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Singularity is ridiculously over-tuned.

Tell me again why we nerfed EMP's? Why can survivors infect each other when it's brain dead easy to reinfect someone in chase? Why are pods not removed when shocked with the EMP when they are again, brain dead easy to replace (like hag)? Why are there so few printers that can also be easily trapped with a nearby pod?

His chase power is too strong to be so strict in countering. Despite all the feedback following the giga buffing of singularity why has nothing been toned down? You can leave the extra time required to take an EMP and the hindered when charging it, but the rest is too much.

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Comments

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    Singularity is the strongest killer in the game right now. People are sleeping on this fact, still stuck in the mentality that nurse and blight are king.

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    Devs don't seem to care if pickrate is very low, like twins it's giga broken but you play against twins 1/50 games if not less.. that being said i'm bad when I play singu

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    Singu is fine the way they are, just difficult but very possible to win against, trust me, I'm a singu main, and every time i play & go against singu, it's been a 50/50, only difficulty is how to counter & play against him properly, that and the fact that their genuinely one of the most difficult killers to play as compared to most, so, most times, people can't really play him perfectly like most would assume, best advice I can give, as a singu main, always keep a emp on you & only use it once you get tagged when doing gens or mid chase, that way, you won't risk getting tped on or buys you more time for teammates to do gens, I think the high skill level required to play singu effectively easily balances this killer out

  • Zuiphrode
    Zuiphrode Member Posts: 515

    A bloo bloo bloo a killer is using his power nerf it NERF IT - survs, literally every day

  • WitchWalpurga
    WitchWalpurga Member Posts: 130

    My issue with singu is that it's really a 50/50 but not in case of overall winrate, the question is just: has the singu killer a certain level of experience or not.

    When we get a "good" singularity, we (my SWF) usually lose (meaning 4k) with often 2-3 gens remaining. If we get a "bad" singu, it's an easy escape. The problem with good singus is: to stay in chase you honestly need 3 survivors: one chases, one with an emp and one who immediatly prints the next one so that he is ready to use it, when guy number 2 used his EMP, because his power is stupidly broken when he is in overdrive and good singus can stay there a lot of the game. Combine this with less and less good tiles on a map and the experience against a good singu is just horrible. My biggest issue is: Even if you are behind a wall after the cam detected you and fired, it does not matter. You get tagged if the shot is on its way. That is just nonsense for me and my biggest issue with this killer, as this allows him to spam his ability for free without any drawback.

    I really don't like going against singularity anymore due to that binary predeetermination of the game's outcome.

  • Elan
    Elan Member Posts: 1,427
    edited June 27

    The answer is pretty simple. Because he is and I believe everyone agree, one of the most multitasking killers in the game. So they tweaker couple things to make him not lose as much valuable time during game (fe. disabling biopods instead of removing them, have to print last 5 % of EMP). Those are changes that are fine imo. What I think they should revert or tweak though is…

    → Revert distance of EMP effect

    → Using biopods in close proximity to gates will result in longer tag time

    → Giving him base haste while overlocked should be reverted to him being 115 % instead of 118 %, as it already gives him (brutal strenght + fired up, supperior + dark arrogance, Spirit fury + no stun)

    Other that that, he is fine. Surely he can destroy all map resource fast and with easy and require a lot of teamwork, but at the same time I feel like he is one of the most interactive killers that has real counterplay (along with Xenomorph, Skull Merchant etc.) where you feel that abandoning gens and give some time to weaken killer actually does something. Because even when the biopods are disabled instead of removed, the Singularity still has to go there and replace it otherwise it will be useless for 40s.

  • Marzipan210
    Marzipan210 Member Posts: 139

    Unfortunately it is kind of a natural consequence of having a killer with a power that is countered with a built in item. Either the power needs to be so strong that it makes up for having easy counter play(which it initiially wasn't) or the counterplay needs to be harder to do so that it can't just make the killer powerless at every step(which it initially did)

    and they ended up both making the power stronger to compensate for the easy counterplay and making the counterplay worse.

  • Elan
    Elan Member Posts: 1,427

    1 of 500 games seem more realistic.

    I don't think Twins are as broken as people give them credit for though. I played Twins a lot and has most hours on them from all killers. And I'll easily say that they are the most counterable killers.

