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NERF SINGULARITY
Plain and Simple, bro should not be able to teleport directly you as many time as he wants in a chase and avoid breaking every pallet on the map by just teleporting on you as soon as you drop it.
Comments
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I want to encourage the use of biopods and placement strategy, I think is cheap and lazy to just spam the teleportation with your cannon.
Biopod cooldown after tagging a survivor from 3s to 2,5s and EMPs hack duration from 45s to 25s. Now teleporting to tagged survivors directly with the cannon will remove the tag from them, meaning you will only get one teleport if you use the cannon (not the biopods).
Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game, but there are 15 steps instead of 5.
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You can pickup an EMP to destroy his ability to tp to you, your team-mates can even come in and do that to help.
You cant do that to Nurse who can TP even closer.
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I think some people here need to actually play singularity
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Good that this isn't the case if the survivors play good xD
No seriously, he is not different to other movement killers. Most of them can ignore palette-breaking if you just run for it, if you actually stay singularity can't ignore them. Besides that singularity isn't meant to be an killer you can withstand long and even less alone, he's meant to be a killer countered by teamwork and he's also meant to be a powerhouse in chase without slowdown.
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Is… that a suggestion..? Or something coming???
Yes, in theory you can pick up an emp. But when you "destroy" his ability to tp, all he has to do is shoot a pod somewhat ahead of where you are going, and bam, you're back to square one again with no EMP.
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It definitely is a bliss that so little people understand how to correctly pilot killers such as Singularity, Twins etc.
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The retagging thing is not a change that is happening. Merely a poor suggestion. If you had to retag a survivor every time you slipstreamed he'd be the most tedious killer in the game. So much busywork.
The EMP delays the hit and lets you reposition to where he's going to have a harder time tagging you. Walls exist. Use line of sight blockers. You're never going to run a singularity for five gens, he's a very chase oriented killer. But like every killer the goal is to extend the chase as long as possible. EMPs are an important tool in this regard.
Finally if you don't like X killer so much then play as them. Eventually you'll go against survivors that spank you and they'll teach you what to do as survivor to beat that killer. That's how I learned to play vs knight and legion. Instead of expecting the killer to be kneecapped to meet your expectations come at it as an opportunity to learn.
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Let him cook a bit for real, let him be man he went from lowest killrate ever to being decent let the poor AI be man. Leave him alone.
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Yes, in theory you can pick up an emp. But when you "destroy" his ability to tp, all he has to do is shoot a pod somewhat ahead of where you are going, and bam, you're back to square one again with no EMP.
If only you could change direction while he shutdown to look at cameras.
Then again, you are not supposed to run him forever, all chases come to an end.
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Nerf gens that they take 180 seconds to be done and you can nerf him he is C tier killer at best anyway.
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Sure, that's a FINE argument.. but only assuming that the killer is fair and balanced, which I don't believe it is.
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Reminder that he cant teleport if cant see you
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easier said than done, there are only so many times in a chase you can break LOS and that don't involve an action that negates your distance (crouching), staying still behind an object). Sometimes, the tiles around you are just not conducive to losing LOS and there's nothing to do but hold W which he then just spams teleport
pre drop? teleport and break in overclock
greed the pallet? teleport and at best he breaks the pallet in overclock once dropped or you eventually drop and he times the teleport right so it breaks anyway
use emp? just shoot anywhere ahead of you or around you and tag you again. Map is usually ridden with pods anyway so it really doesn't matter
maybe with a coordinated team it's easier, in solo q simply using an emp is not the savior it's made out to be
would not call him OP but the spam teleport play style is just stupid and unfortunately that's mostly the way he's played
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Yeah, because that's how you play him. It's not a "play style" more than huntress throwing a hatchet or trapper setting traps is a "play style". You use a killers power.
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I was going to make my own thread but will add to this discussion instead.
Please correct me if I am wrong, and I will acknowledge any mistakes I make in the discussion
Freddy can teleport to a generator every 45 seconds, cooldown reduced for every survivor that is asleep. Singularity theoretically can teleport to a survivor working on a generator, assuming the killer can tag them and activate his power.
