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As a Hux main, please dont buff Hux like this.
I've mained Singularity since release, and have a few hundred hours logged in actual games on him. I'm by no means the most skilled or most experienced hux player in existence, and I'm sure more skilled and more experienced hux players will weigh in on the changes in their own time and in their own ways, but I wanted to give my outlook on the changes we saw in today's Dev Post.
And honestly? Reading the dev changes today scared me. Singularity was already a potent killer whose issues primarily lie in messily slipstream application and pod placement, not actual power. So I want to break down all the buffs he recieved because most of them need to just be reverted. I've broken down the changes slightly differently to how they're set up in the Dev Post, just for ones that overlap with each other.
I'll be updating this document if people make good points, and I'll post what I edited at the bottom.
Biopods
[CHANGE] Increased an aim assist when creating a Biopods.
[NEW] Taking control of a Biopod will now cause it to aim at the nearest Survivor within line of sight.
[CHANGE] Improved UI when using Biopods and when shooting with the Killer.
I like placement aim assist if it actually works, which it might not, we'll have to wait and see, but I personally dislike auto-aim in biopods. I leave my biopods watching specific spots for a reason, and survivors should at least have the option to hide from me if the spot they're in is very well-covered, like those super thick bushes on Dead Dawg Saloon - if you're so well-hidden that I can't catch your glow out, you deserve to earn the hide, not have my Biopod rat you out to me.
But I'm not the only Hux player, and for Console players, that change is huge for his playability, so I'm fine with learning to play around autoaim a little more. I'm fine calling it a good change, with that in mind.
There is also the additional concern that auto-aim on entering a biopod makes using them a much, much faster action that can essentially be automated - enter a biopod, wait 0.3 seconds, leave biopod. The only thing you have to adjust for is the survivor moving.
As for the UI improvements, we haven't seen them, so I can't comment on them just yet.
[CHANGE] Decreased Biopod targeting cooldown after Slipstreaming a Survivor to 3 seconds (was 3.5 seconds).
[NEW] After 0.25 seconds, targeting progress now decays over the next 0.5 seconds.
Changes that intend to make it easier to apply slipstream - breaking LoS briefly causing a decay is a change I actually don't mind all that much, but the Biopod retarget cooldown is fairly unnecessary. Survivors shouldn't ever be giving you a follow-up slipstream. Thankfully, survivors can still react-EMP you, as that takes 2.5 seconds.
[CHANGE] When controlling a Biopod, Survivor now only glow if they can be targeted.
[NEW] Added the ability to destroy the currently controlled Biopod.
[If it is not disabled.]
[CHANGE] The Killer can now hear audio by default when controlling a Biopod.
[CHANGE] The last controlled Biopod has its aura revealed in yellow for 10 seconds (was 5 seconds).
[NEW] Disabled Biopods will pulse shortly before they are reactivated.
QoL changes that I'm mostly neutral on, tbh. Ultrasonic Speaker basekit has the opportunity to be too strong, but there's another basekit addon I'm more concerned about that I'll get to later on. The reactivation pulse for survivors is… also pretty neutral. You should still be react-disabling EMPs to maximise efficiency but it's a nice feature to know when you have to start keeping an eye on that Biopod again.
I'm not sure about the applications of the currently controlled biopod destruction option beyond clearing them out of spots the survivors won't ever go to again. I'm sure I'll find a use for it but I'll have to playtest to form an opinion on how useful it is for Biopod management. Additionally, the Dev note specified it was only non-disabled biopods, which is a good thing!
The buff to the aura on the last controlled biopod is welcome for helping manage disorientation. Speaking of helping manage disorientation…
Slipstream
[NEW] The Killer now receives Killer Instinct when a Survivor is Slipstreamed.
[NEW] Added an aim assist effect to shooting a Slipstreamed Survivor.
Without seeing a duration, my opinion on the Killer Instinct (KI) on slipstream is mixed. If the duration is too short it'll do basically nothing but add a new noise cue to the game I don't care about. If the duration is too long, however, this will significantly buff Hux's capability to tunnel, to slug with Denied Requisition Form and Knockout, and to hold 3 gens. But in the interest of not fearmongering about a change that might be fine, I'll just leave it here until we see the duration.
The aim assist for shooting a slipstreamed survivor is a very good change! It's annoying placing a pod instead of shooting them. Keep this one, please!
Basekit Soma Family Photo
- [NEW] The Singularity gains 3% Haste while in Overclock mode.
I decided to dedicate an entire section to this change, becuase I myself have changed how I feel about making Soma partially or fully basekit a number of times.
