't mind him being oppressive at chase, but him being able to be oppressive at chase, hold down gens and hold gates with his pods is bit too much. Question is what to do about it, whether revert change that emp disable biopod instead of destroy it or at least give emp back bigged AOE. I literally can playce biopod in middle house at dead dawg and reach half of map and they can't do much about it. If they go there to emp, i have another placed biopods that can't be disabled in the same AOE and can just pressure eveyrything from everywhere at any time.
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I think most would agree that overclock is fine. Singularity earns his status buffs in that state for trapping and tagging. It's the emps that need to be buffed for survivors because the act of trapping and tagging is by far the easiest of any set up killer.
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They were adjusted because they were oppressive before being strong AND readily available, denying singu his power too often. Now they are strong and reasonably available. EMPs are fine, they just need to be used in a more efficient and conservative manner with some coordination to deny singularity his power at good times for maximum impact to his chase ability or to disrupt his ability to guard gens.
Alot of people just dont grasp how to use them well, while teams that do can be really oppressive to a good singularity disrupting much of his power throughout the game. Because thats what the killer items are supposed to do, disrupt, and buy time, not deny the killer everything constantly, which is what survivors want.
I still get plenty of teams that make EMPs hell for me because they know what they are doing.
He has one of the best, accessible and most interactive built in counter play of any killer for survivors
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Again. That's not the point. It's ok that he is strong, no one wants his direct power to be weakend. Problem is that it can be used in some unhealthy gameplay that is boring for both sides and were adjusted on any other killer but Singularity. There are plenty ways to win every game as Singularity with most teams not having much to do.
- He's extremely good at slugging (slugs spread slipstream further), paired with some add ons you have slugger that can down people while teleporting across map in no time.
- He's too good at holding three gens (if you set two biopods in just enough distance from the gen, they will need minimum two EMPs to buy them 40s to work on that specific gens in the most coordinated scenario, this is only not viable on Midwich.
- He's insanely good at holding gates down, in 4v1 scenario. With remember me, terminus and no way out, you just won't escape, comp people played against that strategy and struggled. There is another build that grants 100 % winrate that I won't even name.
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Ok so, im a singu main and of course its a wild character, still i don't think emps are the counter for him, because most games that i lose its most of the time from line cutters and indoor maps (im not that experienced with it yet, maybe ill find counters to that in the future). And this practice that survivors do its just to gain time for their teammates to do gens, so myself as the killer i will just say that emps are a temporal fix to you being slipstreamed while doing a gen.
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I dont think I trust BHVR to fix singularity's core issues without murdering him and his unique multitasking management playstyle. If they try addressing his macro management, they'll easily end up actually dumbing him down into the pure chase killer some people make him out to be and it would be over for him. We could argue if they could or should do something, but IMO it's better if Singularity's problematic playstyles receive indirect nerfs in form of blanket systems and so on.
you're absolutely right though that most people have no idea how this killer even works let alone what to suggest to make him better.
all they know is that there is a killer they sometimes face and lose to and that's absolutely because the killer is "ridiculously over-tuned" and not because they like have no idea how to counter the killer let alone outplay the killer who most definitely is more than aware of how the character functions.
all you need to understand about these people competence on the matter is that they genuinely thought singularity was a bad worthless killer before the update and developers trivializing initial camera aiming and putting the addon everyone used into basekit made him OP even though nothing effectively changed, if anything, he got more counterplay because of them making overclock timings consistent and fair to survivor.
these people genuinely thought all the skill to singularity is aiming cameras and keeping track of people because your pov changed position rapidly.
they unironically claim EMPs were made useless because you cant just forget about printing and have to do something, you were already meant to do vs any singularity - go to the crates and finish the printing to ramp up EMP usage rate. for the reference - the only big nerfs to EMPs were in first 2 weeks of Singularity release and they mainly addressed the amount of EMPs (from 7 crates 80 second printing to 5 crates 90 second and eventually 4 crates 100 seconds) and the activation (longer delay - 2.5 seconds instead of 1.5 seconds and 10% slowdown so that you cant just pop the popsicle midchase in killer's face cuz it was way too easy).
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Blanket systems aren't working to deal with him, though.
The Kick Limits, which largely addressed stall strategies in most of the roster, didn't harm his abilities at all. A self-pickup wouldn't do much to harm his slugging either, as his incredibly fast re-down is what makes that strategy so potent and a slugged survivor can't EMP their biopod away.
EMPs have been and remain to be useless. The addon pass he recieved that introduced Diagnostic Tool Repair made this fact even more blatant, as a singularity can watch his 3 gen from many angles beyond the range of a single EMP. Given they were constructed at their core to deal with territorial playstyles that survivors were already loudly in favor of reining in thanks to Skull Merchant being fresh off the press, their repeated nerfing to make them increasingly worthless at this task is baffling.