If Freddy has no perks to know which generator is being worked on, his use of power might be wasted if he cancels it, or even uses it. Singularity can just cycle through all the generators it has Bipods near and always make the correct decisions to go defend the generator or not. With no cooldown, aside from the Bipods being deactivated. Which only lasts for 45 seconds.
Time is the most valuable resource in this game. And so in my opinion, this is what's frustrating when playing against this killer. Survivors rely on another survivor being chased, downed and hooked and then the killer arriving at their generator, to finish their generator in time.
The Singularity, however, can monitor all generators it has a Bipod near, and so after chase, can immediately get back into chase, and to go the generator being worked on. The killer can even check on generators, in the middle of chase if needed. And because part of its power enhances its chase capabilities, those chases potentially aren't very long.
For a survivor to get time and protect their generator, they have to wait for an EMP, disable the Bipod, then only gets 45 seconds to work on the generator before it is active once more. That is a lot of time wasted if you want to avoid being put into chase or being interrupted from working on the generator.
It feels very oppressive to have a killer that can get downs quickly and also has almost perfect information on which generators to attend to, so no time wasted.
Furthermore, all that time you spend disabling a Bipod, the Singularity can just shoot it and replace it instantly if it is close.
I have only two suggestions that I would want to be considered. I am not a game designer and not the best of players, so if it is not viable then I understand. I would like tested for EMP's to destroy Bipods in the radius, not just disable them (since the Singularity just replaces them anyway). This would give more time to do generators and force the Singularity to manually go over and place them, and punish the Singularity for placing them too close together. The Singularity will still know which generator to go to, because its Bipods were destroyed, in the same way it knows Bipods are disabled.
There does not seem to be a cooldown on Overclock mode. Might I suggest a 10 second period between teleports. My time is based on the Dredge, where in the upcoming update, its teleport has a 10 second cooldown during daytime. This would mean that the Singularity would need to be a bit more careful on its teleports during chase.1 -
Freddy is outdated weak killer thats always ends up in D/F tier in majority tierlists.
You think he should be compared as well balanced killer? Come on now... No point reading futher than this example.
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Freddy has no power to know what is being worked on. Perks are fair game.
[Disclaimer we have not seen nor played hux since his changes, if there's a piece of info wrong or missing please correct us and donate that info to the Rulebreaker library]
So the thing is with the EMPs, which are supposed to be used to hinder hux's power, Hux only has info. Survivors can either wait for one to be near done, or speed it up themselves. This means as long as everyone is helping them along from time to time, survivors will have a decent cache of them. Overall Hux is a m1 killer with info and a teleport/super mode combo that can be denied.
He's gotta set up before he can teleport and survivors pretty much have to let him. If he can't teleport to the survivors, which can be denied via walls and aforementioned EMPs, he's gotta walk. Attentive survivors know when he's watching because the bipod makes noise and glows bright and so can be cautious when he stops looking aka disappear from the area. He can immediately replace them sure but that's also time he's gotta spend getting there and doing it.
He's already punished for placing bipods too close because EMPs fry them in a decent radius. He's gotta either wait for them to come back or go manually replace them should that happen.
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I just went up against four singularities back to back. Lemme tell ya'll- it was not fun to play against this killer. His new changes honestly make him OPPRESSIVE with no counter play AT ALL. Story time folks. This is gonna be long, so grab your popcorn:
All of my chases with him were miserable and hopeless. Any camera near me, he'd take control of. Bam. Instant auto aim lock. Biopoded. I broke line of sight. Sought out windows to vault through. Barely threw pallets cause he could just chew through them either by tping or being in overclock. There's literally nothing stopping him once he has you tagged. I would emp the biopod on me. Wanna know what happened next?
Singu just aimed a few meters ahead of me, put up another camera and tagged me again. That autoaim is something fierce cause i was getting tagged FAST too. Even had my teammates jump in chase to emp the pod on my back and vice versa. Same thing- he just shot up another cam and tagged us again. Now two emps gone and nothing to show for it. Just constant tping with NO COOLDOWN as he ignores pallets and vaults. And this is solo q. My last match had some good survs, and we got the gates powered.
