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Shroompy

Shroompy

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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524390#Comment_3524390

    edgarboop is talking about pre-charging EMP. the idea is that when singularity throws bipod, he stands still, so you can charge EMP such that when he fires at you to be infected, you remove immediately. he has internal cooldown for infecting survivors and he stands still at 0% speed so you can just hold-w away from him. this what he means by 10 second cooldown.

    Ah that makes more sense, even though you can just reapply Slipstreamed to them in again, 2-3 seconds. So yes they may of wasted 10 seconds of your time, but they will be spending way more than that just getting rid of Slipstreamed. And if they use EMP's that are already printed, thats 2/4 used on just one of them. If youre applying enough pressure and Slipstream Survivors as much as possible, that should be get the snowball rolling

    EDIT: Also if you see them running around with an EMP already charged, depending on how close you are you can just hit them since they cant do any actions and theyre slowed by 10%.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524028#Comment_3524028

    They only need to remove Slipstream once for him to be a bad killer, and they have plenty of time to do that with correct distance management on the first Biopod hit. If you go into a Biopod, tag someone, and they EMP, you just went AFK for 10 seconds. A good survivor isn't stopping dead in their tracks when Singularity enters a pod. They're running away.

    It should take no more than 2-3 seconds from shooting a pod to slipstreaming some one, not 10

    Also if they dont have an EMP on hand theyre probably going to go get one. Sure there might be one thats already printed, but that wont be the case every time. And if you let a Survivor EMP themselves to get rid of Slipstream, the time they waste adds up VERY quickly. Some Survivors may opt to just stay Slipstreamed once they realize that, and now you have one of the best mobility tools in the game.

    @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524028#Comment_3524028

    You don't need to, if this is against the rules reply and I eill deletr the post but there is this dude called cocolatte on youtube and twitch and he is a beast on singularity, he has very enterraining videos but also gives very good tips about how to play singularity, teachrs mindgames, when to tp, how to position biopods etc.

    However even as an avid watcher I see he puts a 1000% of his effort for a result that a blight/wesker can get if they just got good muscle memory so I would not recomend practicing singularity yourself, however watch cocolatte, hes really a hidden gem.

    First time Ive heard of him and decided to give a couple of his videos a watch, and yeah hes probably one of the better Larrys Ive seen. He def has a much more aggressive playstyle than I do, but I just play a lot more passively in general.

    Also as far as Im aware its not against the rules to say some ones name (like a content creator in this instance) as long as its not in bad taste

  • Its not really meant to be. Myers and basically anything about him was made during an era of the game where balance was one of the last things on their mind.

  • @ThatRedPyramidThing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523568#Comment_3523568

    His challenges are stupid.

    The devs really though actually using his power was easier that it is.

    You be lucky to use overclock in a match period. You win the lottery if you manage to get a hit in overclock

    I don't know how the devs didn't see the strength of EMPs. Like did they test them at all? Or are they really so bad at the game that they just didn't use em well enough?

    No matter what the answer is the devs look really bad for releasing singularity and the EMPs.

    This explains a lot

  • If you are chasing a Survivor long enough for them to be able to get rid of slipstream multiple times, you are chasing them for WAY too long.

    Also having a Survivor use an EMP in the middle of a chase is probably the worst thing they can do, as its super easy to reapply Slipstreamed.

    Honestly thinking about learning video editing just to make a video on a guide because so many people are confused on what to do as him

  • @tea said:

    Title. On July 25th Dredge's 'War is Hell" skin came out. 4 weeks after release skins are supposed to be made available to players to purchase for Iridescent Shards as well as Auric cells.

    Still nothing over 4 weeks now. Anyone know why this is? :/

    Pretty sure its a month, should be available in a few days

  • Yes, as long as people have the option to mute them. I personally wouldnt, but I can see how it could be annoying to some.

  • @ThatRedPyramidThing said:

    Same.

    I don't care what BHVR does to try and stop me. I will tunnel until chases are fair.

    Chases are fair, its just youre not meant to be able to down some one in 20 seconds. Especially when you are giving that 1 Survivor the greenlight to use all the resources on the map when theyre supposed to be split up across all 4 of them.

