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Builds for The singularity and Tips?
This is night two of playing singularity and I'm still having a really rough time of it. Usually I don't ask these types of questions since all the other killers I picked up fairly well and understood them after a night of playing but this guy has been a pain to get better at. I can't end chases, pressure anyone, infect anyone, the ones I do infect jump EMP it off before I can do anything and over all just doing really badly at him. Meanwhile I watch otz and other streamers play him and they seem to dominate as him and I honestly don't know what they doing that I'm not.
So I'm open to tips and build suggestions so I at least have a better time playing him. If this continues tho this be the first chapter I would ever regret buying bc I can't play the killer at all.
Answers
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I get you, my kill rate is much lower with him than with most other killers bar perhaps Nurse as I have never learnt her properly. 👀 But I haven't played PTB and maybe played 12 games or so so far and your situation might be somewhat similar. I think the best thing is not to compare ourselves to Otz. 😉
But to answer your question, I've had fun messing around with he'd builds. They are hit and miss and yes sometimes your totems get cleanses immediately but sometimes they don't . He's quite a decent totem defender though.
For example:
Blood Favour - I find a lot of survivors drop pallets very early against him and even if you manage to teleport it slows you down enough for them to vault correctly if they play it smart. Plus the new map has some very safe pallets. This won't be a problem if they can't drop them. 😜
Haunted Grounds - They tend to end up cleansing that at some point and with your cameras - even if they are disabled - you will always be able to figure out where someone is.
Third Seal - survivors can't use Bond/Empathy to figure out where a teammate may need EMP help. Also helps with general disorientation and counters totem hunters with maps. Yes it's easily countered by SWF but it's a fun perk.
Pentimento - he doesn't always have the best map/gen pressure despite seemingly designed to have it as the pods by gens tend to get disabled first thing. That means you can check on a gen but need time to walk yourself over there. Pentimento gives you more time. Also at some point someone will lose track of totems and cleanse Haunted Grounds instead of Pentimento.
You can also swap Haunted or Third Seal for Thrill of the Hunt.
You can put pods by the totems. Either they need to be disabled first but you might see that and have enough time to interrupt the cleanse, especially with Thrill. Or they don't disable them and you interrupt by shooting them.
Or try an endgame build around Terminus as doing the gates injured can actually be quite scary if the pods aren't disabled. Try builds that punish teamwork as I find whenever I chase someone, another person is nearby with an EMP. Forced Penance is a good one for that.
Place the pods not necessarily opposite the gen but on the escape route tos people will take when you come to that gen. Mix it up though, be a bit unpredictable with the placements.
I won't say I don't have low killer rate with this killer so far. He is easily countered in many scenarios. But Im having fun learning. And when you do pull of a good teleport, the whole process feels so slick and awesome. 😁
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This killer is Trickster v2.
Do anyone remember how terrible was Trickster at release? And they teased Resident Evil chapter for make us forget about this failure.
This killer has same problem. They can't buff him so much because obviously he will be so busted. But they can't leave him as how he is because he is garbage atm.
So i assume this killer will be like Trickster. He will get some buffs but he will never feel good enough.
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I only play for a couple of hours a day so I'm still experimenting but I've had some success. My two main issues with him are EMPs and tracking.
Switching between bipods and then returning to hux can be disorientating at times. Tracking perks plus his aura reading addons has helped to compensate.
As far as builds go I generally run corrupt or lethal for early game and then a random mix of other perks. When I use lethal I just start shooting pods everywhere as I walk to the closest survivor.
Other perks I've used:
Bamboozle, fire up, jolt, infectious fright, No way out, Sloppy, Hex: face the darkness, enduring, brutal strength.
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I have been running Brutal, No where to hide, Eruption, and POP. I loved pop back in the day it was a staple in most of my builds. It is so nice I can finally hear the gen delete again when popping it. Such a great feeling.
Tonight I am going to run my SM totem build so I will let you know how that goes. I don't expect it to be unstoppable like on SM but I do expect it to be good. Devour, Undying, Pentimento, and BF/HG.
If I am having a ruff night my go to build on most killers is Corrupt, Jolt, STBL, and Sloppy. This build has just about everything an M1 killer needs (which outside of Wesker is all I play mostly).
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People really think he's garbage? I find that so weird, he seems like at least wesker level strength. Even with EMPs it's quick and easy enough to reset them.
I've only played around 2 dozen matches as him, but I've yet to get any less than a 3k. Could be the time I play I guess
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It's not the time, it's the players.
The Singularity is a good killer. Using it right, his chase ability is phenomenal. It can fire those pods quickly and continuously, the surveillance is great and it's got a lot going for itself.
Don't be persuaded by people's opinions. Just continue to play it in creative and experimental ways and you'll see this killer is way better than people give it credit for.
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Been trying a full slug build, and he seems to be great at it:
- Infectious Fright
- Knock Out
- Sloppy Butcher
- Genetic Limits (not hesitation)
I find that the slowdown perk is more for tunneling than slugging. Because 16 meters is super short so it isn't really helping there. But Genetic limits makes it so they are just always exhausted. They'll try to heal with sloppy and pick each other up, but when they do, they get exhausted. This counters the new perk made for this, and makes it so i don't have to really deal with any exhaustion perks. Just down someone, go after the infectious, or if it doesn't fire, you know the general area they might be, and you just run off over there, putting pods up in the trees and putting a few by the person you slugged. Periodically checking when you get a second. Additionally, if you slug them they don't lose the slipstream, so they end up spreading it to each other.
Prepare for salt though if you run it.
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Another build I tried today:
Corrupt Intervention, Deadlock, Dead Man's Switch - never let them do those generators. 👀 You can pick the fourth perk, anything generically nice or just a fun perk will do.
He's a great user of Corrupt as you will probably find someone before they have an EMP ready. He's also good with Dead Man's Switch as people can't leave the gen to grab an EMP that is ready. It's easy to chase people off of gens - the biopods - even disabled ones - also show you which gens are being worked on even if you don't place one on every gen. Actually the latter isn't even something I would recommend as it takes a long time to set up a pod on every single gen. Deadlock may even be overkill but is a passive slowdown that allows me to basically leave the hens alone and always look for the 1 v 1 situation. You could even use a chase orientated perk like Bamboozle as your fourth.
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