I died first as the last gen popped and started spectating. Bruh, this killer put three biopods each on both exit gates in different angles and lengths from the doors, so they weren't able to emp them with one or two emps. The end was miserable. One guy just stood behind cover near one gate, staring at it with an emp in his hand... knowing he couldn't emp all of the biopods.
Another teammate was at an emp case, his char pressing the stupid button to make the printing go faster, so he could get rid of his tag. The third one was trying to get the other exit gate open, but like I said, three biopods guarding it. And singu was teleporting to each gate, tagging and tping to anyone who was trying to open them unhindered.
Getting the gates powered to see how that killer did them looked like a hostage situation... I'm glad I was the first to die. It was frustrating to put all that effort in that match to have the killer do that to the gates so no one could leave. It was hopeless.
It took no effort to tag my teammates trying to open the gates. If they stepped out of cover, automatic lock on. Bam. Biopod On their back. Theyd run to cover again. If they stepped out, the auto aim lock on sound commenced and singu would tp to them again. I couldn't watch anymore, and I don't think they got out.
Bhvr needs to add a cooldown on his teleport or something to compensate for the ridiculous auto lock on feature his cameras now have. You're CONSTANTLY tagged during chase. Literally NOTHING you can do about it cause his cams recycle like Freddy's traps when destroyed by him. His cameras can be put in ways they're in close proximity to one another, but far enough to where one emp won't disable all of them in that area.
The emp case having to wait until a surv interacts with it to even print an emp is trash considering how fast he can cycle through his cameras to find the one nearest to a surv to tag and tp to them. The time it takes to print an emp and use it is futile to how fast he can replace a camera that's been emped.
Like bruh, this killer is oppressive and NOT FUN to go against.
I've had a friend stop playing singularity because he told me he was over powered to play as.
For the people arguing for him or are indifferent about his changes, ya'll have not went up against him enough. Mind you, I went up against four singularities IN A ROW. And they all played the same- camera set up, camera control, auto lock on, tag, spam teleport. It might be managable if you have a swf, but I'm solo q. And it was depressing af in all my games against him.
I hope BHVR reads this. Something needs to be done.
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Hey thanks for the reply. Just in case there was a misunderstanding with what I said, when I wrote;
"If Freddy has no perks to know which generator is being worked on, his use of power might be wasted if he cancels it, or even uses it."
I meant that, Freddy and Singularity can both teleport to generators, but Freddy can't inherently know which one to go to (without the use of perks) while Singularity can monitor generators it has put Bipods on and can always make the correct teleport decision.
Your point on generating EMPs is valid, but I would also say it goes to my other point that time is valuable, and if 1/4 survivors are making EMPs then generators might not get done efficiently and in time. This is the same reason survivors don't generally go cleanse unnecessary totems or open chests when the game state is undetermined.
I still think it would be interesting testing the suggested changes to allowing EMPs to remove Bipods not just disable them. This way, while yes the killer will have to spend time replacing them, but at the same time survivors need to spend time making EMPs. In somewhat how, if survivors disable Trapper's traps, the killer has to manually set them again, the traps don't reset by themselves (except with an add-on, in which, an add-on for Bipods to not be destroyed but only disabled might be viable).
His effectiveness in chase, sure can keep that if needed. There's already killers that can end chases quickly. But his map control and information can be oppressive, and this is BEFORE adding any perks, which I agree are fair game, a killer should not be changed because they use certain perks well.0 -
It's why I suggested;
"There does not seem to be a cooldown on Overclock mode. Might I suggest a 10 second period between teleports. My time is based on the Dredge, where in the upcoming update, its teleport has a 10 second cooldown during daytime. This would mean that the Singularity would need to be a bit more careful on its teleports during chase."
(Edit)
@JonahofArk not sure why it didn't Quote properly0 -
You're exactly right.
In addition to being a very "chase oriented" killer, Singularity also has omnipresence across the entire map when pods aren't disabled, and even when they are, really good information.
If Singularity really wants to guard a particular location, it's very possible to set up 2 pods enough distance away from each other that one EMP will not disable both. When you emp a pod at an objective, even if he can't tag you and teleport right over to you, he still knows exactly where you are, and will certainly be on you within 10 seconds regardless if he wants to contest it. You can't even save EMPs for when you get a slipstream on your back because the pod cooldown is so quick and they literally have 360 degrees view. Even charging an EMP ahead of time doesn't remove the slipstream. It feels like EMPs do nothing.