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It would tho?
I mean, bad and WORSE players will of course still lose nonetheless but you're factually wrong to say that kick limit / hypothetical free UB would not be greatly hindering him.
Gen kick limit pretty much made 3 gen singularity a pretty beatable killer as long as survivors match the energy and have good enough coordination.
Fast re-downs wouldnt matter when people dont have to go out of their way to reset a dying survivor and will just reset / hide somewhere while you need to manage 4 ppl spread out instead of constantly grouping up.
And no, EMPs have not "been" or "are" useless. Theyre are extremely consistent and efficient at what they are doing. They just dont really do much about 3 gen and are more about stopping singularity from having cross map unlimited mobility or a chance to just insta TP to a survivor within effective range. Which is unfortunate, but I dont see this changing with Singularity both keeping a fair reward for the effort&skill and without making survivors wish they'd rather deal with occasional 3 genners because if EMPs were good at countering gen camping but bad at denying crossmap mobility, Singularity wouldn't need to 3 gen and would be a new S tier killer.
Blanket systems addressing edge case scenarios are the best solution to culling down outliners like singularity going out of his way to slug/defend 3 gen.
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Oh no, EMPs are actually quite effective when the singularity is nowhere near you.
When singularity is CHASING you, those EMPs are useless though.
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These killer once they use add on, it's definitely game over.
And most of the killer when use add-on level 2 or 3 is OP. Further level is for noobie and cowards.-2 -
- Not true. One or two survivors have an EMP, if he goes into a biopod you charge the EMP and counter his pods and any slipstream he got. He then has to play m1 and come over to the gen himself and start chase or move on. By the time this all happens another set of EMPs will already be ready to be grabbed.
- Some top 1% streamers using Haywire on him doesn't make it good. It's a wasted perk slot. In fact one of the main videos that started this whole idea is Otz's video... where he did the exact same thing with Hag WITHOUT Haywire. If you're biopods get nerfed just for endgame then it's just going to be "Oh cool, we're at the climax of the game and my power doesn't work right." He's going to still be good at holding the gate regardless unless there's 2~3 survivor's and they know how to counter his biopods.
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You need 2 EMPS to work on gen for 40s before they reactivate, what's so hard to understand? In solo q, it's lose-lose strategy and in teams, it buy them not enough time anyway. I think I can't handle more arguments anymore as you simply don't understand what scenarios I'm taking about.
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I main Hux and have since he came out. Breaking a 3 gen against him isn't a full loss. You just need to have some people know how to play against him. If the Singularity is able to wait the full 45s for his cameras to come up and no one's taken chase or worked on a gen together then there's some other issues besides the killer here.
Also 2 survivors with emps = 90 seconds of EMP time. 2 survivors on a gen don't even take 90 seconds to complete it, more so with perks or toolboxes.
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Okay, as showcase is the best example, I've done it myself.
Hint: I have 2,5hrs played on him, so I can't even be called a good Sing. They were P52, P9, P1, P11
Video β
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You still don't get the point of what I was saying.
To hold gens you pretty much needβ¦
β 3-4 close gens
β set 2 pods at each at distance that tips the gen but can't be both destroyed with same EMP
At this point survivors need two emps to work on a single gen for 45s before the pods are reactivated. And at this point you can easily reset the pots resetting whole effort they've done.
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You're kinda assuming that the gen is in a spot where this can happen, or its a great placement for Hux and he has the range addon. Indoor map? This isn't happening. Gen in a tile (where a lot spawn)? Probably not happening. Red Forrest/MacMillan (the trees) and Crotus Pen (gen spawns are pretty open) are the only realms where this could reliably happen. This also just isn't a great use of his power either. For info, sure. But if you're hard focusing gens then this just becomes a who outlasts who, and the killer isn't winning that.
You're also not accounting for chases Hux takes, EMPs distance to gens (and that they auto print), perks the survivors may have, tiles left, where the gens are, etc.
This is not some free win.
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Remember the part where I said "survivors who know how to play against him"? You didn't get that lol. No discredit to them, if they're newer than they've just never seen Hux before. Any killer you're unfamiliar with will be pretty easy for the killer themselves.
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Killer should be not updated just because top tier coordinated teams can counter that, I'm sorry.
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Wild idea. We make EMPs good at countering 3 genning and crossmap mobility, by upping their availability and range.
And, as I've said, the basekit systems work on the majority. The minority need to be brought in line one at a time, and Hux is a great example. EMPs were useless pre-buffs (their intended goal was to prevent Skull Merchant 2 and they failed miserably, a fact you agree with me on at least partially.)
TL;DR: EMPs should be a tool to deal with 3 genning. They aren't. So we have to fix that.
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They may just revert the changes to biopods not being destroyed without affecting his chase potential and map wide presence.