    → If you loop Victor around very small object, he will never be able to hit you (trees, stones)

    → Plenty of healing meta and endurance meta completely denies their pressure

    → Predroping pallets against Victor makes him useless

    → Knowing distance to use locker as free Victor kill

    And way more… Victor is very strong, but when you know what you do, he is way more managable

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Alot of maps are not designed around how oppressive Singularities power is, and some maps also screw him over royally too.

  • Elan
    Elan Member Posts: 1,427

    Disagree, the only map I have issues on as Singularity are Lerys and Hawkins, but mainly Lerys. All other maps he is good on.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    Fair enough sorry, I'm just saying he is oppressive to go against mainly on some maps, and time and time again he is proven to be a huge issue recently with some content creators creating time wasting builds

  • Choaron
    Choaron Member Posts: 818

    Yeah but he has low pickrate so we're supposed to pretend he isn't.

  • Elan
    Elan Member Posts: 1,427

    He's defienetly best 3-gen killer with ability to hold gates for quite soem time. I agree on that.

  • Elan
    Elan Member Posts: 1,427

    Just listing some changes:

    → Decrease number of cases in trial, increase print time

    → Shorter tag basekit

    → Can now hear sounds through biopods

    → Killer instinct when slipstreamed

    → + 3% haste while overlocked

    → faster recover after exiting biopods

    → shorter immunity to slipstream

    → limit print progress so it has to be manually finished

    → survivors are now bright red when controlling biopod

    → adjust locations where biopods can be placed

    → allow autoaim when controlling biopod

    → Aim assiste to palce biopod, to teleport to slipstreamed survivors

    → Replace stuns with overheat (the red state same when being hit by pallet)

    → Increase overlocked duration by 1,5s

    → Allow to destroy biopods remotely

    → replace destroying biopods when emping them to them being disabled instead

    Those to me seems like reasonable and fair changes.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509
    edited June 27

    But this strategy doesn't even do anything but waste time and give the killer more free hits.

    If you follow the chased survivor around with EMPs? Assuming they just don't get hit quickly by losing a mindgame? Great, all Singu has to do is throw down another pod mid chase and then instantly tag your friend again. It's tons of time wasted on the survivor end for no benefit, and the killer only has to spend one second undoing all your effort.

    And that's the thing no one seems to understand. The killer DOES have counterplay to prevent teleporting to you across the map. But mid-chase and preventing him from megavaulting and shredding pallets and catching up to you over and over and over again? Non-existent.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    The fact that this is similar to what I HAVE said & got down voted is insane to me, glad to also see someone who sees it the same way, singu is one of the more difficult to play as killers, not something that you can get behind & get good within a few matches like ghoul or demogorgon, this one takes time to learn & understand, as it takes good experience & knowledge on both sides, that's why it's a 50/50, bc it's the more "experienced" based killers

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329
    edited June 28

    Another thing I wanted to point out, singu is a m1 killer with a tping ability, much like nurse, & nurse is way better bc her tps are instead & Manual than requiring time to set pods & tag people first & then tp after words, setting pods up takes lots of valuable time making sure you got the right angle & stuff, & most Survivors use emps to block the pods when using gens si the killer has to manually go over there themselves, even in chase, again. It's takes experience & knowledge to go against & to play as this killer, on both sides it'll always been a 50/50, assuming both sides have knowledge over the killer & how the power works & what set ups can work

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited June 28

    I think he is fine, but get a bit of time to protect you after using emp would be good.

    Overall its realy hard to play on it. Its realy depend on map knowlege and many things you need to think before you can play on it like top tier.
    This killer is FINE. Like at all. But nerfing him due to his power somethere is stronger than nurce's or blight's ones is ridiculous.

  • Elan
    Elan Member Posts: 1,427
    edited June 28

    I disagree, Singularity has two things that should be adressed.

    1. His insane at holding gen, even across map… 3 genning with him is pretty ez even with kick limits, EMPs take a while to be printed while reactivating pods not really not even saying that he can reset them on demand with easy.
    2. His potential to hold gates must be also revisited. Running perks like No way out and remember me makes him able to hold gates longer than the entire game, now even with Haywire being a perk.

    Solution:

    → He deserves retriction to how far away from each other the pods can be placed (similiar to drones, traps…)

    → Biopods close hanging on gates need some downside (been deativated for longer or taking longer to tag…)

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273

    1st wont be an issue after 8 gen kicks. Do you know you can get rid of 3 gen before you reach 1 gen remaining point?
    2nd this inst Singularity's fault. Haywire + Remember me is broken with teleporting/high mobility killers. (No way out is fine)

    Why you dont want to use Emp and want nerf Singularity to the point Emp no longer needed?

