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What were the devs trying to do with singularity?

Could someone explain to me what the devs were trying to do with singularity? What was their initial purpose in creating this killer? What were they trying to do? What is the purpose of singularity?

Comments

  • Crowman
    Crowman Member Posts: 9,570

    It's the first sci-fi based killer in the game.

    As for power I'm not sure. His power seems designed for defending areas but it can also be used in chased due to Overclock. Emps seemed designed to prevent him from just being a skill merchant or knight defending 3 gens, but they too really shut down his power that he really struggles to find a niche.

  • whickedchainsaw
    whickedchainsaw Member Posts: 107

    I'm just asking since I never get to use my power and I remain a m1 killer for the entire match.

  • Pulsar
    Pulsar Member Posts: 20,909

    And you are aware that they are significantly adjusting EMP's shortly?


    Likewise, EMP's are very powerful, but if you play well, you can still work around them.

  • Zaydin
    Zaydin Member Posts: 275

    Generally speaking it is faster to just destroy and replace EMPed Biopods than waiting on them to reboot. And once you get used to firing biopods in a chase to tag survivors Hux has very good chase potential, having built in Brutal Strength, Spirit Fury, Enduring and Superior Anatomy while Overclocked.

    Yeah the EMP are overturned right now but BHVR is already planning on nerfing them in a hot fix soon. We just do not know when it will be deployed.

  • BlueRose
    BlueRose Member Posts: 658

    I honestly don't know myself. Im issues with the emps are that they are way too strong with little to no risk in using or time investment. This leads to a time when you always playing catch-up with your pods since they always have an emp in hand. The killer imo is way too stressful to play right now with little to no payoff. I can play other killers and get way more value from their powers. I have been playing him since Tuesday and games have been pretty much the same. Never have more than one survivor podded, always fighting off emps, losing gens while trying to chase and pod the person Im chasing, the part where they spread the pods to each other never happens, and using the camera only confuses me as I enter them and lose track of the survivor Im trying to pod.

    I'm hoping the nerfs to emp helps with a lot of these problems I'm having with him but Im scared it won't and he continues to feel the same. I want to get better at him but this is the first killer I can remember from where I'm not learning anything from my losses. Killers I suck at(nurse and blight) I can at least say I know and learn from what I did wrong but with this new killer I'm left feeling lost on. Did I lose bc I suck at him? Did I lose bc of the emps? These are questions I never really can find the answers to. I don't know I just hate playing as him right now and that sucks bc I like his design so much.

  • Pulsar
    Pulsar Member Posts: 20,909

    What?!

    Less crates. 100s of regeneration time. 10% slow while charging the EMP, meaning no more using it during chase. Longer charge time as well.

    Pods are only disabled for 45 seconds to boot.


    These are all impactful and good changes.

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    Introducing something new, something different from the usual. And they succeeded as Singularity is not a regular M1 killer.

  • Zaydin
    Zaydin Member Posts: 275

    Oh yeah, he's a lot of fun... when you can use his kit. But competent survivors can shut it down 90% of the time leaving you worse than the Skull Merchant who at least gets benefits when survivors hack her Drones.

    I'm still not entirely convinced the EMP nerfs will be enough to deal with it. Feels like there are a number of other changes they should make to EMPs beyond what is already planned like the boxes ceasing to automatically print new ones to completion after a certain point in the trial, forcing survivors to spend time to deliberately finish them. As it is I have managed to get the work in and tag a survivor with a Slipstream only for them to literally pause mid-chase to grab an EMP from an open crate and use it to remove the Slipstream.

  • fulltonon
    fulltonon Member Posts: 5,762

    I think they just wanted to make a camera killer and slapped random stuff that is least oppressive to not have survivor's frustration.

  • Pulsar
    Pulsar Member Posts: 20,909

    That's not a good idea.

    Also, your specific frustration you listed will not be possible unless you allow it after the patch. Survivors will be Hindered by 10% whilst charging an EMP, which now takes a half second longer to charge.

    This also nerfs just holding a charged EMP.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    I am in the camp, that its probably not enough. Of course, we will first have to see how this affects The Singularity in a live game, but here are my concerns and why I think the upcoming changes won't be enough.

    Increasing the printing time from 90s to 100s is literally doing nothing. The printers still happily print while unattended and there will always be 1, if not 2, in reach that are ready. The last week has shown that the availability of EMPs is the biggest issue, and +10s print time will probably not be felt at all.