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if we make them more available and have bigger range without compensation, you're affecting his overall map presence which will have to be buffed.
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It's a literal skill issue. Go play him and report back how Survs deal with you lol Go ahead, place pods down mid chase and then go look into them, see how Survs act, not the trash Survs like you that stand in place for 5 seconds and get slipstream (that an emp can take away), but Survs that know how to counter him and know how to move around an object out of view. Literally.
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Never said high MMR or comp. I'm no where near high MMR and I certainly don't play comp lol. But I do know his counter play and so do my friends, who play even less than I do. Doesn't even take a SWF or anything crazy like that. He's probably the only really strong killer than has room for individual survivor counter play part of his kit. I hate going "hur dur skill issue" but this just sounds more and more like one.
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If it was skill issue I would lose as him, never happened to me.
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You've said you have only a few hours on him (your MMR won't be that great with him), and the only clip you've shown is of you going against survivors that seem fairly new. This isn't a good comeback lol.
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No, you won't. Singularity's map presence has always been reliant on survivors making mistakes. Buffing it just puts us back at square 1 by reintroducing less counterplay to a killer that can currently hold lobbies hostage, which to me is enough to show that he lacks significant counterplay right now.
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Honestly sounds like YOU are the one that doesn't know when and where to place your podsβ¦.
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I disagree, I believe a good Singularity in term of chance of win and presence of game-pressure might be better than Blight, simply because even Blight cannot macro and their chases against very good survivors are similiar lenght.
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I have been saying throughout all the Skull Merchant hate that Singularity can do the same thing but better...
Singularity was also the best Knockout slug killer.
Singularity was also the best NOED/Terminus/Remember Me user for holding gates. I saw this build once... it was pure evil.
Singularity has been capable of some of the nastiest strategies I've ever seen and is highly oppressive in chase... and yet, no one has issue with him... meanwhile Skull Merchant gets taken behind the shed π π π€£
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I agree we barely escape with any resources left he destroys pallets left and right with no downsides
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Nurse was always and will always remain the number one ez mode killer, as long as she will exists in her current state. Blink hit blink down hook repeat⦠You obviously dont play singu if you believe he beats nurse on her ability to down ppl fast⦠Full aura nurse is queen. period.
Singu is strong, A tier, but that statement of yours is complete bananas ;) I would even dare debate that exploit blights are still better than singu on average, but I won't. At least a singu you can outplay and counter someβ¦
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singularity's map presence is about being able to constantly pressure survivors across the map with infection and getting slowdown by making them rotate and get EMPs.
being able to TP is not the main part, it's a threat that makes the actual thing work.
making singularity into a bigger and more consistent skillcheck like you suggest will not make things better, it will make them worse.
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pick rates and killrates say otherwise . Insert ( x killer ) is overpowered because they beat me and i'm upset here .
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So then go do it lol Again, go play him and report back lol
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You're right. Let's buff Nurse. Her pick rate is slightly below the 1/40 expectation of a game with 40 killers and her kill rate is hugely underperforming.
Unless, *just maybe*, there's more to killer balance than two contextless numbers we're given data on sparingly?
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In a chase defienetly beats Singularity, no one doubts that. But Nurse still has pretty average mobility with fatique on every use and is the slowest killer in the game. SIngularity doesn't ignore game elements completely, but he can start chase 1s after hooking someone with overlock already active, has macro which alows him to be everywhere on the map all the time, Tp across long distances and is the only killer who has haste build it power without other requirement than TP. If you ran Rapid brutality, which is best pick on half of the killers who don't need bloodlust, you can move 8 % faster in chase all the time, which makes significant difference in you getting hits or not. So while with Nurse you get faster downs when you spot someone, with singu you pressure and get into chases that are in your favor. You pretty much control entire map, if smarter half of the map. Is he better than Nurse though? I don't know, I don't go against him enough to judge, but I might be convinced he's better than Blight. Good Singularity is almost impossible to beat. While I like the killer design, because I somehow enjoyed the "Meet Your Maker" game when it was alive, I still don't engage him being Android who's power is to teleport with bubblegum.
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But Skull Merchant was never nerfed because she was too strong or oppressive, she was nerfed because she was so insanely boring to go against that people rather killed themselve on hook, leaving her with 90 % kill rate, which is crazy. They stated her rework is on the way and meanwhile they want to tune her down, which was fine, I still get good results on SM but defienetly not because her power but because chase perks I'm using or luck I'm getting.
Was same reason why Knight was reworked, gameplay of killer press m2 at loop to get free hit was just boring - trapper and hag for example can still push you from the loop, but SM was so much faster with scans and you so much slower that she just hit you no matter what, they bloodlusted most of time which was just boring, same with knight, he dropped guard in loop, you had to hold w and guard go other way and either two tapped you or injure you.