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As an aside, an interesting fact/pattern I'm seeing is; A Skull Merchant's hacked drone is disabled for 45 seconds as well. So that's drone, 45s, Freddy cooldown 45s, Bipod disabled 45s. The Skull Merchant's Claw Trap also lasts 45 seconds. After Skull Merchant deploys a drone, her power cooldown is 10 seconds, the same cooldown as the upcoming Dredge change on its teleport. So a potential 10 second teleport cooldown for Singularity is not so implausible.
A generator worked on by a single survivor takes 90 seconds to do, a multiple of 45. An EMP unaided takes 100 seconds to be made (100 charges at 1 c/s), or 25 seconds ( 4 c/s) if manually sped up. To put that into perspective, the time it takes to create an EMP is, at best, almost twice the time it takes to cleanse two totems (28 seconds; 14 seconds x2). Not counting the time it takes to find and run over to the EMP machine, even if it is highlighted.
Now the argument could be made, well have a dedicated survivor pumping out EMPs. This would be in the same manner as a survivor deactivating Cenobites cube. After that is successful, do you want to guess how long the cube is deactivated for? Yes, 45 seconds. I'd imagine 45 seconds will come up a lot if I delve into other killers. So it seems that the general rule is, for certain powers, countering it, gives survivors breathing space of 45 seconds, half the time to do a generator currently.
The issue is, Merchant drones and Lament Configuration, while it does take some valuable time and attention of survivors away from generators, they can be interacted with and disabled quickly. While to deal with Bipods and keep up with their creation, either on the map or used as a chase power, survivors need to spend more time to counter it than it takes to reactivate it.
(Continued)
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A Xenomorph turret has a cooldown of 30 seconds before a new one can be acquired from the station, otherwise if the Xenomorph destroys it then it becomes a 60 second cooldown. So as you can see, EMPs can actually be made faster than turrets. Xenomorph's power comes back after 35 seconds, or 4,375 seconds if traversing tunnels. This means Xenomorph can regain its power much faster than turrets can counter it.
Why then, does Singularity feel so different? I believe it comes down to the valuable information its power gives, and the ease in which the power can 'infect' survivors for later use, combined with the speed in which the survivors can remove the effect. This is an extreme example, but imagine Unknown being able to keep survivors Weakened from anywhere on the map, or any other killer that can put a power related status on survivors with such ease. Even the Artist, another killer which can exert map-wide influence, can miss, and the survivor can very quickly remove the effect by jumping in a locker, or if the Artist too far away, has a chance to remove the status before the killer can enter into a chase.
That is why, again, my suggestion for EMP to destroy stationary Bipods rather than disable, because it means at least the killer has to spend a bit of time re-establishing their control. Skull Merchant, Trapper, Xenomorph, Plague, all have to go out of their way to re-establish their power on the map (or in case of Xenomorph, remove the turret). Bipods just come back after 45 seconds with no input from the killer, or sooner if replaced by a new one. Skull Merchant drones are quite similar, but the difference is the Skull Merchant can't automatically choose to be right on top of the survivor if once the drone reactivates and is not dealt with soon enough.
When a killer's power is part of a side objective, it should slightly favor the killer, but still be lenient enough for survivors to work around with skill and correct decision making. Xenomorph's turrets, Cenobite cube, Demo portals, Merchant drones, Unknown hallucinations, Pig Traps, vaccines for Nemesis and Wesker, even Plague fountains. Survivors need to be mindful and use part of their valuable time to address these side objectives, otherwise if ignored the killer has every right to remain powerful and punish them.
I'm sorry I know this is a ramble, I'm just finding it really interesting the more I delve into the number side of things. Time is very important, we all can agree on this. A few seconds here and there, 1% somewhere else, can make all the difference. Its just about fine tuning. The reason I am using other killers as examples, is I would rather rely on already established times and cooldowns rather than make a suggestion without proper information to show why it would be good or bad.
