Looks like BHVR just wants to let Survivors shut down Killer powers
Singularity with EMPs. Now Alien with flamethrowers. Looks like it is going to be a blast spending half your time getting your power taken away, just like it is with Singularity and EMPs.
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I hate it.
Singularity spends most of the game with no power. Like it's a detriment to you to even waste time setting out pods. Because that's literally all it does is waste your time as you will not get any use out of them.
I play him as just a straight vanilla killer I literally never even use his power because of it being a waste. You have more success just playing him powerless.
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At least Alien can actually counter turrets. Singularity just has to eat EMPs.
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The idea is to force some kind of interaction between survivors and killers. That isn't a bad thing by any means. The execution however is far from perfect.
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Still snapped out of their power by the time it is destroyed.
Interaction is fine. Having the Killer fighting to be able to use their power at all is not.
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The weird thing is, that some people perform really good with Singularity. I don't know how they do it because I have the same problem. I do a bunch of stuff and then my power is disabled. But some people do get really good results.
On the PTB it didn't look too terrible for Xenomorph. At least to me. But it will probably come down to the killer playing very careful around certain loops that might block vision from the turrets. We'll see how that goes.
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I've seen people playing Xenomorph on the ptb destroy turrets without losing runner mode. It's close, but it looks possible to destroy turrets without losing runner.
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I mean they already could by sabbo-ing Trapper's traps? How is it something new?
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This is different, because Sabotage is not a built-in counter to Trapper. The mentioned Killers have built-in counters in their Kit. It would be the same if the Survivors can find Metal Detectors against Trapper.
@Topic:
The thing is, counters make it possible that the Killer abilities are actually strong. Singularity and Alien would need to be much weaker if you cannot use EMPs or Turrets.
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Who is actually playing Singularity? Why would I play a Killer who constant gets their power shut down? Being an M1 Killer these days is almost an insta loss.
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actually the biggest offender is ghost face if we were to think about it. they don't serve the most straight forward gameplay for sure but hopefully its strength compensates.
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"Who is actually playing Singularity?"
people who like him?
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Me. I like the design of the character and the lore and the voice.
But I hate his gameplay. Still I just play him with no power at all just because he's cool.
But Yeah I hope BHVR does something so that actually using his power is possible.
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Wdym, you can undo GF's powers by just looking at him from behind a bush or literally anything, and it requires nothing time-consuming from the survivors either. My point is, countering a killer's power is nothing new.
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Yeah, Singularity actually has a lot of potential. If you can infect people quickly and you get used to infecting people mid-chase, he's a killing machine (pun intended). If you're not used to his fast paced micromanaging style of gameplay, it feels really rough when your power gets denied. However, once you get rolling, you can infect people faster than they can EMP your biopods. I really love playing him.
In regards to the Xenomorph, the turrets seem less threatening than EMPs overall, though. You can take them out without being burned with good LOS blocking without addons, and it becomes extremely trivial with certain addons. Plus getting Runner Mode back isn't hard at all (compared to having to walk across the map to reset a biopod anyway).
I personally kind of like the direction BHVR are taking in terms of Survivors having a specific item or action to hinder the killer's power, but making said powers stronger in return. It's going to allow BHVR to make killer powers that are much stronger in the moment, but can be balanced out by Survivors getting some reprieve by playing well/managing resources.
It has a lot of potential to create more dynamic gameplay if done right, which they mostly have done so far, I think.
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but I like that. it's movie accurate.
ghostface is very deadly when you don't see them coming.
but if you do see gf... they get ######### thrown in their face.
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While this is true, this allows Ghostface to be different from Myers. If there would be no way for the Survivor to break Ghostface out of his Power, his Power would need to be weaker and it would be way closer to Myers.
And my point was just that sabotaging Traps (which is not possible anymore) was nothing which was in Trappers Kit, but something the Devs thought would make sense back then. And this is different from e.g. Singularity, because this allows the Killer to have a stronger ability because of built-in counters. Singularity would be a lot weaker if there would be no way for Survivors to get rid of the Pods.
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you cannot m1 a well-placed turret without yellow helmet add-on. the killer has add-on dependency to counter something that does not need to be in the kit. if those turret were any stronger, they'd be bully simulator like ptb singularity emp. if you use m2, you get significant cooldown allowing survivor to run forward. you do not need add-on for turret to get rid of turrets but turrets are like free mini-health states.
singularity is war of attrition emp for the killer. you squeeze camera infection hits to attempt to make survivor waste emp's. it is really annoying gameplay. it is like passive secondary slowdown objective for killer like reverse wesker infections. survivor can tap crates to speed-up emp process to spam emp's but that means that they are not on generators so you get a small amount of gen defence for large killer effort. tendency killer gameplay is unlikely to be popular because there are killer with higher reward with 0 drawbacks.
disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun.
