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Singularity Rework Feedback From A P100 Singularity Main (Long Post)

Shaddoll_Serpent
Shaddoll_Serpent Member Posts: 254
edited July 2025 in Feedback and Suggestions

Figure I'd toss my hat in the ring since my main's getting some rather big updates and everyone's talking about this.

Long story short: It's mostly good, minus just a few things I'd like tweaked in this way:

  • Remove camera auto aim as it really lowers the skill floor of the killer making him feel more auto pilot and could be a nuisance for most people since it may lead to the camera aiming and locking on to the wrong survivor. (I think Singularity may be too oppressive with both a lower skill floor and the buffs to Overclock, I feel like only one or the other should've been done and not both at once like the rework has done.)
  • Remove killer instinct from a slipstream for the same reason of that it dumbs down this killer, which I don't like. (I'll have to see how long it is to really get an idea for it, but if it's too short then it's pointless and if it's too long then it'll be too crutch, and I don't think there's a middle ground between either of these two options hence why I just said to remove it.)
  • Remove all EMP nerfs except for the printing stopping at a certain point and lower the progress to 80%. (Even though they're pretty small, I think the EMP nerfs are too much in combination with the buffs to Overclock and also make his 3 gen playing style more potent. I only want the other nerf to stay because it addresses one of the most unfun aspects of EMPs which is survivors grabbing them mid chase, which I've opted to buff because the 97% threshold was not enough to eliminate this strategy.)

More detailed explanation digging into every change bit by bit.

1. The adjustments that make Singularity easier to play.

  • [NEW] Taking control of a Biopod will now cause it to aim at the nearest Survivor within line of sight.
  • [NEW] The Killer now receives Killer Instinct when a Survivor is Slipstreamed.

Heavily dislike. Dumbs him down and lowers his skill floor out of hopes that the average killer main will play him more. Reminder that just because only a small amount of people play the killer doesn't mean that they're in a poor spot. Just means their playing style isn't fun to most people which is completely subjective. Singularity has a niche kit that may be too overbearing for most of the community to want to use, but is heavily rewarding to those who have put in the time to get accustomed to the killer and master it so I don't want to see this complexity ruined. Not to mention that this feels like too much in combination with the buffs to Overclock and may make him very overtuned and not fun to face when everyone will be able to play Singularity just by simply pressing a button essentially. No more having to use good game sense to locate the survivor with a camera when it'll automatically do it for you. I like how Singularity's power required a lot of input from the user making him the exact opposite of a killer like Skull Merchant who's literally just pressing a button and you get all this information and effects for practically free which is what I feel like the camera auto aim is going to do. Please consider reverting this and the killer instinct nerfs, and if you want to do something to make him more controller friendly, just make the shooter automatically stay targeted on a survivor once you locate them and position the shooter.

2. The nerfs to EMPs.

  • [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).

Dislike all as well, except for the top one. EMPs were never much of an issue for an experienced Singularity, and reducing their effectiveness will make him way more powerful with his overclock now being massively more rewarding. Technically, the last three are pretty minor changes, but I still don't like the idea when I think EMPs are fine and should be kept at the same effectiveness. As said before, the top one's the only one I appreciate and think is warranted since survivors grabbing EMPs mid chase is incredibly unfun to deal, but this sadly isn't effective enough to accomplish that. Like I said before: Revert all of these except for the top one and limit it to 80% progress which should hopefully stop survivors from grabbing them mid chase and feel more like they require some more input to be grabbed unlike the current version where they're essentially given away like free candy.

3. The Overclock buffs.

  • [NEW] The Singularity gains 3% Haste while in Overclock mode.
  • [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.

Kinda mixed on these to be honest as there's some good and bad to all these changes, but I overall like these more than hate them. I feel like the main issue with Singularity for newcomers is that his power didn't feel rewarding enough to use since teleporting doesn't actually guarantee a hit, but this should do a great job to address that. 3% Haste is a significant buff as we'll now have two addons to use once more without the downside of Soma Family Phot and should make him feel much better to play under the hands of someone who's less accustomed to the killer especially with longer Overclock. This is another big reason why I don't want the skill floor of this killer lowered as people don't realize that this is actually a huge buff to the killer's power and giving him basekit Soma in combination with an easier to use power will make him very oppressive, very unfun to verse, and less satisfying to play overall. I dislike the duration no longer getting increased with every slipstreamed survivor, but at the same time, kind of appreciate it for the sake of simplicity and the fact that a longer Overclock can sometimes hinder the Singularity since it means longer time till you can tp again. Perks not stunning is whatever, it's honestly pretty pointless because the times I feel like I've ever been stunned by these perks while in Overclock is next to nothing, but I still don't like it because I don't feel like it's fair for specific survivor perks to be eliminated by a killer power so I would just reverting this change personally.

