TeleportingTurkey
TeleportingTurkey
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616749#Comment_3616749
I kinda disagree here. Survivors are strongest at the early game since the killer has to apply pressure and mostly does it against one survivor meaning three can be freely on generators if played correctly. Xenomorph tho has a good early game since the tunnels help tremendously to find a survivor + you can most likely run in runner mode within said first chase without any problem. And runner mode is really strong.
So survivors setting up turrets (Being slowed and place it somewhere good) is basicaly making the early game weaker. And most turrets don't get Xeno out of its Runner Mode so it basically saves them 2 second meanwhile setting it up takes basically around 10 seconds. And pallets do nothing against xeno as soon he is close enough.
I wouldn't say turrets are useless but they are not strong from my experience.
the thing with turrets is that they're a double edged sword that is very punishing for survivors if they misuse it.
the better survivors are, more optimal they become with placing turrets and utilizing them.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616743#Comment_3616743
Fantastic response skills. Lmao
Guess I shouldn’t expect much more.
why should i respond with anything else? cope your bugs are meaningful skill expression and pray they don't get patched one day.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616632#Comment_3616632
The vision impairing helps with chases as survivors tend to run into objects. However, a better hindered effect would be great in its stead.
nobody says it doesn't, the problem is that this is a really unhealthy mechanic that only works against people with dim / small screens, dizziness and little experience. good survivors are barely affected and killer relying on such hostile effect to be effective is meh.
same reasoning for dredge. remove that bit of flavour and buff the killer so they don't feel so bad.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616621#Comment_3616621
Spend time to set up isnt free. You spend.
time of one survivors outside of chase is barely worth anything.
you investing 10-15 seconds outside of chase to then give yourself/teammate a chance to avoid a hit and at the very least delay a down by same amount of time is effectively getting that for free. not even counting that the won time isn't limited to that, very often a turret allows survivor to get to another pallet / tile and prolong the chase for even bigger amount of time.
im speaking from my experience of 7k+ xeno tail hits, the turrets are not useless after you get past a certain performance barrier. they are very efficient and punishing measure of prolonging chase against xenomorph.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616721#Comment_3616721
What makes you think they rely on these “exploits” to win? Blight’s hug tech can only be used on select tiles. I’ve only ever seen maybe 1 or 2 wesker players that could successfully pull off his “hug tech”, which is only being called an exploit by YOU.
Also… win streaks mean absolutely nothing. They do not validate you in any way.
cope
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616696#Comment_3616696
just because you want to play the game on hard mode doesn't make you any better than others getting wins.
it actually does because i dont rely on exploits to win
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616601#Comment_3616601
I am a dead by daylight player but my experience in pvp games is far far more expansive than most dbd players, I also don't hold unreasonable biases like dbd players do on average which is exclusive to the nature of a game like dbd. The only things I truly discuss about are blight(whom most people don't understand to a valid degree) and leaving the game freely.
Equal interactivity through knowledge is the most ideal form of a pvp game, all 3 of these techs are a prime example of it, especially in dbd where interactivity on both sides at the same time is somehow a rarity.
People need to get it through their skulls that just because devs didn't entirely mean for a mechanic to exist in their game doesn't it doesn't deserve it's place.
Oni's 180 for example is at worst a 50/50 but not entirely, it can be predicted and has a few spots you can choose to be in when you think he is going for it. The simple fact of knowing the oni is capable of performing a 180 unlocks both parties to perform to a higher degree. Once the survivor reciprocates counter play to the oni playing on a higher level, more mind games ensue. Even though I haven't played oni in a decent amount of time now I know that a 180 literally blinds you and is a full commitment once inputted.
You call it belittlement but it's just hard to watch people make these posts like "exploit" is a valid argument for anything. No discussion, just a statement and a shutdown of argument. Making a statement and shutting down discussion is akin to not posting at all. Far worse than making a pompous statement justifiably as I did.
justifying exploits by "it's 50/50, therefore okay, trust me" logic is peak dbd forums for me.
the objective truth is that the techs in questions provide these characters with unintended opportunities for a hit which were not considered during the designing and/or balancing of these characters. devs capped Oni's flick by 90 degrees for a reason, just like they intended blight to bounce off stuff instead of sliding off it, etc.
