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Singularity's Balance/QOL
In my opinion, Singularity takes a lot more effort than the average killer, but for the vast majority of games, especially on maps with a lot of LOS blockers, his power is often not adequately rewarding. It seems like there are already values in place that can be adjusted to make a lot of the pain points for such an interesting killer more bearable.
This brings me to the changes I would suggest for him, most of which boil down to speeding up his biopod tagging process to be more forgiving and adequately reward good gameplay. Often, when entering a biopod, even with fast camera flicks to the right area, the biopod assimilation/teleportation mechanic will effectively be fully charged, then not tag survivors or teleport to their location. There already exists the values, 0.6 and 0.8 seconds, that could be slightly lowered to 0.4 and 0.6 seconds respectively, thus combatting the pain point. Furthermore there are plenty of instances where the lock on mechanic detects the survivor slightly, then struggles to continue the scan multiple times before they eventually leave LOS. There is already a 0.3 second grace period in place where lock on progress doesn't reset that could be adjusted to 0.4 seconds to make it more forgiving.
The final two changes would reward foresight from both sides and help balance EMPs without touching their values. These two changes are adjusting the lock-on cooldown after assimilation/teleportation to 2.5 seconds(was 3.5) and having EMPs break upon hitting a survivor. As they currently are, EMPs grant no real game slowdown and are primarily free counter-play for the survivors unlike similar items (Xeno's turrets, Wesker's First Aid Spray, Nemi's Vaccines) that can be used as a tool in their kit with good killer gameplay. Since the EMPs print on their own and survivors can just sit on them to clear infection the moment they get podded from a distant camera, it almost entirely serves as a hinderance to Singularity rather than a tool to slightly slowdown the game. The chain teleports from biopods are also what I would consider one of the most satisfying aspects of his kit, but are shut down too harshly. The EMP's in terms of strength feel balanced, but Singularity does not gain the same benefit from survivors using them as other killers with similar mechanics do. Ideally, similar to setting up turrets against Xeno or cleansing infection against Plague, survivors would have to make the decision to either spend time to preemptively disable pods or risk saving their EMP's for chase.
None of these changes would make Singularity the strongest killer in the roster by any means, but would help adequately reward good gameplay from people who dedicate their time to one of the most high effort killers in the game, while making the average player trying them out have a more positive experience. At his core, you still have to be good at M1 looping as Singularity to get full value out of him, and there are plenty of interesting mindgames that occur with his Overclock that reward intelligent gameplay on both sides. I honestly didn't expect to write so much so if you made it down here I am impressed. I just hope Singularity get's the love he deserves because of how interesting he is as a killer.
Comments
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Survivors are not complaining about Singularity, so to BHVR, he is fine. Sorry you spent so much time of this, but it’s really that simple.
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Lol I just like talking balance and didn't have much to do
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the vast survivors barely make any efforts to dodge infection so the fact that your suggesting to make it faster to infect someone is funny. the only survivor that make any effort to avoid being infected is the AI bots.....
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This is entirely not about dodging infection. It is just to make him more consistent for primarily people who aren't the best at flicking their cameras as someone is about to go behind a tree or behind a wall. This would also help the better singularity players have more options on indoor maps or cluttered maps like Mother's Dwelling, which make it significantly to infect people if they're not cornered.
Missing slipstreams slightly because a fern got in your way for a fraction of a second right at the end is extremely punishing for the killer as you obviously have no means of regaining distance lost while looking through a biopod when they're not infected.
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one skill-cap for singlurarity is shooting pods and manipulating the movement of the survivor such that you can account the survivors total movement distance that a survivor can travel within the lock-on window to fire the infection. My guess is that your not placing bi-pods correctly in the chase and your lacking foresight in your gameplay. flicking issues sounds like mouse sensitivity issue or console issue with not enough sensitivity to move the camera.
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Unfortunately he's just another killer who will see some adjustments, perhaps, in 5 or 6 years
All in all it's a good killer, it could be improved slightly here and there but overall it's a good c tier
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Yeah I know, I'm suggesting that the lock on window should be smaller, so he can do more on indoor maps where you have to be more content in not using your power in too many places. I know the limits of his power and think he should have more opportunities to tag survivors moving through smaller chokepoints. I am not really the one struggling from these issues (p100 and will continue to play him anyway lol), but I see a lot of people turned off from him because of how unforgiving he can be. These suggestions wouldn't buff him an insane amount, just make him more forgiving. Also flicking your camera to the survivor is not an "issue", it is the best way to play him to get survivors podded the fastest. Knowing to flick 45 degrees to the left upon entering a pod to immediately start lock on is going to get you the best results.
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I think he is definitely a stronger than C tier, but yeah it seems like they rarely make changes to killers soon after their release's midchapter when a lot of these killers could just receive a few changes to really set them in a better spot. Unless they're skull merchant of course lol.
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honestly, just changing it so the EMP breaks when you Hit a Survivor might already be enought.
But i would add these things:
- Survivors using an EMP get slowed down by 2.5% per infection cleansed and Biopod Destroyed for 5 seconds.
- EMPs break when you get Hit by the Singularity
- EMPs break when you get Hooked (in Case a Survivor goes into a Locker)
- Printers now only Print up to 50%
- The Range of EMPs is increased once you are the last Survivor alive (so Survivors can do something about Biopods on Exit Gates)
That Way Survivors using EMPs in Chase are getting a bit more punished and getting an EMP is not as easy as just picking one up.
You could also add that Survivors are unable to see Boxes outside of a 8m Radius unless they are already Slipstreamed.
But these are all changes that could be made by themselves and not all together. All of these changes together would probably be too much.
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Yeah I have had the idea to make EMPs print to only a certain point, but I like the idea of survivors being able to pick up an EMP during chase because of how risky it is and having to pre-emptively EMP pods to give more slowdown rather than just carrying a EMP once they automatically print and sitting on it until the moment they're slipstreamed.
As for the EMP's breaking in lockers yeah I should've said losing a health state, completely forgot that it doesn't work with Sadako lol.
I just think it would be simpler for them to change values to make him feel more flexible to play as and add a similar effect rather than adding new features.
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i dont know what is risky about picking up an EMP mid Chase. Its not. As long as you dont use it, you dont get slowed down. And the picking up animation is really fast.
Its not like with Sadako where picking up a Tape can be really bad if the Killer gets you or with Nemesis or Wesker were you have to Perform the Action Standing Still.
Simply throw a Pallet, wait for the Killer to break it and Use the EMP and there is no Drawback.
Thats why im against Survivors being able to just pick up EMPs during Chase.
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