    Also lets be real, people have said theyd stop tunneling if XYZ was nerfed/removed and thats never stopped them. And your "fair chases" certainly wouldnt stop it either since youd just jump onto the next thing.

  • @Chilli_man2400 said:

    You can’t use him as a patrol killer. You have to use his power during a chase to get all the value

    This is true to an extent, as you dont want to chase as much as you want to harass similarly to Hag. You want to patrol a specific area, apply slipstreamed at any opportunity, and essentially play hit n run.

    Now that being said in the middle of a chase its not a bad idea to quickly switch to a pod surveying a gen or a recently unhooked Survivor to check if you can get a cheeky slipstream. Dont lose much distance doing this, and it could buy you quite a bit of time and maybe even got the snowball rollin

  • Challenges I equiped and got them done first try without even knowing what they are

    Hell I still dont know what they are

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523386#Comment_3523386

    I agree, altho not to that extend, if you will actually practice a killer in dbd do NOT waste your time, practice nurse, blight, spirit, wesker and maybe arstist, else you are pretty much wasting your time. Because for example if you lets say practice pig or trapper, any team that died to you will most likely die to another pig/trapper player with way less practice so essentially your practice meant nothing.however if you practice a killer that does actually reward your skill and has room for your skill to matter your practice would be fruitful.

    Thing is as a player you should be able to recognize that. When ever I go against a team as say Dredge, I can tell if I would of won just because they were bad or if it was because of my knowledge as not only Dredge but also my skill as a player. Believe it or not Singularity's skill floor isn't high because of his power, in fact its actually pretty simple when you take a second to think about it. His skill floor is high because you need a good understanding of killer in general. When and how to drop chases, juggling between Survivors, knowing when to slug, tunnel, camp, etc. Singularity excels in being able to play the 1v4 since his kit is basically a jack of all trades. His only real issue are maps, (indoor maps in particular) but thats nothing new. Basically every killer has at least a few maps that they do worst on than others.

    I feel like Singularity is in the same boat as Spirit when she first came out. People for quite a while were insisting she was in the Number 3 or the Number 4 spot (Top killers then would of been Nurse, Billy, Huntress) and one of the reasons why was because people thought she was unnecessarily difficult for "how little reward" you got. It was like this for quite a bit, and slowly people started to realize just how strong she was. Now, am I saying Singularity is at that level of viability? No, but he is FAR from the bottom and is definitely further up the tier list.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523342#Comment_3523342

    Tbf you are better off investing said practice time on a killer that rewards it like blight, wesker, oni, even nurse, pracicing singularity is putting a lot of effort to be maybe a nuisance to good players, yes you will destroy bad player but even trapless trapper can 4k those teams.

    With that logic you're better off just investing time in only Nurse considering she's the best killer in the game with by far the best reward

    There are several other killers that have high skill floors and are worst than Singularity

  • He's just fine the way he is, just takes practice is all

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522518#Comment_3522518

    that was ptb. live is different. sadako is like myer's tombstone. strong with add-on and particular chase perks. weaker without them. I think I am going regret saying too much.

    Oh even after she hit live there were SEVERAL threads, more specifically when the patch dropped

  • Man and I remember how many immediately jumped on the "cant believe she got nerfed" train

  • It looks weird, but with any other killer it would look fine. Reason why it looks so odd here is because Artist has a long neck (which is where the camera is actually positioned)

    Another thing that could of made this easier to pull off is Monitor and Abuse or Shadowborn

  • @Pluto_1 said:

    I'm doing ok with Fredward.

    https://us.v-cdn.net/6030815/uploads/WMMA83ZHYHXS/firefox-u2vasotczj.png

    Don't play like the streamers.

    You can do ok with quite literally any killer nowadays. Doesn't change the fact that he doesn't offer any form of unique gameplay. Wanna slow down Survivors in the middle of a chase? Clown does it better. Wanna teleport to specifically 7 pre-determined spots on the map? Sadako. Want to make fake pallets? Doctor. Wanna make Survivors fall asleep irl? Skull Merchant.

    there's not a damn thing he does that others do 100x better

  • I mean sure I get ######### games every now and then playing both Solo Q and killer, but Im not gonna let that 1 game ruin the 10 other games that went just fine

  • -Oh an official statement came out? Interesting.