We can all act like these techs give characters more depth and skill expression and other cool buzzwords, but the truth is that these characters aren't designed with such abilities in mind and the only reason that stuff is still in the game is because devs don't have the ability to fix these bugs because that's just how bad their code is.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616608#Comment_3616608
^ Closed minded individual who has no plans to improve their current skill level.
To actually compare these "techs" to cheating is quite wild.
boy, did I hit a nerve here.
im a p100 singularity with 100% winrate and nearly 100% killrate in 200 consecutive games, what other cool story will you tell me? im actually working for my wins instead of relying on exploits to get an unfair advantage.
you're mad because I rightfully called the likes of you out. You are not skilled at this game, you are skilled at abusing its bugs and therefore cheating. If you disagree - come to any decent poker table and try to cheat there and say how it is part of the game and it takes skill.
If you were actually good, you wouldn't need to resort to these exploits, because you could win regardless.
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imo, they need to remove that vision impairing effect from clown and get rid from reloading thing. just make it a passive token based thing, like one bottle every 5 seconds.
or, they could increase the haste / slowdown from the bottles. imo, it would really help clown to shut down some loops more efficiently.
overall, i don't think any buffs would help clown to be viable past certain point. he just isn't built for that.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616607#Comment_3616607
That’s less distance than a survivor gets from current DS. And it isn’t free; survivors waste time carrying those turrets around to set them up. The cost counts too.
so you're getting a free slightly worse DS in chase every time you run through a turret and you still complain?
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it's sad how people rely on bugs to win or think that exploiting bugs is a genuine skill expression at the game. they aren't winning the game by the rules devs set, they're actively breaking them because they can't win fairly.
you aren't good at the game, you are good at cheating at the game. gold star for you, you are a joke.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616312#Comment_3616312
Xeno disables them in like 3 seconds. They’re definitely meant to take it out of power, not buy a survivor 3 seconds. Lol
you know how long 3 seconds of basically standing still are in chase? survivor gets free 7.2 meters of distance difference by using a turret which is a lot for a renewable resource.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616312#Comment_3616312
I feel this is half true.
When I play Xeno, survivors can definitely find ways to make them both effective for buying time and placing them in good ambush spots to remove runner mode. It really depends on the map, foliage and layouts.
sure they can catch you off guard, but that's almost always your mistake.
the only ways to reliably remove runner mode is a turret in front of a god window that killer has to vault after you.
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you arent meant to consistently remove runner mode.
the idea is to use them in order to force xeno to break them and therefore lose distance and not hit you instead.
so they basically just win you a bit more time in chase and help extend it further.
then it's entirely up to you / your team to outperform xeno.
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as long as they dont touch singularity, we're good and im excited as well
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616229#Comment_3616229
I faced the same SWF twice in a row. As no slowdown Trapper
- First match, I used Brown/Yellow addons. A few hooks but 4 escape. Post chat was just a single line "lol"
- Second match, I saw those 4 same names, I changed to Honing stone. And 4K. Post chat was "there is something on your teeth"
Its insane that changing a single addon impact the strength that much. I never dodge lobby, losing is fine for me, its just I dont know its SWF to at least use better addons.
I recently got a 7 hook / 1k game as singularity against 4man and the only reason it happened is because i didn't realize this was 4 man until we were halfway into the match & I was not using soma's photo for that reason (I ran plant fibers instead).
even so, this game felt perfectly winnable and the only reason I lost it was because I made really bad mistakes at the start due to me underestimating the survivors.
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my only issue with facing coordinated SWFs of good survivors is that Im never prepared for that.
I love facing good SWFs on the singularity because they're actually making up a decent challenge, but on most other killers facing premades is boring bc you can't win without hard tunnelling/camping, most killers are simply incapable of holding their ground past certain point. it doesn't help that im not playing other killers as good as I play singularity, so im at double disadvantage.