  • Elan
    Elan Member Posts: 1,427

    He's top 3 for sure. The fact people are to point out his strenght is that tagging and retagging someone is pretty ez and gives you 6 perks for free and haste on top that, it allows you to delete resource pretty fast (the best scenario is to predrop pallets that SIng destroys in 0,5s). As I said above, he's not Nurse lvl, but he's Blight lv if not better because in the end Nurse can't push entire map from one place and her map mobility is defienetly not as good, she's also limited with range and fatique, neither hard hold 3 gen or gates. Blight has good map mobility but he's limited in what loops he is able to outplay and defienetly good Blight is still limited by lv of survivors that track his movement well so they reposition. And I don't think Singularity is as hard as people give him credit for, not anymore with all the aim assists, autotags and biopods being no longer destroyed when EMPd.

  • Elan
    Elan Member Posts: 1,427

    You got that wrong!

    1. 3 genning with Singularity is still insanely viable even with kick limits, because:

    → he can control those gens everywhere on map and can have too many pods very close to each other

    → he's able to create dead zones around those maps pretty fast as well as constantly using Overlock (brutal strenght, fired up, dark arrogance, superior anatomy, rapid brutality, spirit fury completely for free)

    → DMS is still a perk that even I as sometimes too temperament killer main point out to be completely busted. Blocking gen for 50s with a pocket perk is insane, it equals 50 % regression value in term of time saving = 2,5 pain res tokens multiple times per game and by far the best 3-gen perk

    Trust me, he's still insane 3-gen killer.

    2. But Singularity particulary can hold gates even without those perks, even in 4v1

    EMPs are hot take. I defienetly don't want to nerf Singularity himself. As I said restriction to how far from each other the pods can be placed and reverting the initial EMPs range would be fine - you need 2-3 EMPs to disable pods at one gen for 40s I think it's 40s. Which is again in term of three genning massive passive slowdown. Is it clearer now?

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited June 28

    It was never in the top three, in the top ten yes, but not in the top three. Bruh, I'll put Kaneki, Nurse and Blight in the top 3, the fourth will be the Hillbilly AND ONLY THEN maybe Singularity due to skill ceiling.

    Singularity is more Fair to play against, than other's. And i have so much fun when outplay this AI. Biopods and sleapstream are not an issue, while you can print EMP, and you have a guy who runing around a map and turn them off.

    This Killer have direct counterplay to its power. So definitely its skill issue.

  • Elan
    Elan Member Posts: 1,427

    I'm ok with your opinion. Maybe you just don't face good Singularities. He's kind of twins-like. If you play him in the "chill" way, he's not as opressive while if you play him to his max potential, his insanely hard to beat. I'd say even more than Ghoul, because Ghoul has way more counterplay in looping.

  • Orthane
    Orthane Member Posts: 614

    He's very strong but that's an overexaggeration. Nurse, Blight, and Ghoul bear minimum are WAYYYY stronger than Singularity. Those 3 will always be overpowered.

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273
    edited June 28

    Im okay with your opinion too. I met good Singularites and even if i died, at least i ruined their day with empsXD
    So i think "Give a bit of immunity like 2 seconds after using EMP" is good idea. This wont make a HUGE difference between now and then, but give you time to dodje the tag. Without tag its just 4,6 killer without ability. And even slipstreamed you can loop him as usual killer if you have some space to mindgame or window.

  • Brokenbones
    Brokenbones Member Posts: 5,627

    I have a few pain points with Singularity as well despite him being a Killer I really like overall.

    The main one for me though is: EMPs need to be more worth it for removing biopods - EMPs are really good for removing slipstream but you also have to use them to disable biopods that are protecting generators. There's also the fact that even if you disable one, singu can immediately just come back and replace it in no time at all.

    Something that always bugs me is even though you've went out of your way to 'counter' Singularity's power, he still gets free info from the biopod you destroyed. Either make bashed biopods have no visual when you switch to them or make EMPs straight up remove them. It's not like they are hard to replace or anything like that.

    I don't have any qualms about overclock mode. It's his chase power and he needs it.