Whilst I agree this is far and away Hux's best addon by far, I think making it basekit doesn't solve much. His best addon pairings will simply change, likely to a different purple addon depending on preference, and making him 118 basekit in Overclock comes with other issues. Presuming the addon list doesn't change, the most egregious example I can name is Denied Requisition Form slugging with Knockout.
Denied Requisition will be made less potent now that Overclock duration isn't going to scale (I'll get to it in a second) but applying slipstream to the entire lobby and delaying their ability to get rid of it will still be incredible when paired with slugging strats in easier chases given hux will be 118 alongside a freed up addon slot to make chases even easier. Slugging also doesn't get rid of slipstream, meaning redowning survivors will be just as easy.
Other Overclock Adjustments
[REMOVED] Overclock’s duration no longer scales with the number of Slipstreamed Survivors.
[CHANGE] Increased Overclock’s base duration to 5.7 seconds (was 4.7 seconds).
[CHANGE] Stuns caused by Perks (such as Head On, Blast Mine) during Overclock mode will now cause Overheat.
I actually like that Overclock's duration is being standardised to 5.7 seconds - it makes him much easier to learn and much easier to play around the duration on survivor, which means more it'll feel much better to play against him. It might need to be retuned for power as we go, but it's absolutely a change I like.
As for the Head On and Blast Mine interaction changes, I… don't really care? Head On stuns are a free hit now and they'll be a free hit after. Blast Mine in Overclock at least does something now but much less than it does on any other killer. It's a nice change but not one I particularly think is game-changing for either side.
Anti-Facecamp
[CHANGE] Reduced the time it takes to switch back to The Singularity to 0.5 seconds (was 1 second).
[CHANGE] Reduced the time it takes to switch back to The Singularity when near a hooked Survivor to 1.5 seconds (was 5 seconds).
Actually some good changes in here. Hux was especially overkill on anti-camp measures. Not changing slipstreaming near a hooked survivior is also good foresight on behalf of the devs, so great job with this.
EMP Nerfs
[NEW] Passive EMP printing at Supply Cases is now limited to 97%. The remaining progress must be done manually by a Survivor.
[NEW] Supply Cases that have reached the passive printing limit now have their auras revealed in yellow.
[CHANGE] Decreased the aura reading range of Supply Cases to 28 meters (was 32 meters).
[CHANGE] Decreased range of EMPs to 8 meters (was 10 meters).
[CHANGE] Decrease immunity to Slipstream after using an EMP to 0.35 seconds (was 2 seconds).
The change set that made me make this post. EMPs exist to do one thing - kill 3 genning Hux strategies. On Live, they're passable at it but if you asked me how I would have changed Hux before making this post I would've actually advocated for a few extra meters on EMP range to deal with double-pod setups on gens more easily, making it even harder to 3 gen.
Not only did they nerf range, making it even easier to have two pods watching a gen seperated apart so they require two EMPs to deal with, they made it easier to reapply slipstream off a different pod to a survivor that has EMPd (a change that also buffs Hux in chase as now you can theoretically reapply slipstream in half a second total), they also made it slightly harder to actually see where EMP cases are.
As a quick aside, the 97% print issue isn't one I really think changes anything as it just adds 0.75 seconds to obtaining an EMP. (3 seconds of print time * 0.25 because of manual print efficiency)
Added together, Hux will likely become much, much more potent in 3-gen holding scenarios, applying signfiicant levels of pressure and being overall not that fun to go against. He'll also be much more potent in slugging scenarios with Denied Requisition Form, as it'll be even harder to use EMPs to clear out his pressure from slugs.
This buff makes strategies he has that are unfun to go against much better, a gigantic mistake that not only risks the very purpose of buffing an aspect of the game (to make it healthier overall) but also brings in additional risks of Singularity players being harassed in similar ways to that of Skull Merchant players, on a killer that I personally believe is much stronger than Skull Merchant already.
Addon Pass
[CHANGE] Updated various Add-Ons.
I can't comment on this yet. We haven't seen the changes.
Conclusion
This is the Twins buff situation all over again. It has become increasingly clear that the devs need to begin consulting killer players of a killer they intend to significantly change before letting giant changelists like this reach the eyes of the general playerbase. I've spoken to a few other Hux mains about this and most of them agree that these changes are far too much.
I hope the devs make the right decision to not let these changes go through, for the health of the game and for Singularity players like me to continue to enjoy a killer that's fun, strong and not particularly overtuned.