I would really like a separate button in the matchmaking that is something like "Find 4 MAN deathsquad (+300% points)". I would press it every time I need a warm up as singu.
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I think they should make it so you earn tokens in chase instead of the other way around, because ppl stealthing the whole game with distortion are not really making up the most exciting matches for anyone.
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break LoS immediately after predropping if you're within tail range by that moment.
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because it's annoying.
"getting snowballed is so fun" said nobody.
throwing them at others is very fun, sure, but it's double unfun when you're 1 vs 4 and you don't have time to pick them up.
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they really need to finally make tunnels take highest priority over chests, event props etc.
im tired of these broken spawns and not having a tunnel in half of existing main buildings in the game bc the spot is occupied by a chest. it's tiring to have to bring a broken coin offering just to have your power working consistently.
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dredge does really need a few buffs / consistency tweaks.
him depending on locker spawns so much is just sad.
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@MikaelaWantsYourBoon said:
Killers wanted this meta. They wanted every side objective survivors have to be nerfed: CoH, medkits, chase perks etc.
Now survivors have no reason to leave gens.
because these side objectives are uninteractive and take away killers' ways of pressuring survivors and / or make the main way of pressuring less effective.
the issue with the whole side objectives thing is that you can't add a tool like that into killer basekit, it has to be a part of most killers' powers, but not all of them and that would take way too long to implement.
best examples of secondary objectives are something like flame turrets or EMPs that make survivors leave gens or face killer at their peak strength while killer can generate progressively more pressure through these seemingly detrimental things to them by playing more and more efficiently.
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4 escapes in equal conditions and / or 1-2k depending on the tier of the killer.
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@MigrantTheGreat said:
https://forums.bhvr.com/dead-by-daylight/discussion/400839/idea-for-solving-3-gen
"When there's one gen remaining, generators can no longer regress passively"Stopped reading at that sentence because
- That's technically nerfing and punishing killer for doing one of their objectives
- Maps are part of the issue, and I say this because of maps like Mother's Dwelling, Sufforcation Pit, Azarov's Resting Place (Map not the realm).
Maps such as the ones I mentioned can indirectly force a killer into 3 gens because what's the point in hooking someone on one side of the map just to walk back to the other side and have all gens pop on that side of the map? At the point the killer genuinely has no reason to be on that side of the map.
Scanning over everything else you said, it looks you wanna completely butcher regression and if you do that than the game will become unplayable and possibly boring/frustrating for both sides since tunneling is the answer for regression in its current state.
that's a good idea though, it just needs to be tweaked a bit.
the main reason 3 genning works is because killers are capable to regress / pressure gens faster than survivors can conceivably repair them & reset.
regression on 3 gen needs to be limited and it will solve the issue because no matter how good 3 gen is, if survivors are capable to hold their ground for, let's say, 10 minutes of doing progress, then they deserve to win.
We can add a threshold of regression after which passive regression stops working and only instant regression will apply. F/e 200% of gen total repair progress can be regressed passively, after that the generator will no longer be possible to regress by any means of passive regression and only instant regression like 2.5% from kicking, pain res, etc will work.
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@Sunbreaker7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613515#Comment_3613515
I don't think I will. These arguments have been quite weak thus far. It only fuels more reason for players to give up on hook early. I don't think your way of seeing this issue is quite there yet, but hang in there, you will face it yourself eventually and see my way.
im not here to change your mind, im here to tell how thing are and move on and occasionally reply to your responses that amuse me.
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@Sunbreaker7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613505#Comment_3613505
So when facing an abusive system that has a very tiny chance of survival if any, you are okay with that and call it fixed? This is not a matter of "skill" when you can clearly predict the Killer's movement pattern and still fail to get past him simply because all he has to do is walk slowly back while zigzag on the stairs to waste your hook protection timer and then just down you before you can even reach halfway of the stair.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613506#Comment_3613506
It already is dangerous, even without abusive stair body blocking.
