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Singularity is brutal on console - Please automate this part of his kit.

UndeddJester
UndeddJester Member Posts: 3,378
edited October 2023 in Feedback and Suggestions

The Problem

I know I'm gonna potentially stir up a hornets nest here, but the Singularity is extremely hard to play on console... I've played every single killer now, and you can always do something to make the killer work to some degree on console... but for the Singularity, I'm at an absolute loss.

Even people on PC have complained making use of his power is too hard, but the steps to make it work on console, is so punishing for every input error that you basically can't use his power beyond just accept you're an m1 killer and use his cameras to know where to go. Yes he is complicated to use and his different play style is great, but the fiddly nature of his power is so awkward on console, it's hard to use your power even without thinking about EMPs. To recap: -

  1. Set up your pod on a wall (either in chase or when pushing a survivor into it)
  2. Switch to pod, aim at the survivor and tag with slipstream.
  3. Scan from pod, or switch back to Singularity and shoot with pod launcher.
  4. Teleport and try and score your hit.

The crux of the problem lies in part 2, having to swap to your pod in order to tag, then swap back.

  • If you didn't aim well on 1, then your pod won't be looking where you need it to. Harder on console.
  • When you swap to the POD, it disorientates the player. A problem universally.
  • The need to aim at the survivor to tag requires you to aim quickly before they disappear from sight/range/behind a blocker. MUCH harder on console.
  • Maintaining your aim, or switching back to aim with Singularity themselves to teleport. Not insanely hard, but totally dictated by the success of the previous steps, thus... still harder on console.
  • If you screw up any part this, you lose SOOOO much distance that it basically didn't warrant even trying. More likely to happen on console

Proposed Rework Solution

I propose (with appropriate other changes) to automate the slipstream tag from the biopod without the need to swap to it when it is placed/looked through.

Also since HUX won't have to stand still while in mid chase to use his power effectively anymore, minor trade offs are needed.

  • When a biopod is created or when HUX looks through a biopod, it becomes active for 5 seconds.
  • Any survivor in its view and within range of the biopod automatically builds Lock On Assimilation.
  • Automated Lock On Assimilation Charge time: 0.9 seconds (originally 0.6s, emulates the time normally used to swap, aim and tag currently).
  • Activated Lock On Assimilation Charge time: 0.6 seconds (when you actively look through a pod, unchanged)
  • Biopod Charge time: 0.4 seconds (originally 0.15s, no longer has to swap to biopod to tag, so this makes placement of pods slower and more deliberate for the benefit of still being able to move while tagging. Also makes following up for firing at the survivors once tagged a little less immediate).

Goal

This change completely removes the need to switch to the pod and aim it rapidly to tag survivors. Even watching someone good at it on PC, it never looks good or fun... it looks and feels weird, and shouldn't be a thing anyone has to do. The fact survivors can use EMPS and LOS blockers is already enough counterplay without the Singularity having to complete a geometry course AND also execute it perfectly.

Hopefully the appeal of removing the clunk of this mechanic makes him less frustrating to play in general, and ofc actually be usable on console.

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,560
    edited October 2023

    I don't think automating the Slipstream tag process would be the way to go. The fast paced gameplay of switching between cameras and tagging people is a pretty big part of what I find fun about him, and is his main skill expression. Your proposal would potentially dumb him down quite a lot and I don't think that's something we should aim for.

    However, I can empathise with the difficulty on controller. Maybe some small form of Aim Assist for Controller players would be beneficial. Maybe an increase to the detection zone as well? Something to bridge the gap between the input methods. Making him flat out easier wouldn't be fun though, he's a high skill, high reward killer.

  • Kuffowi
    Kuffowi Member Posts: 62

    as a primarily console gamer i can agree with this for the most part

  • not_requested49
    not_requested49 Member Posts: 1,979
    edited October 2023

    I can use him just fine using the rancor-game afoot build

    Just play him as a normal m1 killer for most of the game, but have 4/5 pods at each exit gate separated as best you can, then track down the obsession when there's 1 gen left

    Then in the meantime, earn stacks for remember me and NWO

  • UndeddJester
    UndeddJester Member Posts: 3,378
    edited October 2023


    I would argue the real skill expression of the Singularity is positioning the pods in the first place, the tag is kinda a formality in between that and deciding to use the pod to teleport or going back to HUX to use your launcher. I'd even be fine with charging the pod slowing you down substantionally to mirror the need to stay still while tagging....

