http://dbd.game/killswitch
Tomoroow is the day!
The anniversary start! Just joking is on thrursday...
Tomorrow we will see if Hux will be still a piece of scrap or actually a homicide AI!
Lets do a bet!
I say it will keep being a bad killer what about you?
More over I bet its gonna be waiting for rework like twins are!
Comments
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I think the anniversary is on the 22nd. ^^'
As for the bet, I think as long as there's no QoL like KI towards the pod you exited or your FoV focusing on it, it won't be playable for people like me who don't have a strong sense of direction. Could instadown via camera and I wouldn't find the body !
That being said, fingers crossed for some fine tuning over the next few weeks.
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I think it's too early to say but I think he'll be in a much better spot but time will tell. I also don't think he needs a rework - just number tweaks to what already exists as part of his power. His core design seems fine to me.
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I wish survivors couldn't immediately undo your power and disable your camera at a high value gen at the same time. What are they thinking?
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Definetely they dont.
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Seems they wont buff him this week.What about we just forget hux? It was a chapter with 1 surv only
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the week is still young!
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Yeah hopefully will be with anniversary if its goes next week do not waste time releasing changes people wont be playing that killer enought to even you get data of it
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I think releasing changes at any time is a benefit, sorry you don't agree.
We will hopefully have an update later this week so you can try out the changes for yourself.
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This is the biggest problem. I'm not sure the changes will effectively address this. You take control of a pod, tag someone, immediately get EMP'd which undoes everything you just did, and have to come out of your pod. It's the equivalent of going AFK for 10-20 seconds. You're not patrolling or chasing or applying any sort of pressure in that scenario.
Yes, during a chase, the 10% will help. But those instances where you're tagging from the camera are still as problematic as they were.
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With the emp radius ur friend can cleanse you effectively having same problem.
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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.
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Of course its a benefit didnt meant that but buffing a killer from such bad situation and you want people to play it it wont fix with minimal changes, people already lost hype of that killer.
Believe me i wpuld be really happy if u shut up my mouth with the update
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Yup. EMPs have a multiplier effect because they're AOE. It's good for survivors to double gens when they each have an EMP. One EMP takes care of the biopods and initial tag, and the other EMP if the killer follows up and patrols there.
I really think the EMPs need to be reworked to have charges and be a targeted use on a single thing instead of an AOE. An EMP could take out a Biopod and a Slipstream in 2 charges, but not a Biopod and 3 Slipstreams all at once in 2 seconds.
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