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(Forum didn't show my full post went through, thought there was a character limit so split my post into two, then upon refreshing a few minutes later it showed my full post had gone through, apologies can delete this comment)
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Your welcome (not sure what the thanks is for)? Didn't see the "if" so our bad on that front (in our defense we were on a phone, tiny text)
While Freddy doesn't know where to teleport, hux has to tag survivors first to be able to teleport (which he then has to actually teleport after a delay). If he cant then he's gotta walk like we've previously said and those tags can be fried.
1/4 survivors are making EMPs then generators might not get done efficiently and in time.
Here's where we'd argue as what's "efficiently" and what's "in time". As long as someone is working, gens will be efficient enough as long as Hux doesn't catch survivors in under 30 seconds and like (not exact times but hopefully people get the point). It doesn't matter how survivors keep his attention, from run and hide at heartbeat to looping for days, but as long as it's occupied enough then gens will be done.
We would say people don't do totems and boxes more due to lack of incentive than undermining the match as theres little point in doing dull totems and chests aside from rift, NOED, and wanting a new item and maybe the point gain without certain perks.
I still think it would be interesting testing the suggested changes to allowing EMPs to remove Bipods not just disable them.
Sure its testable but for our 2 cents on the mater is it's just going to make hux more of a pain to play, which is what we thought the update was suppose to alleviate. Survivors should already be trying to print EMPs so they're ready when needed.
His effectiveness in chase, sure can keep that if needed. There's already killers that can end chases quickly. But his map control and information can be oppressive, and this is BEFORE adding any perks, which I agree are fair game, a killer should not be changed because they use certain perks well.
So while hux always can have information that can't be denied, his map control is determined by survivors as well as his chase factor. As said many times, those emps are there for a good reason and its up to the survivors to be smart with them. If survivors play well, use the emps smart, and print them every now and then, hux becomes effectively an m1 killer.
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Just completed a Match right now against Singularity. This time I went into the mindset of ok, I will pump out EMPs and try and deny the killer's power as suggested. My build was even lucky enough to have We'll Make It. So the whole match I was blasting EMP's and helping my team recover with safe unhooks and healing. We only got 2 gens done.
There was a point in the match where the killer was in chase with me, and it tagged me, then also fired a Bipod at a wall near me. Of course, I had an EMP in hand, so I managed to get out of line of sight and have enough time to activate the EMP, disabling the Bipod on the wall and destroying the one on my back. Good value for 25 seconds worth I thought, even though of course using it while in chase cost me a -10% Hindered movement penalty
What happened next is, the Singularity shot the disabled Bipod on the wall, removing it then shot me again, simply replacing the Bipod infecting me that I had gotten rid of, and continued to chase me without barely slowing down. The Singularity left me shortly after that so I don't know how much longer the chase would of been, but I no longer had an EMP, so to do the same thing again would cost me 25 more seconds after finding an EMP replicator.
The only good side of the match was at the end I was not frustrated as I usually am, because I was purely going into a mindset of learning and observing if my opinions of the killer were indeed validated.0 -
They should remove killer instinct notification when a survivor is slipstreamed. It's really not necessary info for him, and it only makes him ever so slightly stronger than he needs to be.
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It doesn't even make him stronger really, in chase it's just a thing you don't have to micro-manage for once and outside it's okay information but nowhere near to strong xD
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nah, it's fine as is. your suggestion is horrible just like the conclusions you make.
biopods arent an immediate threat and they dont pose immediate threat unlike any of the other killer mobility or area control tools. even if singularity player has the capacity to manage all pods while simultaneously being in chase (which is an already advanced skill that puts that player way above most survivors they'll face), they still dont pose any threat until they're actually used for the mobility.
you also dont have to permanently keep the biopod in downtime, as long as you hold onto EMP and use it whenever singularity remembers to check the pod to infect you, you'll have enough time to disable it and keep working on a generator.
making EMPs destroy pods will kill Singularity's map presence and force him into 3 gen area control playstyles.
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facts. lol
I also main him and he takes a lot of skill still.
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I don't think there is anything stopping the Singularity from already doing a 3 gen area control playstyle. As another used spoke about, the Bipods can be placed so that the EMP cannot disable all of the Bipods in the area, but they can still monitor the same generators.