4. The QoL improvements.

  • [NEW] After 0.25 seconds, targeting progress now decays over the next 0.5 seconds.
  • [CHANGE] When controlling a Biopod, Survivor now only glow if they can be targeted.
  • [CHANGE] Decreased Biopod targeting cooldown after Slipstreaming a Survivor to 3 seconds (was 3.5 seconds).
  • [CHANGE] Improved UI when using Biopods and when shooting with the Killer.
  • [NEW] Added the ability to destroy the currently controlled Biopod.
  • [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] Added an aim assist effect to shooting a Slipstreamed Survivor.
  • [CHANGE] Increased an aim assist when creating a Biopods.
  • [NEW] Disabled Biopods will pulse shortly before they are reactivated.
  • [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).

Easily my favorite part of the rework as I've wanted a majority of these for a long time. No more leaves impacting my ability to tag is great, destroying a currently controlled biopod will be a massive W to get rid of bad pods I left near the ground level by accident when trying to tp, Ultrasonic Sensor becoming basekit is awesome, no one would ever want to devote an addon slot for accessibility, longer time to see the last controlled pod will be helpful, aim assist for shooting slipstreamed survivors and for creating biopods is fantastic, will eliminate so much frustration that even experienced Singularity mains face, pulsing before reactivation is a nice tweak for survivors, and the reduced time to wake up especially when near a hook is A MASSIVE MASSIVE HEART. Thank you so much for all of these, these are all the main things I've always wanted for this killer above buffs. Please please please don't change any of these! This is all fantastic!

5. Closing notes and final thoughts.

  • [CHANGE] Updated various Add-Ons.

I'm glad to see his addons getting some attention, but I just hope that there'll be a couple buffs/reworks to a lot of his lesser used addons because Singularity has A LOT of useless/niche addons, and no nerfs to perfectly fine existing addons like what happened to Sadako's Reiko's Watch.

Overall, quite happy to see my favorite killer get some love, but as one last thing, allow me to say this again: Please do not lower this killer's skill floor. It'll kill a lot of the fun for me and not make him feel as satisfying. I like macro based killers and I love Singularity for requiring far more effort and brain power to use than the likes of Hag or Merchant so I'll be very disappointed to see him get dumbed down to where it feels like anyone could play him and 4k with minimal to no effort.

Post edited by Shaddoll_Serpent on

Comments

  • Ohyakno
    Ohyakno Member Posts: 1,498

    This is not what a rework is. He still does the same stuff, just mostly better than before.

    That being said people really need to stop gatekeeping singu. Let him get some buffs. It won't kill you.

  • TheRealConsent
    TheRealConsent Member Posts: 248

    Singularity main here.

    BUFF HIM. PLEASE. (Don't buff him too much.)

    Thanks.

    (No I'm not bad at the game, I just support the idea of the effort required to play a Killer being translated to that Killer's power.)

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,527

    I'm fine with the Killer Instinct honestly. The autoaim when entering a biopod is way too much though. It'll make him far too easy to play for how much you'll get out of him, and I actually like having to track Survivors manually with a biopod. Getting rid of that will make him more boring, as it'll just be "shoot biopod and press a button" to Slipstream Survivors.

    That said, I'm glad they're adding aim assist when aiming a biopod (not entering one), that'll make him a lot more accessible on controller, hopefully.

    I agree with your stance on EMPs. We'll have to see how the Overclock changes play out in terms of strength but I also agree that losing the extra duration for more Slipstreamed Survivors is a bit of a shame, I liked that reward for micromanaging the team's effects.

    It's not really a gatekeeping thing, I'm glad they're trying to make the killer more accessible to controller players. However, we don't want the killer to essentially play himself. Sure, it won't have a significant effect strength wise on players, but it'll remove the need to actually track Survivors with biopods, which was part of the fun. I like the fact that he's a bit mechanically complicated, it makes him interesting and that's not really an ego thing.

    It'd be like if Huntress automatically snapped to the nearest Survivor when readying a Hatchet. Sure, it'd make her more accessible but it'd also make her less fun. Having to aim at and track Survivors is part of the fun of the killer.