    However point noted... if this were green add-on even, I'd accept that too, just anything to make it so it doesn't suck so much on console.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,560

    Positioning the pods is a big part of it, but being able to quickly jump back and forth between views and keep track of where you are (and where the survivor is) is also a big part of the skill involved. It's what makes him really fast paced, and introducing an auto-tag would undermine that, in my opinion. It'd also let him Slipstream Survivors without losing any distance which would be a major issue.

    He does need controller improvements though, but so do a few killers. Some small tweaks to the inputs could go a long way, I think. Like I said, maybe making the reticle "stick" to the Survivor a bit when you target them on gamepads would make up for the less precise input potential of the controller.

    However, it might be kind of tough to find a sweet spot. You don't want him to straight up have Aimbot (even though he's a computer himself).

  • UndeddJester
    UndeddJester Member Posts: 3,378
    edited October 2023


    I appreciate your point of view, but with all due respect, I don't think you realise just HOW bad it is on console for Singularity. I've been able to make every killer work to some degree, got adepts on all of them, and beaten all their personal challenges.

    The worst is perhaps Deathslinger, because a missed shot punishes you badly, and it takes forever to reload. This can be mitigated somewhat however by reload add-ons... so even he is not that bad.

    Hillbilly has his reduced hitbox add-on that make him much more bearable.

    Nurse has her spasmodic breath and matchbox add-ons that reduces your need to keep hitting blinks consistently, as you can finish off with an m1, and tbh, her blinks aren't unfathomably hard to use on console, just not as easy as one would like.

    Oni and Blight are actually not too bad, even without their super potent techs, you can still operate reasonably fine on console. Twins are actually fine as well.

    Trickster and Huntress are also perfectly manageable, maybe you wanna take more hatchets/knives add-ons, as you probaly will spam a little more, but you've got options to still make it work.

    The key difference each time is on console you tend to have to lead a little more with your aim. You kinda have to set you're aim then move into position and go for it... Singularity, you can't reposition and lead with your aim, you MUST turn with the right analogue stick. Skill expression is fine, but you require so much precision on this character WAY more than any other. Maybe if the POD automatically looked straight at the nearest survivor when you switched, that would help... it'd still be rough, and console Singularity would remain dead... but it'd be something.


    P.S. I'd be happy for this suggestion to be a green add-on, even with a hefty downside. This need to swap to the pod just to tag is always gonna be brutal on console, because you simply can't flick your aim to tag survivors. Auto-aim isn't good enough, cause auto aim requires you to have already dragged your aim across them. The problem isn't keep them in the reticule, it's getting them in the reticule before they disappear from sight.

  • UndeddJester
    UndeddJester Member Posts: 3,378
    edited October 2023

    Addendum:

    So following this discussion I've been playing him a little more, and really trying to figure out how to get the most of him. My overall conclusion is , as we know he's pretty map reliant... and this issue is exacerbated even more on console.

    On certain maps like Ormond, Dead Dog Saloon, even the Borgo to a lesser extent, it is actually manageable on console. It's still tough to keep up with PC Singularities, on console you have to fall back a lot more on preset pods. Trying to pod on the go is tough, especially on a more skilled survivors... but the right map can help a lot... and you are right, it is pretty darned fun when you can pull it off...

    On something like Lery's, Badham or especially Mother's Dwelling maps though this killer struggles, and the problems for console are magnified 10 fold...

    So to revise my statement, I don't think there's anything obvious that can be done to help console really that would be healthy for all...

    You can at the end of the day run him as an m1 killer on tne nastier maps, and just quickly look for disabled pods as your means of deciding where to go. If you manage to get a tag great, but if not you can at least have eyes in the sky.