  • Elan
    Elan Member Posts: 1,427

    He got QOL to be easier to play, not really to be stronger.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    Singularity doesn't require any setup for his chase power either. It's easy. Find survivor. Place pod at loop or ahead of where they are running. Shoot them with slipstream. Teleport to survivor ad infinitum. Windows and pallets literally mean nothing now, and no matter how badly you get outplayed, it doesn't matter because you can instantly catch up. Keep in mind, this is ZERO SETUP.

    Now when really good singularities play, they are setting pods up at key locations as they hunt for their first victim. When they find the first survivor, the above paragraph happens. Then they secure their down, they check their other cameras to receive intel no other killer is capable of receiving, and instant teleports across the map.

    This is why I say he's stronger than nurse and blight. Because yeah sure nurse can actually blink through walls and snipe a survivor with a skilled hit, but this is still pretty inconsistent without constant aura reading. But even as strong as nurse can be IN CHASE, she still has no map mobility, and certainly does not have cameras everywhere.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    >nerfed EMPs

    >looks inside

    >just makes you do what you would be doing vs good singularity anyway

    someone just self reported.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    reworked is a strong word, more like sidegraded.

    it got way more consistent for both parties and the duration is just right for singularity to run out of overclock before hitting the survivor so they can stun him or vault and force another TP.

    people think he got stronger because they read about haste buff but dont understand anything about singu's chase timings to realize the corresponding nerf gave them more counterplay than they had because singularity always plays with the minimal duration compared to previous iteration.

    not even to mention that old singu was just playing with 5% haste addon 24/7, literally nobody used anything else, it was unironically basekit for him at that point and it was genuinely so much more oppressive with bigger haste and duration.

  • Elan
    Elan Member Posts: 1,427

    Which makes no difference because on top of two people not doing gens you can retag someone pretty easily. So what's the point here? Why you desperately try to force him being not top tier?

  • Elan
    Elan Member Posts: 1,427

    Him having overlocked for each survivor slipstreamed was a stated bug. He now has stronger 1v1 than he used to because his based overlocked duration was buffed by almost 2s, while him having all 4 survivors being slipstreamed won't give him 4x base duration.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    >stated bug

    image.png

    They literally mention it in the devblog as part of the design change.

    His 1v1 also got less consistent so of course it got stronger.

    Also, speaking of the things that were consistently part of his ability, but actually were bugs - camera tech. If you know, you know. This is something all skilled singu mains me included used to on regular occasion and that was one of the thing that was with old singularity till the end. One of many things that made old singu an insanely broken killer with nigh zero counterplay if used right. Something that is no longer an issue with new singularity who is all about you winning mindgames and applying counterplay.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    He wasn't being played enough, I reckon.

  • Memesis
    Memesis Member Posts: 729

    This is exactly how I feel and the reason I made the post. There is a huge disparity in the difficulty of the setup (which can be done during chase) and the difficulty of countering it, which is nigh-impossible for solo.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    i always find this suggestion laughable though it makes me sad it gets thrown around so much since singularity's release. eventually devs might get gaslit into thinking this is actually a good idea.

    people dont seem to understand that this ingenious idea will not fix any of the grievances they have with singularity, in fact, this will make them worse because making EMPs remove pods will not do anything to stop singularity from defending 3 gens or instantly replacing the pods. It will just ensure this is the only thing he ever does because his power would get otherwise neutered so even good singularities that dont rely on his ultimate strategies will immediately proceed to playing for them and bad players will cry even harder that they dont even get a chance for a "not sweaty" game.

    people also dont seem to understand they cant just mindlessly spam EMPs versus good singularity, they need to put some thought into it and at the very least avoid using EMPs when singularity is so close he can instantly nullify the value.

  • Brokenbones
    Brokenbones Member Posts: 5,627
    edited June 28

    I don't know if it's the best idea, but what also enables singularity to defend 3 gens really well is the free tracking you'll always have so long as you have pods around gens and survivors are forced to deal with them or else they get slipstreamed while trying to work on the gen

    Also I don't see the logic you're putting forward, you're saying EMPs removing biopods will push singularity into playing 3 gen playstyles more because it "neuters" him but then you say it won't do anything. Please explain how it's a neutering.

    Like I said, that's just one of multiple changes they could make to try and alleviate people's issues. My ultimate point isn't about making emps "spammable" or anything like that. I just think if there's gonna be this long period of time to get the EMP as well as the hindered penalty, they should be just a bit more worthwhile outside of slipstream removal.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 28

    Dont you think that seeing the pods go away gives him info survivors are back?