Edits:
- Added a quick note about the autoaim changes being very good for Console players.
Comments
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As not Hux main, these changes are perfect and they solve all problems that put me off playing him.
6 -
Making a killer incredibly unhealthy to cater to people who don't like him isn't how we should be approaching balance decisionmaking.
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I actually love him, because his design is great. He was clunky, had Soma Photo addon dependency, EMPs were absurdly strong and free against people who knows how to use them. Punishment for using your power after hooking was disgusting, spread slipstreams was pointless, simply because there always were EMPs in survivors' hands.
All these changes incredibly healthy, not sure where you found something else. Actually best killer's update after Billy, W devs.5 -
- He will possibly still be clunky in lots of ways.
- EMPs are super weak if you're not playing lockdown strats. Just repod and reapply slipstream.
- EMPs aren't going to be all that much less available (like I pointed out, printed EMPs take 0.75s longer to get basically)
I broke down where and how I think these changes are unhealthy.
1 -
I think the changes are mostly great. I'm not sure about the auto facing Biopods specifically, since it takes away too much from his skillcap and raises his skill floor a little too much. I think the aim assist when aiming at a Survivor would've been enough.
Losing the extra Overclock duration you got from successfully micromanaging Slipstream is a bit of a shame as well. Hopefully the basekit Haste will make up for that, though.
I think the EMP range should go back to 10m range, but the cap on automatic printing should be lowered as well.
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The autoaim when switching to a biopod is essential QoL for console players. As with all ranged killers in this game, you can't increase the joystick sensitivity for aiming as you then end up with it being
too
sensitive for general movement, and the biopods replicated this at an amplified rate.Console players can't just swing their camera around in a fraction of a second like M&K players do, normally by the time you panned around to look for survivors they've already vanished, it's like operating an actual CCTV camera and takes an age to turn it around the other way.
This was the main thing about Singularity that made me incredibly disappointed that I couldn't play it on console. I was super hyped for this killer at the time, and the PTB looked great. When I bought the DLC and got my hands on it, it quickly became apparent that it was unplayable on console and that it was a wasted purchase for me.
2 -
The point about the biopod aim changes on console is a big one I hadn't considered, so thanks for bringing that to my attention! Will edit my post shortly to reflect that.
I actually think the EMP range could do with a slight buff - perhaps to 12m? Right now it's still too easy to dobule-watch gens from spread-out pods imo.
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They just don't seem to understand that dumbing down an already high tier killer is magically going to fix their low pickrate.
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I like placement aim assist if it actually works, which it might not, we'll have to wait and see, but I personally dislike auto-aim in biopods. I leave my biopods watching specific spots for a reason, and survivors should at least have the option to hide from me if the spot they're in is very well-covered, like those super thick bushes on Dead Dawg Saloon - if you're so well-hidden that I can't catch your glow out, you deserve to earn the hide, not have my Biopod rat you out to me.
This change is not related to hiding. it is related to indoor maps. Maps like Lery, Hawkin, RPD etc. are maps where you will place camera in middle of hallway but you won't know which way camera is facing. A lot of player report that Hux is hard to play on these maps. The Aim assist and camera movement on detection is there to improve Hux's ability to use his ability on hard to use maps.
In general, the goal of the update for Hux is to make him easier to play because a lot of player struggle with his mechanical difficult. Memorizing camera facing angles, Managing his 8 camera limited with no destroy option and Overclock's low potency were all difficult selling points for the player.
The standard of 5.7 second overclock is good change because it is removing hux need to slug since scaling duration of his ability punished you for hooking. every change is well thought out for Hux.
2 -
You misunderstand me. I understand the change was not to counteract hiding - the change was to ease gameplay for console users. I just don't like it because it in my opinion oversimplifies things.
0 -
i think auto-aim is for camera to face the survivor when you swap to camera indoor maps. it is more QOL to make singlurarity smoother to play. the player want to use camera to tag survivor but he has trouble doing that because of camera angle when he takes control.
It does lower his skill-ceiling but it is kinda tedious task to play singlurarity in Lery/Hawkin. I have no issues memorizing my camera facing angle and hook-states but some players, it is too much brain power for them. This will reduce the brain power needed to play singlurarity.
Singlurarity will no longer be Chess killer.
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While I don’t love the idea of auto-aim on pods, I think it ultimately is probably necessary to make him more playable on controller.
My biggest concerns with these changes are the EMP nerfs since those changes don’t help him in chase nearly as much as they buff his generator control abilities.
I do like the changes to Overclock and QoL on aiming when shooting with the killer.
1