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Buff singularity

ProudRinMain
ProudRinMain Member Posts: 344
edited March 12 in Feedback and Suggestions

I don’t think he’s strong enough for how restrictive his power is, like how on some places he can’t create a biopod , the time it takes for him to take form after a teleportation is slow , there is a range limit to how far he can teleport to a survivor either through a biopod or by aiming at them with his robotic hand/arm , how easily more than one biopod can be removed at the same time, how EMPS are passively generated and how fast and often they respawn ( they’re basically infinite ) , how he teleports far behind a survivor enough for them to get to a pallet or window, how awfully long it takes to lock on to a survivor when he’s using his power near a hooked survivor and how slow he is after he finishes using his power ( looking through a biopod )


My proposed changes are as follows ( not all of them need to be incorporated into his kit ) :


EMPs changes:


1- Make it so that EMPs are not passively printed and survivors have to interact with them themselves to print them and maybe reduce the printing time a bit since it’s manual now.


2- EMPS don’t disable more than one biopod at a time and can’t be used to also get rid of a slipstream ( either use an EMP to get rid of a biopod or a slipstream not both. )


3- Reduce the time biopods take to become active again after being disabled.



Singularity’s power:


1- Increase the range at which the Singularity can lock on to a survivor and teleport to them as well as by aiming at them with his Robotic arm/hand.


2- Materialisation time is decreased ( the part that happens when the Singularity teleports to a survivor ) or at least just limit it to only when he teleports to a survivor by aiming at slipstreamed survivor with his robotic hand / arm and not through a biopod.


3- Make it so that more surfaces accept a biopod placement.


4- After teleporting to a slipstreamed survivor, shorten the gap between the Singularity and the survivor ( currently it makes him spawn a fair distance from the survivor and more often than not survivors have ample time to get to a loop or window, this is especially true if he doesn’t have the purple addon equipped that gives him haste after teleporting. )



In my honest opinion, i think that once EMPS are properly looked into , his power will be so much more consistent and the other proposed changes will not be necessary.

Comments

  • Royval
    Royval Member Posts: 744

    I feel like he was going to be bad when they start letting survivors freely carry around things like emp’s, spray cans, flash bangs. It should be how alien turrets are no running and no movement speed while holding.

  • GroßusSchmiedus
    GroßusSchmiedus Member Posts: 555
    edited March 12

    I also would like the restrictions on using his teleport near hooked survivors to be a bit changed., i get why its punished to teleport back to the hook, but it somehow also applies when you hook someone and then try to teleport away. Literally doing the opposite of camping and tunneling and thats punished by the game.

  • Blueberry
    Blueberry Member Posts: 13,671

    Good ideas. He needs it.

  • Chaosrider
    Chaosrider Member Posts: 489

    That would be a total overkill. His gameplay is already one of the worst to face.