Thoughts & suggestions on Singularity

I've played the singularity in a number of matches and I've honestly enjoyed it, even though its power is pretty weak and inconsistent. I think it honestly needs a slight rework to be more balanced. Here's some thoughts:


-An important note for anyone playing Singu - YOU CAN TELEPORT WHILE RIGHT-CLICK AIMING! If a survivor is slipstreamed and you aim your power at them, you can left click to teleport. I didn't realize this until several matches in, and obviously it felt extremely underpowered before I did, since I only knew how to camera teleport. This is a HUGE mechanic for keeping up pressure, but not very well-explained. The description of the power is hard to parse, and basically does not mention this aspect at all.


-As many people say, EMPs are extremely overpowered. They aren't affected by Franklin's Demise so there's literally no way to counter them, and the cooldowns are SO long. It is possible to counter the EMPs by just shooting more biopods around, destroying or replacing the ones that are disabled. However, it's still hard to manage, especially since biopods are only destroyed in the order they're placed. I think this is the biggest area where a rework is needed, specifically in how the EMP targets biopods. With 4 survivors constantly able to use EMPs in a sphere of effect, they can just cycle through the items and basically nullify the Singu's power entirely with little cost. For a rework, I think the EMPs should be changed from an area-of-effect to a targeting system, where survivors have to target specific biopods. This feels like more of a give-and-take, where survivors can counter the Singu but only by putting themselves at risk. At the very least, the AOE should be changed maybe from a sphere around the player to a cone in front of them.


-Machine Learning is a kind of useless perk. It seems ok, but in game it actually disincentives me from damaging low-progress gens, because if I have a high-progress gen targeted with the perk I don't want to change the target. It works completely counterintuitively to how killers are supposed to play.


-I kinda love the add-ons, they feel really crunchy and interesting at all levels. It's cool that the power has enough variety that add-on builds can feel completely different from each other.


-The design is fantastic, IMO it's the best visual and audio design of a killer since the Dredge. One weird note though, a lot of the movement sound effects are obviously robotic but that can actually make it a little hard in-game to discern between character sounds and generator sounds. You can certainly tell them apart, it just takes some practice.

Comments