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Yeah, I have very little complaint with the flamethrower mechanic; the play around them seems kinda fun. EMPs on the other hand, are busted and infuriating.
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"disagree. both of the mechanics have little reason to exist. they mostly exist for survivor's fun."
I mean, we can remove them and make those Killers weaker. Fine by me. But you cannot remove EMPs and let Singularity run around like it is.
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🙋
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That design is simply an evolution of earlier designs.
Killers like Myers, Ghostface and Plague are all prior iterations of the same idea. A very strong (at the time lol) power in exchange for Survivors ability to either deny it completely (Plague) or to limit it (Myers and Ghostface).
We've seen this with more modern Killers like Wesker, Nemesis and the newly strong Onryo. Obviously, we just saw this with Singularity as well.
It isn't a new design, nor is it a bad thing. It promotes interaction with the Killer so we don't get things like Knight or just boring anti-loop Killers like Artist or well, Knight again.
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I have played against singularity plenty of times and some are great and some aren’t. I think it’s all about the players gameplay and their perks. I also think it would be very cheap for the killers to have these specials and survivors not being able to do anything about it. The Xenomorph and singularity would be pretty OP if you couldn’t do anything about their powers, IMO. I think there’s just some really good survivors and killers out there because I’ve had games against singularity and some of the survivors just can’t go against him or know what to do. Also, not every killer is suppose to be easy to play with.
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I don't mind that they give survivors tools to counter some killers, but the frequency that these tools are available are far to quick and accessible. These tools should be a resource survivors want to reserve until absolutely necessary and just as finite as some of the killers with resource caps.
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Thank you for the advice. You are actually the first person I've seen on this forum that explains how they play this killer.
I think, it might just not be my kind of killer. That's ok, though. I prefer more direct killers like Hillbilly but it's nice to see that there are people that like to play as Singularity.
I mostly agree on what you wrote about Xenomorph but it might be hard to react in time when there is a turret in a jungle gym or something like that. You can play around them but it won't be easy. Which also isn't an issue as long as the runner mode proves to be a real addition to your overall strength. I only tested it for a bit on the PTB and survivors will learn how to counter this killer more effectively but it looked fine to me.
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why? you can just play C33 blight for fast pallet break speeds with 0 EMP drawbacks. singularity is kinda like playing hard mode killer. you need excessive killer input compare to survivor input to escape the killer.
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EMPs need to be toned down still but to be perfectly honest the flamethrowers are honestly kinda pathetic.
If you have at least one add-on that tones them down all they do is buy time for survivors to run away, they very rarely will actually take you out of your power.
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I feel it's a good thing to increase the interactivity between survivor and killer. The turrets drain the power, but don't stop the Alien advances. Males it quite exciting!
What I don't get is that BHVR have improved this interactivity with newer killers, yet has removed it from older killers (the lightburn mechanic) which I quite enjoyed both facing amd using. I wish they bring that back.
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flamethrowers are underpowered, takes too long to burn it and it can get the power back in 3 seconds in a tunnel. emps destroy singularity however
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Haven't people been asking for additional objectives for survivors? You can't give them objectives that have zero benefit to their survival. Otherwise you're just asking them to waste time for nothing. Time spent doing other stuff is less time spent on gens.
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I like it.
I once suggest survivors can spend time to open lockers against Huntress to "break" hatchet, which if she interact with that locker, she would get 1 less hatchet. Either she spend time to get that 1 more hatchet, or continue the hunt with 1 less hatchet, then survivors have to interact with the locker again.
Its only up if the time survivors spend to disable power is balance against the time killer lost.
As @Nazzzak said, survivor's extra objective should be benefit on their survival, which is weaken killer to extend the chase, not free extra Gen time.
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No offense but this sounds like a skill issue. I've played Larry extensively since release, and he's extremely oppressive when you use his power correctly. He was strong before EMP nerf, and he's even stronger now.
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complaining about emps on singu is a selftell that you don't play him lmao. It's so easy to apply slipsteams to survivors and reapply after emps. I have applied slipsteam to a survivor they emped it and then i reapplied it in less than 3 seconds.
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Makes emp afect yourself only and cancel biopods and we are fine
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they did good with skull merchant drones they are a real pain.
Post edited by EQWashu on0 -
What is a resource cap for killers? It can’t be hooks because BHVR increased the number of those across maps a while ago. And they tend to spawn within 15-20 meters of one another barring like one map.
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I want to like him but his kit requires too much effort to get to use it and too little effort on the side of survivors to counter all that work.
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