    Again, youre essentially trying to cut off runner's arms to slow him down. Im sure that might make him a bit slower but it's rather inefficient especially when you want the runner to throw something instead of running.

    >Also I don't see the logic you're putting forward, you're saying EMPs removing biopods will push singularity into playing 3 gen playstyles more because it "neuters" him but then you say it won't do anything. Please explain how it's a neutering.

    Play 3 gen, barely feel nerf because you're always there to replace them.

    Dont play 3 gen, lose power because if you dont play 3 gen, you spread pods across the map and you cant replace them in that case.

    Very simple logic.

    In any case I dont believe the nerf is warranted. People complain about singularity yet still make rookie mistakes like instantly spending EMPs to destroy camera before hux even remembers to use it or trying to pop EMPs midchase while Singularity just has teleported to them, while most singularities barely keep up in spite of that because there's a lot you need to do well with the killer. Singularity is a killer that wins when survivors dont know how he works while the person playing him knows how to play him at way higher level than any other killers. When survivors do know the counterplay, he struggles massively and loses if there is no big enough skill gap or survivors massively ######### up elsewhere.

    If people struggle with singu's 3 gen, they need to engage with 8 kick system which is very much doable, especially when singularity is unable to guarantee the only few maps with borderline impossible 3 gens.

    This disinformation spread by otz and gullible people that singu's QoLs and minor buffs suddenly made him OP is nothing but disinformation.

  • Brokenbones
    Brokenbones Member Posts: 5,627
    edited June 28

    First of all, nowhere have I said that singularity is OP so its disingenous to say that's misinformation on my part. All I've said is 3 gen singularity is frustrating to go against and could do with some kind of tweak to make it less so.

    Alright so breaking down your logic - you say if you don't play 3 gen you'll lose your power because of survivors going out of their way to remove biopods but that highly debateable. Most survivors aren't going to waste an EMP removing some biopod you set up in a tile unless you're chasing them/they're slipstreamed already.

    What makes survivors have to use EMPs on biopods in the first place is to ensure they are actually safe to stay on the gen even if the Killer's on the other side of the map.

    You also neglect to mention the fact that non generator oriented singularities are really good at using biopods in the middle of a chase to slipstream, something the biopod removal change wouldn't affect all that much in your average game. Then again, that's in my opinion, I could be wrong about that.

    Say that Otz spreads misinfo all you like, the dude has his opinions the same as you I don't see why you gotta act like that about it. Nobody's opinion is objectively right or wrong.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 28

    nowhere have I said that singularity is OP so its disingenous to say that's misinformation on my part. All I've said is 3 gen singularity is frustrating to go against and could do with some kind of tweak to make it less so.

    I dont see the difference because you're still calling out for unnecessary nerfs.

    >Most survivors aren't going to waste an EMP removing some biopod you set up in a tile unless you're chasing them/they're slipstreamed already.

    do you understand how singularity works / creates his map pressure or do I have to explain it from such basic level?

    Singu's map pressure comes from having cameras on all / most points of interest which are generators and crates.

    You dont put pods in random places, you put pods where people will be most of the time, constantly infect them and use that to make them waste more time.

    Survivors can and will use EMPs to destroy pods the moment you infect the survivor, taking away about half of your pressure on average because you can make survivor leave generator about two times by threatening them with infection (and this threat, btw, doesnt work if you mindlessly tunnelling, theyll just ignore and commit to the gen).

    >You also neglect to mention the fact that non generator oriented singularities are really good at using biopods in the middle of a chase to slipstream, something the biopod removal change wouldn't affect all that much in your average game. Then again, that's in my opinion, I could be wrong about that.

    and you dont even neglect to mention, you simply dont seem to know that using biopods only in chase is highly inefficient and weak playstyle.

    most efficient and skill expressive singularity performance is multitasking by simultaneously pressuring people on multiple generators and force rotations to win more time for chases and get EMPs out to get your power spike to happen.

    putting pods primarily in chase is borderline useless and dismisses most of the character's power potential.

    Say that Otz spreads misinfo all you like, the dude has his opinions the same as you I don't see why you gotta act like that about it. Nobody's opinion is objectively right or wrong.

    and my opinion is this, if only there was a way to find out which opinion regarding objective reality is true or not by like discussing it instead of shoving your head into the sand and deflecting everything that contradicts it.