That is very cheap counterplay. And again, poor game design if it is the only way to counter it.
There are basements with two exits, what kind of logic is that, lol.
correct, suck it up because this is one of the few punishments of getting into the basement
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Yes it should because this game still has no proper way to estimate the skill of such players. They're beyond 3k / 2.3k mmr hard/softcaps.
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literal skill issue unless killer can block the basement without any way for you to leave which Im pretty sure was patched long ago.
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or we could just delete 4%.
it's such a cheesy and cheap mechanic
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P100 Singularity
p85 xenomorph
p25 dredge
p18 demogorgon
p13 ripley
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@AmpersandUnderscore said:
Casual mode works in games like overwatch because the casual players balance out the try hard on the team. If one person decides to play like it's comp, they're likely not going to make a difference in the match as just one of 5 players on the team (unless they just are vastly better, and even quick play has matchmaking).
This doesn't work in DbD, because one team has only one player. If the killer decides to play competitively, the match is competitive. And there's no perk or item bans that will help here because the issue is with base kit mechanics and strategies like camping and tunneling.
also skill gap issue.
it doesnt matter how easy killer goes on you if he's simply better.
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@LordGlint said:
I think it would be nice if his turrents weren't obstructed by objects without hitboxes (bushes) and had a higher range. It's frustrating seeing survivors on the cams that you can't affect.
it's not the issue of cams, but rather the issue of how actually stupid the hitboxes are.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610536#Comment_3610536
Ohh really there is no video of singularity who doesnt play with soma photo
Share your videos with friends, family and the worldit's a bit dated & doesnt' reflect my current skill, but I've been playing singularity w/o soma's photo for a few months before it became a thing and I was pretty successful before. My killrate grew to nearly 100% after first weeks where I've been still figuring out the controls and has been there ever since. That was during MfT meta.
Soma's photo is exceptionally good to outperform survivors at a certain level and get way more fast paced matches, but nonetheless you can play singularity w/o it.
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@glitchboi said:
Crazy how people want this killer to be given a complete rework. Yeah sure, delete an entire killer from the game that a portion of the playerbase enjoys playing as, just like they did to Freddy. Haven't you all learned yet?
Anyways, Singularity is fine as is in the right hands and I really hope the Singularity rework gets completely canned rather than postponed. All Singularity needs is more accurate detection, more consistent biopod placing, and (controversial) an auto lock-on for controllers.
now that you mention that, i think singularity needs zero changes.
literally every single valid change suggestion effectively asks for general QoL change that will simultaneously affect Hux to a greater extent.
Map collisions being not as bogwater = camera detection is better
Aim assist bc most killers really need accuracy which is hard to achieve on controllers = way easier camera management
Map bans = no more lery that deletes this killer's power and that cannot be aided by any means.
This killer is not only a litmus test for player's actual skill, but also a great indicative of how little qol stuff this game has.
I really hope devs do understand that everything that is hard about singularity is what makes him so good and beloved by enjoyers.
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@Xernoton said:
If anything Singularity could use some slight buffs. Like Soma Family Photo being partially base kit and survivors whose feet are behind a rock still being vulnerable to biopods. Nothing major but as it is his power without Soma Family Photo doesn't work very well and it feels awful when you clearly see a survivor through a bio pod and can't slipstream them.
soma's photo would be nice, but im equally fine with it being an addon, because its effect is very powerful for something basekit, though it does feel mandatory to run on singularity. i would be careful with that. i liked someone's suggestion to split the effect 3/5 and add 3% speed / 12% penalty to overclock duration basekit and keep the rest 2% / 8% as an addon or deleting its effect entirely so that it doesn't feel like bis option nonetheless.
as for cam hitboxes, that's not the issue of cameras, but the issue of how hitboxes are very inconsistent to the actual visible models which are highlighted for the killer. it's the issue of maps as well, cameras are just working by the general rules. like, it's not cameras that have awful detection, it's this game's collisions that are that abysmal which is only noticeable when killer's power enables so much creativity, the game can't properly handle it.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610153#Comment_3610153
If they sell more DLCs its not a waste of resources, from a financial standpoint he is a dead product, any sales resulting from QoL will be a win-win for more sales. Regardless of what you think the higher ups at bhvr will always have the lest word, and if it means more money, no company would be stupid enough to say no.