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Maybe you should actually play the killers you moan about. He's one of the highest skill floors killers.
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I believe mentioning the killer's skill floor would be a response more suited to someone saying that the killer is too difficult to play. The skill floor of a killer does not change the player's experience when versing them, it dictates how consistent a player can perform using the killer. If anything, it means that the killer has room to be even more oppressive if used by a more skillful player. Furthermore, many players seem to be reaching the skill floor, as evidence by all those who have shared similar situations and game experiences when encountering the killer. Please try and keep the discussion constructive and respectful.
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high skill floor, means more skill to use the character.
more skill to use the character means the player has to be more skilled.
more skilled players should take more skilled survivors to beat.
you are not skilled or knowledgeable enough to counter a skilled and knowledgeable singularity. that's not an insult, that's a conclusion that any knowledgeable and skilled person can draw out of your excessively long argumentation and incoherent math.
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If there was something confusing about the math, you are welcome to be more specific so I can try and clarify for you.
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There's nothing confusing. You're simply not considering practical applications of the numbers. In fact, you arent even doing the correct calculations.
Here's the most blatant example:
"A generator worked on by a single survivor takes 90 seconds to do, a multiple of 45. An EMP unaided takes 100 seconds to be made (100 charges at 1 c/s), or 25 seconds ( 4 c/s) if manually sped up. To put that into perspective, the time it takes to create an EMP is, at best, almost twice the time it takes to cleanse two totems (28 seconds; 14 seconds x2). Not counting the time it takes to find and run over to the EMP machine, even if it is highlighted."
You are not considering:
a) EMPs being constantly passively printed which means you never have to manually print full time unless you pick up EMP and instantly go back to accelerating (which is a bad play in most situations)
b) The fact that you dont have to constantly keep biopod disabled to be able to do generator. Being infected across the map gives you a window long enough to react and use EMP. Being infected on gen while the killer is nearby means you arent going to be doing the gen anyway.
That means that this whole "I have to spend 25 seconds on nothing twice per each gen" argument you're trying to make completely wrong. Or you arent trying to make it and in that case I dont see your problem, you're just having a grudge against this killer in particular because they can do more than killers taking 1 braincell to use.
Not to mention you're comparing biopods to lament configuration and SM's drones both of which are extremely passive powers that, at best, need to be deployed while passing by.
Meanwhile biopods demand the killer to manage each of them manually and even so they dont actually do anything on their own - they just give killer permission to use the ability. Singularity cant just teleport across the map, hit survivor and immediately go back into chase without survivors committing a bunch of insane mistakes.
Everything singularity does is either earned or given to him by survivors making a mistake. Nothing is given for free. And if a person playing him actually manages to get value out of his power over and over, that means they're better and you don't deserve to win against them since you're the one making mistakes that give them opportunities to destroy you.
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They aren't going to add a ten second cooldown on slipstream because that would kill singu. Expecting different killers to adhere to the same numbers is ridiculous. They all do different stuff.
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You said the math was incoherent. Perhaps you didn't understand what incoherent means or meant to use a different word. It means something that is confusing or unclear.
I did consider it being passively made. It's in the same paragraph you posted of mine. If a team wanted to create EMPs as fast as possible, it's 25 seconds. That is what it means by 'at best'. To have everyone always equipped with an EMP in the least amount of time.
Yes you are correct in terms of the passive calculation. For someone to use two EMP's on a Bipod monitering a generator, assuming they start near an EMP machine, it would take 25 seconds to process the first one, and then after they use it to disable the Bipod, they would have 45 seconds of general safety. And assuming the killer leaves them alone, the next one made would take around 13 seconds.
Just so that my math is not incoherent, I am taking 100 seconds, deducting the 45 seconds the Bipod is disabled, leaving 55 seconds, then dividing that by 4, since that is how much the EMP machines can be sped up when manually working on them. I am not considering the time traveled between the generator and EMP machine or the time it takes to use the EMP.
I mentioned the lament configuration and drones because they are also part of their killer's powers, both of which the survivor's can interact with and disable. And spend time dealing with them.