  • Brokenbones
    Brokenbones Member Posts: 5,627

    If you can't see the difference between:

    "This killer is completely overpowered, easy mode and needs nerfing into the ground" vs "Yeah, maybe a small tweak would be nice here." then you're either completely blinded by your own bias or you have no idea what a nuanced opinion is.

    Okay so, by your own logic Singularity's best spots for bio-pods are generators and crates? Right. Now that is something I agree on and it's also why I think on the survivor side EMPs should be just a bit better at dealing with that. That's all. I don't see how that's some scathing hot take.

    Also I never said using biopods "ONLY" in chase. I just said it's something he can do and changes to EMPs wouldn't affect that much. Sure maybe in your experience using biopods mid chase is "inefficient and weak" but I disagree, I think good singularities can make not being slipstreamed nearly impossible using this method.

    "Borderline Useless" just strikes me as someone who tried it a few times and it didn't go well and wrote it off as bad. I respect your opinion tho.

    Sorry but "Objective reality" in a game where people have very different experiences, skill levels, playstyles and so on is, in your words "laughable". You wanna talk """objective reality""", killrates are the highest they've ever been according to BHVR stats with SWFs only surviving slightly more often than non swfs

    So does that mean SWF is okay and not busted?

    So does that mean Killer deserves a nerf?

    The answer is obvious.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    >small tweak

    >pods destroy the main fair play application of the power that enables this killer to be so good.

    Im honestly sick of talking with you, such discussions always lead nowhere, especially when a person has no idea what he is talking about but has a confidence like he is the one who played this killer for 1500 games with 90% killrate and has 4ked top survivor teams in tourneys.

    Previously, I'd waste hours trying to prove something to you, but I know it'd be a waste of time, you already have such a strong opinion, so let's just agree to disagree and not waste each other's (especially mine) energy and time.

  • Brokenbones
    Brokenbones Member Posts: 5,627

    To be fair, the whole 'emp destroy pod' thing wasn't the only thing I suggested and I even said I wasn't confident it was a good idea it was just something that came to mind. I don't feel that strongly about it lol I just enjoy the discussion. That's kinda why i'm here.

    I'm sorry I caused you this much frustration over something as stupid as a tweak to a Killer's power. That wasn't my intention at all.

  • Roco45
    Roco45 Member Posts: 342

    Have you played him? A lot of what your issue is, is typical when players don't know what to do, but if you played as him, you'd quickly see how Survs avoid everything you listed above and just reduce him to an M1 Killer. Since I've mained him, when I face him in SoloQ, I always know what to do and how to loop or bait.

  • Elan
    Elan Member Posts: 1,427

    Whats is so hard about understand my post? You as singularity go for three gen, put two biopods there while range of EMP won't be able to disable both and you will constantly pushing people from those gens with massive passive slowdown and across maps, pair that with DMS and perks like surge and you can't lose as killer, it's impossible. Same with gates you put biopod on one side, second biopod on other side, so they again need two emps, you tag someone, tp there and either replace biopods or down someone, pair that with remember me and terminus and again you can't lose in that scenario, not even saying that gates can spawn in same corner, which is just a bonus because Sing is macro killer.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509
    edited June 29

    Nothing to see here. This killer is perfectly fair and balanced!

    Want another fun activity? Count how many times the Singularity…

    • Shreds pallets in overclock mode
    • Megavaults in overclock mode
    • Instantly slipstreams a survivor with a fresh pod
    • Teleports behind a survivor
    • Gets hits during overclock
    • Puts the survivor in a lose-lose situation and gets free hits
    • Gets absolutely clowned on yet it doesn't matter because teleport
    Post edited by YamamuraVideoRentals on
  • Roco45
    Roco45 Member Posts: 342

    Yea, but what you do (Which also it's your entire fault if you get three genned anyway, but still winnable) is disable all relevant pods and carry an emp in hand always, when he sees you through a disabled pod then bait him to constantly come and kick the gen. If you're all doing that, he can't overcommit to a chase and will constantly be looking through disabled pods to get feedback while manually traveling across the map. I've done this and have had this done against me.

    You bait and bait, if he chases he would need to place down a pod to tag you as the others should be disabled, so the emp in your hand is then used to remove splipstream when you so choose so he has to tag you again. It takes cooperation from Survs and understanding his power and what it can and cannot do, where to loop. Again, it just seems that the people who take issue with him, are people who really don't know how to play him.