like I said here already, if they actually want hux to be "easier" they would have to severely nerf him and / or rework his ability from scratch because every single thing that is hard about him is what makes him so good.
bhvr would need to waste way too much money for something that will never pay off regardless because they'll turn niche killer into a second coming of freddy rework and you know well how that ended.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610153#Comment_3610153
They did it for Skull Merchant so that is just false-
Like I said before, mostly everyone who's talked in this thread has disagreed with you on Singularity being "perfectly fine" and, at this point, you aren't doing much to convince anyone otherwise due to the current state of the killer. Him receiving changes is most likely inevitable-
nothing they did to skull merchant they can do to singularity to make him easier to play. they would need to rework his power from scratch to make him easier because every single part of his difficulty is enabling him to do insane amount of creative and versatile things and which simultaneously keeps him fair and balanced because this killer is probably the only killer in this game that doesn't carry their player, you can accomplish only what you're capable of with this killer.
the fact you're just looking through what im telling you and prefer to assume that the crowd knows better is just sad. the community is so used to killer powers carrying them they instantly assume the killer that doesn't do that is bad.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610122#Comment_3610122
I don't see how making the cameras feel better to use for more people is a bad thing.
because they won't feel better.
if you actually played this killer enough, you'd understand that. cameras keeping their angle instead of resetting means you can pre-set them for the necessary angle (f/e make them face gen/printer) instead of having to readjust them every time because they're facing perpendicularly whatever surface they're attached to which is never the same direction you want them looking at.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610122#Comment_3610122
What is the source for this? So making a killer more accesible, which might lead to people buying them is somehow less profitable than keeping him extremely niche so people dont buy him?. How is it more profitable?
kinda making killer more accessible (which is genuinely impossible without ruining his power because all good things about it are possible because of its high skill demand) is not only impossible but will also result into this killer getting severely nerfed because the easier it is to realize his full potential, the more gamebreaking this killer could get.
singularity is borderline S tier killer in this current state and the only things holding him back from that are the fact that he has viable and fair counterplay and that he has a few really bad maps. he has literally everything in his kit and he does it really it well.
whatever "accessibility" changes you'll do to singularity that'll either cut his potential or will consecutively get him nerfed because getting value of out him would be way too easy.
but that's besides the point, because the real point is that you cannot possibly rework this killer without killing his entire identity and changing his kit from scratch if you want him to make as simple as other killers, because nothing about singularity is difficult for the sake of difficulty. everything that is difficult about him is so difficult because his ability enables him to do so many room for skill expression that getting into that is very difficult. and doing so would be pointless and a waste of money/resources.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610058#Comment_3610058
Regardless though most people in here are disagreeing(including another Singularity main) and if there's a lot more people agreeing on him needing changes then that means that there's a problem with the killer regardless that needs to be addressed in some way. That's pretty much how decision-making goes-
just because a person calls themselves a singularity main, it doesn't mean they understand this killer.
this person says blatantly wrong things about a killer they don't really understand.
@Smoe said:
I just want camera POV to reset after switching away instead of remaining in the same position as you left them.
that'll be a horrible change.
@squbax said:
As much as you dont like it, bhvr is a company, and if no one is buying singularity, then its objectively a FAILED product in the eyes of a company, and it needs to be fixed. People wont buy singularity because of his perks (they are incredibly bad) so the killer has to appeal to people (which he only appeals to a very niche population).
I am incredibly keen on playing him, and still think his reward/effort ratio is bad. I have got infinetly faster downs/snowballs as deathslinger putting probably like 1/4 of the effort I have done to get the same out of singularity.