In your example of the Singularity not being able to teleport across the map, hit a survivor and immediately go back into chase. That's not entirely true. A singularity can in fact, hit a survivor, look through a Bipod monitering a generator, teleport to them across the map, and then then get into chase. It would be exactly the same thing just in reverse. My discussion was about the killer's map presence.
I have no grudge against this killer, that would indicated hatred or resentment. I do feel that it can, however, be a more healthy experience.0 -
My post already showed that several killers that do different things adhere to the same numbers, that being the 45 second cooldown upon use or being disabled.
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>I mentioned the lament configuration and drones because they are also part of their killer's powers, both of which the survivor's can interact with and disable. And spend time dealing with them.
And then proceeded to ignore all the things that make them different from biopods.
>In your example of the Singularity not being able to teleport across the map, hit a survivor and immediately go back into chase. That's not entirely true. A singularity can in fact, hit a survivor, look through a Bipod monitering a generator, teleport to them across the map, and then then get into chase. It would be exactly the same thing just in reverse. My discussion was about the killer's map presence.
Bruh. Again, for people who say too much and listen too little: if survivors are APPLYING THE COUNTERPLAY, then singularity CANNOT do the thing that I described. If Singularity DOES this, then survivors FAILED applying the counterplay because Singularity's whole design is as punishing as it is rewarding for either side.
You based your entire rambling rant on the idea that Singularity can cross the whole map to pressure gen and go back immediately without any counterplay just like most of the examples you provided and then proceeded to dismiss anything people tell you about this being impossible if survivors are applying the counterplay.
If Singularity has insane map presence you have such a problem with that you write a book of fantasies about it, then it's entirely your and your teammates' fault for letting a skilled singularity player do their thing.
Honestly, I just wasted my time re-reading all you said here. The fact you keep dismissing everything that doesnt fit your narrative and avoiding the arguments that break your whole point makes me think you are not arguing in good faith.
Have a nice day.
Post edited by EQWashu on0 -
I said it makes him ever so slightly stronger, meaning a minor buff, not a major buff like you seem to imply is what I said. He has enough buffs that this is really unnecessary.
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a thread full of suggestions on how to nerf his chase potency as if thats not just gonna incentivise 3 gen singularity even more. i'm starting to feel like y'all want hux to hold lobbies hostage like the second coming of chess merchant.
genuinely just buff emp acquisition back up, buff its range to make 3 genning harder, and delete nano gel, soma and diagnostic tool (repair) to make emps actual counterplay and most (not all, but most) of his problems on live go away.
it'll mean people will go back to whining EMPs are too strong as if its not a marker that they're playing the killer wrong, but I'll take that over the overtuned 3 gen holding garbage we have now
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"It makes him ever so slightly stronger than he needs to be" means he's overbuffed because of the killer instinct, at least that's how most people including me would probably read that.
I don't think it makes him really stronger but just takes away things you have to think about and it give a little bit of information that doesn't really matter that much.
Besides that he was buffed a little bit yes (at least for most people, singularity mains aren't that happy about the changes as far as I've seen xD), but the point they wanted to reach was mainly to make him playable for more people. Many people playing him were just constantly confused because of the different pov's you have to switch quickly around, the killer instict just makes it so that you instantly know where you marked him and you don't have to be so good at orientating after getting out of the camera.
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EMPs were already plentiful, now you have to spend like 3 seconds finishing it off, oh nooo poor survivors. They don't need any changes, they are available enough when not overused.
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I find most of his buffs reasonable enough, but now with his chase potential made much easier to achieve, I do find getting this info given to his basekit unnecessary, and just a bit of a buff overload.
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It's easier to archive because of that instinct, the only thing they could do is taking away the instinct if it jumps over so that you only get it while marking. But to be honest I don't see a reason for that xD
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they are useless in chase (as intended) and now they're useless out of chase too, validating 3 gen strats was supposed to be something the community felt was a bad thing, no?
i just don't want y'all to get to six months from now where you realise 3 gen hux is way too strong and BHVR responds by panic-reworking him, skull merchant style. but if y'all think 3 genning is fine again i'll shut up and take my overtuned robot man with me
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