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TheKaelandShow

TheKaelandShow

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TheKaelandShow
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  • @Jean_Cobra said:

    I forgot, the killer instinct is also activated when someone use an EMP to remove the infection, wich is also very good to know the location of someone

    Thanks for your feedback on my feedback. I appreciate other Singularity weighing in.

    I haven’t personally seen killer Instinct when they use an EMP but maybe it does.

    The arm gun maybe should be white normally and then green when you can slipstream to an infected survivor. This could be nit picky on my behalf though.

    Previously with the Singularity on controller you could control a bipod look around for a survivor and once you found one you could immediately infect them by using RT or L2 to shoot them. This used to be almost immediate. You would then have to wait for the meter to load before you were able to press the button again to either slipstream to them or infect another survivor. But now since the RT or L2 button is now occupied by the Destroy biopod prompt. You can no longer immediately shoot the survivor. You now have to wait for the game to do it for you by continuously staring at the survivor.

    This used to be a choice whether to shoot them or let the game auto slipstream. Now with this update you don’t have that option anymore because you’re forced to wait for the auto slipstream bar. It’s not too much of a change but it is very noticeable.

  • @Hex_Ignored said:

    Because on the survivor side you would only meet bills and davids with a side of jake and meg because these characters could now stack even more second chance perks. Survivors right now are merely skins, so this would create survivors that are just objectively better than others

    And on the killer side blight, nurse and spirit would probably have a field day with built in undying, nurse's calling and haunted grounds but for other killers this change would be borderline useless. Oh no here comes deathslinger with his built in gearhead, or nightmare with fire up, or huntress with beast of prey, etc.

    What I am trying to illustrate is that some 5 perk combinations would be so overpowered that you would only encounter the characters that can run these broken combos and no one else.

    There are so many factors that you are specifically limiting and eliminating to get to that outcome you’re describing.

  • @GreyBigfoot said:

    Built-in teachables is a bad idea and would create an even more unfun meta for survivors.

    Everybody would choose the strongest one and then use their free perk alongside everything already used.

    What “unfun meta” could this create? Killers and survivors are rated based on difficulty. Easy, Intermediate, and Hard. Making a teachable perk base kit would emplore both killers and survivors to focus more on fun perks that synergize.

    There are too many specifications for perks right now for any perk combo to be overpowered that wasn’t already.