Ioden

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Ioden
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  • 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.
  • 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…
  • If there was something confusing about the math, you are welcome to be more specific so I can try and clarify for you.
  • 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…
  • 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.
  • 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…
  • (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)
  • 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…
  • 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…
  • 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…
  • 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…
  • 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…
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