Also most of the time when I play him I only win because my opponents would struggle with a goldfish in a chess match. For example NO good survivor should ever let singularity get an overclock hit after the pallet breaks, just keep looping after he tps as the distance break after tp will asure you can keep looping him ( if he has OAMA this doesnt work tho, SOMA makes his tp actually dangerous) or predrop, why on earth do people throw pallets on an overclock singularity? Like why? Do they not know how he works? Are they trolling their team? Genuinly think if you read singularitys power and you are a sentient being you should never get hit by an overclock pallet break.
whatever money they'll spend on making him "easier" will end up ruining him for everyone. it's literally more profitable for them to leave him be as a niche killer rather than waste resources in vain trying to make people play killer that requires more awareness than they have.
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Pettiness.
I dont care either way, but usually slugged survivors spend hiding when the game is over for way long than they actually spent slugging during the time when the game was yet to be over.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609010#Comment_3609010
"A lot of killers are unfriendly for console players and not a single reasonable change they can do to singularity without killing his identity will aid his issue." Actually that isn't correct- The main problem(s) with him for console players is aiming with his biopods since they require extremely good accuracy(almost pin-point accuracy at that) which is a very hard thing to do on a controller so all they'd have to do is simply make it so once a lock-on begins the crosshairs will automatically follow the survivor that is being locked onto and stops tracking that survivor once either the biopod gets EMPd, the survivor leaves the targeting range, the survivor breaks LoS, or the biopod successfully fires at them. That change would be very simple yet effective at helping console players- (The only other problem for console players really is swapping between the cams effectively, but there isn't much that can be really done about that tbh.)
As for the EMPs though, the simplest solution for them would be to just do the same thing they did with Xenomorph's flame turrets by putting a limit on how many EMPs are allowed to be printed at any given time(regardless if the EMP is still in a printer or on a survivor) to a max of either 4 or 5 and once that limit has been reached any printer that was printing resets its progress and will only start up again once the EMP cap isn't in effect due to a survivor using one. (This would likely be needing a bit of refining, but it's still both a simple yet effective solution.)
Also I think that they need to give the passive infection system he has some buffs because it's so bad that you'll rarely ever see it even happen(I've only seen it happen a very small handfull of times while playing as Singularity or as survivor). Like, it just at least needs the range and infection speed to be increased since, as of rn, the passive infection system will only work if survivors are basically directly on top of each other(even with addons to increase the infection ranges).
"The main problem(s) with him for console players is aiming with his biopods since they require extremely good accuracy(almost pin-point accuracy at that) which is a very hard thing to do on a controller so all they'd have to do is simply make it so once a lock-on begins the crosshairs will automatically follow the survivor that is being locked onto and stops tracking that survivor once either the biopod gets EMPd, the survivor leaves the targeting range, the survivor breaks LoS, or the biopod successfully fires at them. That change would be very simple yet effective at helping console players- (The only other problem for console players really is swapping between the cams effectively, but there isn't much that can be really done about that tbh.)"
This doesn't work this way because half of the time you're tagging survivor behind cover, you're aiming not directly at them, but at the edge of their hitbox. Good luck making this work in automated system.
"As for the EMPs though, the simplest solution for them would be to just do the same thing they did with Xenomorph's flame turrets by putting a limit on how many EMPs are allowed to be printed at any given time(regardless if the EMP is still in a printer or on a survivor) to a max of either 4 or 5 and once that limit has been reached any printer that was printing resets its progress and will only start up again once the EMP cap isn't in effect due to a survivor using one. (This would likely be needing a bit of refining, but it's still both a simple yet effective solution.)"
They don't need a solution because they're fine. If you get overwhelmed by EMPs, you're not applying enough pressure on survivors. They're either better than you or you're not good enough.
"Also I think that they need to give the passive infection system he has some buffs because it's so bad that you'll rarely ever see it even happen(I've only seen it happen a very small handfull of times while playing as Singularity or as survivor). Like, it just at least needs the range and infection speed to be increased since, as of rn, the passive infection system will only work if survivors are basically directly on top of each other(even with addons to increase the infection ranges)."
