There should not be infinite EMPS for singularity

Singularity is, in my opinion, at worst a low A-tier/high B-tier M1 killer, which is genuinely impressive for a killer whose primary chase pressure ultimately comes down to basic attacks. I don't think the problem is that Singularity is weak without his power—quite the opposite. The problem is that survivors have too many opportunities to completely deny that power through EMPs.

Consider what happened in an actual game:

  • Singularity finds Survivor 1, who isn't currently affected by a Biopod, and commits to the chase.
  • Singularity uses a camera to infect Survivor 1.
  • Survivor 1 is carrying an EMP and uses it to remove the infection before Singularity can capitalize on it.
  • Singularity places another Biopod and infects Survivor 1 again.
  • Survivor 2, who happens to be nearby, uses their EMP to remove the Biopod's effect and save Survivor 1.
  • Singularity infects Survivor 1 yet again.
  • Survivor 3 then uses their EMP to remove the Biopod once more.

At that point, the interaction starts to feel ridiculous. Singularity has successfully done everything necessary to activate his power, only for the survivors to repeatedly press the EMP button and reset the interaction.

And that's the important distinction: the problem isn't that this chain of events can happen. The problem is that the game allows this interaction to happen repeatedly and consistently whenever the survivors decide at a given point to use the EMP's w/out consequence of any kind 99/100.

I'm not arguing that Singularity should have no counterplay. EMPs should absolutely be a meaningful answer to his power. The issue is that the current system can allow survivors to effectively have unlimited attempts to deny his power, permanently, particularly when multiple survivors are carrying EMPs and can chain them together w/out any consequence of any kind.

The healthier solution isn't necessarily to reduce the number of EMP cases on the map. Instead, EMP cases could have a limited lifetime supply of EMPs. For example, each case could only produce two EMPs during the entire trial, while the EMP production rate is increased to compensate.

That creates an important tradeoff: survivors still have reliable access to EMPs and can use them when they genuinely need to, but they can't repeatedly spam them every time Singularity tries to establish his power.

The goal isn't to make Singularity's power unavoidable. It's to prevent survivors from being able to permanently suppress an M1 killer's entire power through an effectively unlimited resource.

Singularity being forced to play M1 isn't inherently a problem—he's already strong enough to function that way. The problem is when the game gives survivors so many EMP opportunities that using his power can become functionally pointless against a coordinated team.

Singularity should have to outplay the survivors with his power, not repeatedly fight the survivors' EMP supply.

Tagged: Killers

Comments

  • Singu is almost objectively the best macro gameplay killer that game has ever seen, on top of that, his micro gameplay certainly isn't shabby. Adding a cap to how many EMPs can be printed during the course of a match would do nothing but create another instance of OG SM where survivors are practically incapable of repairing generators.

  • @indieeden7 said:

    Singu is almost objectively the best macro gameplay killer that game has ever seen, on top of that, his micro gameplay certainly isn't shabby. Adding a cap to how many EMPs can be printed during the course of a match would do nothing but create another instance of OG SM where survivors are practically incapable of repairing generators.

    if not a cap on the sheer # of emps available - what about a set timer after an EMP where X survivor cannot use/be affected by another EMP. This prevents the aforementioned scenario being present in every game and also gives a chance for skill-expression for killer player w/out the constant denial of ability from survivors who sacrifice next to nothing to stop the killer

  • The EMPs are in a good spot. On release they were too overbearing since they would passively fully charge and it cost survivors practically nothing to use them. The added slowdown when using, preventing EMPs from fully printing passively, and reduction of printers made them much more manageable.

    Singularity is also the one killer whose power is strong enough to warrant a strong counter in the EMPs.

  • A good Singularity doesn't even care about EMPs, it can quickly place another Biopod and Slipstream the survivor.

    In fact, in my opinion, EMPs are actually overrated, considering that they have only one use and that the killer can spam its power whenever it wants.

  • The best Singularity's I've encountered have all succesfully created a game state in which survivors needed to slow down, minimize risk-taking, and split pressure until the last gen(s) could no longer be kicked. The matches always became wars of attrition (and of player patience) that could not be won without EMPs.

    If EMPs were a limited resource, then Singularity's win condition would be to force survivors to burn through them immediately.

    Players do not enjoy finding themselves in situations that feel unwinnable, even if they were avoidable. Especially when causality is influenced by teammates whose knowledge and skill of the game is beyond their control.

  • I'm not a singularity main but i've watched a lot of them. One of the most common tips for Singu was to overwhelm the survivors with tags, making them waste EMPs as they possible can. This way EMPs don't feel too oppressive.

  • Nah singularity's EMPs really don't do much to stop him. Limiting them per match would be insane.

    Any singularity with an ounce of sense saturates the map with pods that have good fields of view. You proc an EMP and most of the time you'll be slipstreamed again in very short order.

    Larry does suffer on indoor maps like lerys because ofnthe los breakers but yh we don't need to be limiting EMPs.