    Reduction if the printers itself, well thats probably a good one, but its hard to judge. Rarely do survivors use all available EMPs in one chase, its normally 1 or 2, so even with a reduction from 5 to 4 printer crates there should still be ample EMPs around to crush any electric dreams of superiority and forced evolution.

    The reduction of the biopod disruption from 60s to 45s ... on paper this sounds massive, ie a big, whopping 25% reduction. But this is the one I am most frustrated about: it sounds good, but in reality it will probably not change anything. A pod being out for 45s is so long that you can't sit it out, can't make a mental note and come back to it an a short while, that disrupted pod is dead meat and you either go over there and replace it yourself, or just forget about it. 45s is way too long, so it really makes no difference if they had upped the downtime to 3min, the result will be the same.

    I am doing a longshot comparison here, but do you remember when everyone was rightfully clamoring, that 25s Incapacitated with Eruption was too long? This is a similar situation: yes, you can use other pods or even replace a damaged one, but 45s is too long to make anything useful with that pod. 30s would encroach playable territory, with something like 25s being the sweet spot, I guess. Its long enough that you can heal under that pod or maybe finish a gen or slam out a good portion, but you aren't really save and the pod isn't 100% dead for The Singularity.

    The 10% hindered and increased charge time to 2.5s seem to be the most impactful and I can't say if that will be enough or too strong. I won't say anything about this till we saw it live, but think that this will be ok; at least now using an EMP is sort of a tactical decision, with it slowing your down, instead of a no-brainer that you could do while you are looping anyways.

    But one big thing that hasn't been tackled is the sheer versatility of the EMPs. With one EMP blast you can disable all the biopods and also pop all the infectious growth. How would it be it you had to chose which effect you wanted to apply? I am also not too keen that the infection can be deleted from multiple survivors at once, that sorte defeats the purpose of it spreading, right? If EMPs were more limited, then it could be beneficial and even needed to call for a group removal session, but with how abundant EMPs are, its sorta overkill. Both effects, the shutting down of biopods, and the removal of infections, are strong top tier counter effects, with non of them being "secondary", its like you got two main powers rolled into one. So I would advocate for having to chose what you want to do: charge the EMP normally and then 1) M1 removes infections, 2) M2 blasts the biopods in the area.

    This are my 2 cents about the upcoming change to EMPs.

  • H2H
    H2H Member Posts: 773
    edited June 2023

    The purpose of the Singularity is the same purpose as 80% of the killer roster: bamboozle people out of a few bucks with a bad killer no one will want to play after a week.

  • KenwanObinobi
    KenwanObinobi Member Posts: 185

    The devs have no idea of what they are doing about anything in DbD. 7 years of datas and still they do not know anything about the game.

    They still have not understand that 4 survivors > killer and 3 survivors < killer forcing the killer to tunnel right at the start. Result ? The game is fun for nobody.

  • edgarpoop
    edgarpoop Member Posts: 8,445
    edited June 2023

    It's not going to be a very impactful. The slow in chase doesn't matter when the EMP is used immediately after you're tagged from a Biopod. That alone is time spent doing literally nothing as killer. It's the equivalent of going AFK. The slowdown will help when someone is already in a chase and slipstreamed, but they probably don't have an EMP at that point because survivors often use them as soon as they're tagged from a biopod. The changes don't address anything that actually makes the EMPs problematic.

    The gameplay loop is biopod>tag>EMP to reset the power>biopod>tag. I don't know what the slowdown while using an EMP is supposed to address when the problematic EMP is usually used before the chase is initiated

  • Zaydin
    Zaydin Member Posts: 275

    By the crates not automatically completing EMPs, I meant that they would get to like 75-80% completion and stop there, requiring survivors to have to spend time to finish the EMP, not ceasing automatic printing all together. Possibly reduce the speed bonus from manual printing from where it is now... which I think is like four times faster to maybe 3x or 2x.

  • Pulsar
    Pulsar Member Posts: 20,909

    EMP in chase is no longer viable

    The other changes affect the EMP economy. There's only four crates printing one every 100s. If you can consistently tag people, they'll run out of EMP's fast and be forced to endure a HUGE timesink.

  • WeenieDog
    WeenieDog Member Posts: 2,184

    Probabaly


    "Did we just make another 3 gen killer?"