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Opinions on singularity’s teachables

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Answers

  • Yharwick
    Yharwick Member Posts: 521

    Singularity's teachable are interesting cuz they're bad but all so close to being good.

    Genetic Limits is good in theory but exhaustion perks aren't the must bring perks they used to be and you never know when somebody is actually being effected. This perk is supposedly getting changed soon so we'll see if it can be redeemed.

    Forced Hesitation is his best perk and with infectious fright you will absolutely destroy altruistic flashlight teams with it.

    Machine Learning is weird cuz when it does trigger it's absolutely busted but you will generally only trigger it once per game cuz of the weird need to kick a gen and then kick another gen trigger. I don't think there's any reason it shouldn't trigger on every gen kick but then that gen actually needs to pop and every time you guess wrong you lose out on an activation which is why it only triggers once or twice a game. I think they should drop the undetectable and the kicking requirement from the perk and give it the same trigger as tinkerer and make you speedy every time a gen is close to popping.

  • Green_Sliche
    Green_Sliche Member Posts: 678
    edited March 30

    One of perks is good for slugging build.

    The other one requires you to adjust your play around having generator done while you are in the chase so you can benefit from the perk effect.

    The last one is an exhaustion debuffer perk that triggers when survivors heal each other. Probably decent on Legion, if it works with Plague's cleanse mechanic too. Basically any killer that can try doing hit and run could benefit from this, so long as survivors have any exhaustion perks equipped.

  • RFSa09
    RFSa09 Member Posts: 822

    so, genetic limits is terrible

    when singularity came out, i was literally, using machine learning in every build, it was insane for me, my favorite perk of all time, but i just…. stopped using it, it´s a good perk don´t get me wrong, but it´s hard to get value from it

    about forced hesitation, well, it works, and that´s good

  • anarchy753
    anarchy753 Member Posts: 4,212

    I had about 10 new killers to get to prestige 3 recently. It says something when I even levelled up Scum Merchant for her awful, awful teachables before Singularity.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,557

    Forced Hesitation: His best, probably could use a range buff to 24m though

    Machine Learning: Could probably just activate on every Generator completed tbh

    Genetic Limits: One of the worst killer perks in the game, needs a rework

  • Blueberry
    Blueberry Member Posts: 13,670
    edited March 30

    Forced Hesitation can sometimes be okay. This one's not a complete disaster or anything. Even though it's kinda niche it's got its moments. I'm generally okay with this one.

    Genetic Limits is just bad. It has the same issue most anti exhaustion perks have. To give up an entire perk slot it would need to stop at least the majority of exhaustion perks from happening. It doesn't. Just preventing a few, sometimes, from going off isn't worth a slot. Up the Exhaustion time to at least 45 seconds and make it apply immediately when a healing action is taken, not just when it's completed. This rewards pressuring and interrupting heals. Or, another route you could take instead is keep it 32 but make it apply to both survivors, not just the only doing the healing.

    Machine Learning. Alright, tons of problems here. Firstly, generator damage events are now limited from the 3 gen mechanic. Second, it is only applied on the last gen you damage, ew. So clunky. Easy fix, remove the last gen damaged component. As a gen is tagged (think like Eruption) the perk is active on it and ready to be triggered if they complete it. This gives it much more reliable triggers. Now if this is too much potentially we could lower the haste to 5%, or reduce the duration. Or instead of those we could make it require kicks to tag a gen, not just damage events to make it require more time wasted.

  • Hexonthebeach
    Hexonthebeach Member Posts: 461

    I like this but it should move if you kick a gen that is higher than the previous.

  • Blueberry
    Blueberry Member Posts: 13,670

    I mean that would make it better than the current version sure, but it would still look bad. I feel like just having it effective on any you've damaged looks actually solid.

  • Arkck
    Arkck Member Posts: 27

    I Love Forced Hesitation I use it on Bubba Because if you get a down with the chainsaw and You see another hindered survivor maybe hanging around for a flashlight save most of the time its another down, Its also good with save the best for last as with 6 stacks you can down a survivor very easily

  • glitchboi
    glitchboi Member Posts: 6,023
    edited March 30

    Machine Learning is probably one of my favorite perks in the entire game. Gives you a super mode once a survivor decides to complete the generator you regressed. It could use a buff though. The change I'd make to it is to make it so that after kicking a generator, you can install something onto a different generator like Blast Mine with some sort of Active Ability button, and once that generator is tagged you can still kick other generators without worrying about losing Machine Learning on that one.

    Forced Hesitation is a cool perk but hard to get value from due to the limited range. It's very situational, but very satisfying to take advantage of. Probably his most powerful perk.

    Genetic Limits is a perk that is difficult to tell if you're getting value of to begin with, so it's not really a good perk. It's outclassed by Mindbreaker as an anti-exhaustion perk because you can always tell if you're getting value out of Mindbreaker when the survivor gets forced off the generator. It's still got good use though, like forcing off survivors that heal, and unlike Mindbreaker you can't wait out the long Exhaustion duration, so it can very much be a good perk with buffs.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 160

    Absolute garbage. But remember, survivors are the ones getting all the bad perks.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,068
    edited March 31

    Forced Hesitation is pretty nice against Background gangs. It's not uncommon to see a 4 Background+Flashbang match once a session so if I get lucky the results can be funny, especially as these squads have an OK chance at being twitch streamers.

    I started using it after chatting with a Slinger who had hooked me in RPD basement. That basement was impossible to escape from a Slinger.

    Machine Learning is garbo, it's surprisingly hard to trigger. However, it's a fun flavour perk I love to goof off with on random builds

  • KazRen
    KazRen Member Posts: 187

    Forced Hesitation: could use a slightly bigger range but other that it's fine.

    Machine Learning: It's not good. It can activate when you down someone and can essentially provide 0 value, it doesn't last long enough to have that great of an effect, and it kinda encourages you to lose gens even though you have to kick it for it to activate. It could be strong if they buffed it but they have to be careful with that since it is a haste perk.

    Genetic Limits: They could make it so it lasts a really long time but that would make the majority of exhaustion perks on both sides pointless. I think they are better off reworking the perk into a different effect.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735