They don't, it's fine. It happens very often if you constantly spread slipstream, it gives you info that survivors are with each other, it makes healing each other more threatening due to infection spread risk. It's a yet another tool for building up pressure rapidly. If you can't get value out of it or see it, it's on you.
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@roundpitt said:
Hmm what is going to happen with killers who rely on a three gen to even be viable?
What is going to happen to trapper? The whole point of trapper is to place a web of traps in the area of a few gens and then don't leave that area. If you leave the area you wont be able to punish anyone who walked into your trap. I'm confused. How is there a solution for this that doesn't completely invalidate certain killers?
Is this update coming with reworks for any effected killers?
nothing. hopefully.
any kiler who relies on gen defense doesn't have to hold the game hostage in order to win.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609176#Comment_3609176
You called him freddy but when they reworked freddy he was really good for a little while, then he started getting nerfed, then they came back a while later to twist the blade. So I just went with the logic that it would happen the same way
and why is it good, again?
i don't plan to play singularity for a few months getting carried on overturned killer, if I wanted that, i'd play nurse or blight, and then watch my main nerfed.
I enjoy playing a difficult and skill demanding killer who doesn't make me feel helpless.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609163#Comment_3609163
But that means hell be really good for ~6 months decent and still better than he used to be for ~1 year and then terrible so you still get a decent wave to ride
such a flawed logic i don't even know whether or not you're being serious at this point
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609152#Comment_3609152
nope he will get buffs and you will like it
i will not like it, because if this killer gets overbuffed, he'll turn into a second coming of reworked freddy whose kit was overbuffed so much, devs nerfed him into irrelevance.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609052#Comment_3609052
Honestly this kinda just proves my point, you played extremely well for the first ~50% of match 1 in the list you just showed me and the reward was ~3 hook states and all the effort finally starting to pay off into a snowball that won the game, im not saying that he is terrible im just saying for the effort you have to put into it he deserves MORE of a reward. He takes more effort than most other killers and it should have a bigger reward. Blight and nurse take ~half the effort for a bigger reward and wraith takes ~quarter of the effort for the same reward.
He just deserves more
no, that was a fair reward for the effort. It's okay if it's a bit too low in comparison, because it's incredibly high nonetheless.
I could end the game right here and there if I didn't decide to settle at 3 slugs and that initial snowball basically stopped any genrush whatsoever because they got overwhelmed.
Blight and nurse are horrible examples of a fair reward for effort because they take very little reward for the effort they require. Plus they have very little valid counterplay, while singularity simply takes survivors to an even playing field.
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like I said, I don't think they just decided against singularity update because they suddenly changed their minds.
I want to believe that, but from my experience that just means they postponed it. Hopefully, for at least 3-4 years.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609027#Comment_3609027
On paper yes he has a bigger reward, in practice he still takes 3x the amount of effort for the same reward
Place camera, view through camera, readjust your perspective to view the survivor, lock onto the survivor, use another camera or shoot them with a biopod to still be ~15s of W away from the survivor, sure it works decently at loops since theres less overall distance at most loops where they have to wrap it around you can actually use the ability, but if a survivor times it decently they can just reach a window or a pallet within the ~7 second window you are no longer overcharged and you got nothing out of it.
And all of this assuming they don't have an emp on them just to counteract all this effort in the middle steps
So yeah to play singularity in a fun way is a hassle all just to end up normal chasing most of the time anyway
Or you could just patrol between 3 gens and biopod them constantly, sure not half bad at it not fun for anyone but I guess he can
Alternatively pick wraith, walk up to survivor, uncloak, bonk, cloak, repeat. At worst you are still doing the same as singularity with normal chasing for a bit
I'm literally talking about practice.
This is my average, not nitpicked gameplay - https://www.youtube.com/playlist?list=PLSuh37BHlwRZTYrOCabDvmqvSIz4EAHOC. And I'm not even getting the best out of Singularity, if an actually good killer main put time to learn Singularity as I did, they'd perform even better.
I doubt you play even remotely like that which is why you're having such issues. Feel free to prove me wrong.