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True enough, though the reason everyone SoH themselves against her wasn't because her gameplay was boring. Artist was more lethal than Skull Mercahnt and better at zoning off loops, and she didn't get the same treatment.
It was all because of the legendary Chess Merchant game against team Eternal that people hated her. Skull Merchant players came out in droves to abuse that strategy to grief and troll people, and after that, anything short of putting her under the guillotine was never gonna succeed.
BHVR did a decent redesign with SM 2.0. She wasn't by any means perfect, she still had some pretty glaring flaws, but she was certainly on the right track with that rework... you could go quite a few directions with fixing her, and the 10 or so people that were actually willing to talk about her had LOADS of good suggestions in doing so, depending on the flavour you wanted her outcome to be... but... everyone else just wanted blood...
Every discussions was flooded with "just delete her" and alike, and players continued to SoH vs. her. So, in the end the loud voices won out and she got butchered. But SM 2.0 was not capable of any of the nasty strategies people hated her for anymore, and as I said above, there were several killers that could do something like what old Skull Merchant did far better than she could... but that didn't matter, the mob had made up their mind, and anything short of putting a shotgun to her knees was not going to sate their bloodlust.
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I disagree, SM 2.0 was far away from being perfect and while some people enjoyed playing her, playing against her was same as playing against old knight. YOu got to loop, she deployed drone and bloodlusted + gain 6 % haste per scans and you get 10 % hindred. It was all the interaction with her and despite her being still insanely bad killer, because smart survivors crouched the last scan forced you to hit them the playstyle of her bloodlusting and scanning to get max speed while injuring and hindering you from holding forward was just not good design. Surely same hates from chess merchant remained, but from her holding games forever came to her getting hits and down passively by pretty much just holding w in circle, and if you wanted to do that more miserable you could bring some haste perks on top of that.
SM rework that might her be better while more fun to play:
Power element 1: Scouting drones
After you deploy drone, draw scout path that the drone will copy. If any obstacle is in the way the drone will go as further as he doesn't collide with the solid obstacle. The drone has invisible AOE (same size as released version of drones). If any survivor is caught by drone, they receive claw trap. While claw trap is attached, if they vault any pallet it will instantly break, if working on a generator with claw trap the generator will be revealed on radar. Claw trap can be removed by two options: 1) before 60s passed, 2) sooner. If survivor decides to remove claw trap sooner, they will become injured or deep wounded.
Power 2: Exploding drones
While controling radar, you can take control of a drone. When the drone is at least 12m away from you, navigate it to any zone around map, get access to destructing drone, creating AOE. This AOE causes immidiate damage to any survivor caught inside and lingers for 5s.
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Indeed, I understand her flaws, you didn't need to use her drone rotation switch aspect of her power because the double scan lines already did a huge amount for you, and as you say, she could just walk you down with bloodlust. The fact she could just poop a drone at a tile on demand to create this scenario was what people didn't like... however, as I say, this is not unfixable.
The changes you're proposing are quite drastic changes, and present their own problems, and my point is that she didn't need anywhere near as drastic to resolve a lot of her issues.
Some changes you could consider any or all of: -
- Make her scouting drones a single scan line (keep stealth with 2) with a faster rotation speed, so the survivor isn't overwhelmed with a damned if you do crouch, damned if you don't scenario.
- Switching of drone direction has a short cooldown so when SM uses it is a mind game in of itself.
- Remove the haste buff on scans, perhaps make it stronger (say 10% flat), but only grant her the haste buff when she's not in chase, so map wide scans/claw traps are things she can capitalise on/apply pressure on.
- Switch her Undetectable to be on continuous radar usage (say 1.5s) instead, so she can remove her red light in chase for mind games, which is directly synergistic with her radar tracking.
- Remove broken from her claw traps, so that Survivors can make the choice to heal/not heal while also accounting for her Undetectable, faster across map traversal and her radar detection, increasing interactivity.
- If fast drone deployment is a problem, make placing a drone by SM slow her similar to Huntress throwing a hatchet, and make the drone take a second or so before it starts rotating, so you have the lazer tag skillshot on SM with a meaningful and jukable interaction that can give survivors distance, that also reduces the pressure of "poop a drone" playstyles.
These changes are much more reasonable and increase her skill ceiling, while also reducing her cheesy elements.
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I don't know⦠like the problem with your idea is that she would still be pretty bad. Look at Freddy rework, while he's now in way better spot, he got a full pack of powers. And simply SM having only her drones and radar isn't enough to be good killer. Tbh I loved playing the chess merchant era version of SM the most, not because 3 genning, I've never done that, but she had multiple chase-reliant drone add ons that were reworked. Examples:
β See survivor within drone zone
β Within drone zone you vault and damage 40 % faster
β survivor with claw trap break pallet upon vault
And more⦠I think that droning to buff her chase was the only fun time I had playing her.
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