    I really want this killer to be more accessible to controller players without removing most the skill required to play him. That's all.

  • Ohyakno
    Ohyakno Member Posts: 1,498

    Do singularity pods directly do damage to survivors like hatchets or is that comparison as absolutely inane as it comes across as?

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,527

    Yes, I am in fact aware that Singularity pods do not deal direct damage. Yes, obviously making Hatchets autoaim would be busted. That's not what I'm talking about here.

    I used Hatchets because ranged killers like that are a somewhat close analogue in terms of having to aim. I'm specifically talking about how fun it would make the killer. Mechanical skill is part of the fun for a lot of killers. Please do not misconstrue my point.

  • BlackRose89
    BlackRose89 Member Posts: 531

    The problem is that sometimes that mechanical skill is close to impossible for some ppl like controller players and only leads to frustration. Its not fun when you're held back just bc you play with a different input than some other ppl.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,527

    That's why I support the idea of an aim assist just for Biopod aiming, not the idea of Biopods auto-snapping when entered. You'd still have to aim at the Survivors, it'd just be easier for controller players to keep their target.

    They could even amp it up a little bit if you're using a controller. I know Slinger and Trickster have had slightly different input modifiers based on your input type, they could do something similar here.

  • Hex_Rural_LTE
    Hex_Rural_LTE Member Posts: 18

    Super glad BHVR ignored this, singularity is one of my least-favourite killers to face. They may as well just have all survivors permanently podded with how easy it is to autoaim.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    All they really need to do is make it so that a fresh pod cannot instantly tag someone. Needs at least a 10 second warmup period.

  • Shaddoll_Serpent
    Shaddoll_Serpent Member Posts: 254

    Didn't expect this to get necrobumped, but I guess if I may say something a year later after the rework….

    I don't really like it. Some very nice QoL changes which were definitely needed and much appreciated, but I really dislike the amount that new Singu holds your hand. The killer instinct and auto aim pods really dumbed this killer down and yet still almost no one plays the Singularity, probably because his power is too different from most other killers that many aren't willing to try to learn.

    That's also not even mentioning how overbuffed the killer became. All these unnecessary buffs that were thrown on that don't make him more beginner friendly, and instead just make those who are already well accustomed to the killer even more powerful. The halved wake up time, the killer instinct, the sounds through pods, the cooldown reduction when shooting, the EMP changes, and some of the new addons were really not needed and made the killer too powerful.

    I also think the basekit Soma Family Photo while nice did more harm than good since the Overclock scaling (a nice reward for those with good macro who try to slipstream multiple people at once) had to go away to accommodate it.

    If anybody at BHVR ever reads this and considers revisiting the killer, then my suggestions to better balance this killer would be to remove killer instinct, remove auto aim pods, revert the wake up time back to 1s, revert all EMP changes except for supply cases not printing EMPs fully, rework Soma Family Photo again, rework Nanomachine Gel again (or revert the base 3s cooldown back to 3.5s), nerf Denied Requisition Form, revert Kid's Ball Glove back to 15%, and reimplement the Overclock scaling with Slipstreams even if it's just an extra 0.3 seconds per Slipstream because I really miss that part of old Singularity the most. I'd even give up basekit Soma Family Photo if it meant you could get a longer overclock mode out of having multiple slipstreams like before.

    Also, revert the most recent change of 3% base movement speed in overclock back to 3% Haste since Haste stacking ended up staying in the game and I think it's more confusing to not have the Haste symbol on screen which would indicate that Overclock makes you faster.

  • Columbus1492
    Columbus1492 Member Posts: 155

    I think them making 3% base movement speed bonus instead of haste is them prepping for an actual removal of haste stacking in the future. I wouldn't mind partially reverting some of the buffs. Auto-aim does feel braindead on PC, but on consoles it's fine. Maybe they can find a way to keep it for controller gamers only. Free killer instinct (at least on survivors infecting each other) should also go, that would make Crew Manifest actually useful again. And of course, he still needs a proper addon pass.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Please stop gatekeeping Killers with a high skill floor just because that skill floor was slightly lowered. We're not talking Oni flicks here, the autoaim and other changes are JUST for Controller peeps to help them. Let them have it.

    If it's really an issue, I think the Devs should add a toggle for autoaim to be turned on and off. I also think they should have a toggle for iron sights mode for people who want it. Why not? Let's make more skillful Killers more accessible to everyone. :)