    -Oh wow what a fun and creative way to use that cosmetic! Haha-

    -Oh.

  • Think Engravings should just be basekit... or just this:

    @Shroompy said:

    INTRODUCTION

    Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image

    Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!

    Enough with the chit chat lets get that rework goin'

    CHAINSAW CHANGES

    • Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
    • Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
    • Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
    • Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
    • When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
    • Changed "roar". Only triggers after getting a Successful Chainsaw Hit.

    Overheat Changes

    Overheating the Chainsaw no longer disables it.

    While Overheated:

    • Using your Chainsaw will pause heat dissipation.
    • Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
    • After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.

    These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible

    Add-on Pass

    The Hillbilly has some pretty lack luster add ons, so lets change that!

    Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.

    The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same

    Common

    * Old Chain Brake (Replaces Steel Toe Boots)

    A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
    Junkyard Air Filter

    A cracked and dusty filter which still manages to work better than the stock model.

    • Increases Overheat limit of the Chainsaw by 20 charges.
    * Heavy Clutch

    A well-made clutch that keeps the chain moving smoothly.

    • Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
    * Speed Limiter

    A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.

    • Grants 100% Bonus Bloodpoints post trial.
    • Reduces Chainsaw Sprint movement speed by 17%.

    Uncommon

    * Spiked Boots (Replaces Dad's Boots)

    Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.

    • Increases Turn Speed during the Chainsaw Sprint by 28%.
    Punctured Muffler

    A roughly modified muffler that allows for extra air flow.

    • Increases Chainsaw cooling speed by 50%.
    * Off-brand Motor Oil

    Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.

    • Increases Chainsaw missed cool-down recovery speed by 12%.
    * TV Antenna (Replaces Death Engravings)

    An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user

    • Increases Chainsaw Successful Hit recovery speed by 12%.
    * Low Kickback Chains (Decreased Rarity from Rare to Uncommon)

    A specialized chain that reduces the likelihood of kickback.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.

    Rare

    * Ma's Tooth (Replaces Mother's Helpers)

    A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow

    • Decreases Chainsaw Charge Time by 12.5%.
    • Does not stack.
    * Thompson's Mix (Replaces Leafy Mash)

    A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.

    • Increases Chainsaw Missed Hit recovery speed by 20%.
    * Glass Shard (Replaces Black Grease)

    A piece of glass taken from Max Jr's only friend

    • Increases Chainsaw Successful Hit recovery speed by 20%.
    * Doom Engravings

    Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.

    • Increases movement speed during a Chainsaw Sprint by 15%.

    * Tuned Carburetor

    Despite being caked in dirt and oil, this carburetor has been well adjusted.

    • Reduces Charge Time of the Chainsaw by 25%.
    • Does not stack.

    Very Rare

    * Thompson's Moonshine

    A strong beverage made from corn and a recipe passed down in the Thompson's family.

    • Increases Turn Speed during the Chainsaw Sprint by 44%.
    • Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
    * Pa's Hand

    The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.

    • After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
    • Does not work if Overheated.

    "Come on! Show 'em Boy!" -Max Thompson Sr.

    * Pighouse Gloves

    Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.

    • Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
    • Increases Chainsaw Charge Time by 25% while Overheated.

    "Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.

    Apex Muffler

    A masterfully crafted chainsaw muffler that outperforms all others.

    • Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.

    Ultra Rare

    LoPro Chains

    Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.

    • Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
    • Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
    * Iridescent Brick

    Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.

    • While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
    • Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.

    FINAL NOTES

    Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.

    Feedback would be greatly appreciated <3

    (Please BHVR, Ill get yall some Tims when I come by Montreal next year)

  • This probably happened because of back filling

    Honestly lobby dodging just needs to go.

  • Yeah Freddy just feels awful to play and doesnt really bring anything new to the table.

    Hes in need of yet another rework

  • I dont mind em, but Ill laugh everytime I watch a stream or a vod of some comp player who has them so intense it makes my retinas burn

  • NO THERE ISNT SORRY

  • Grades dont matter for matchmaking, only MMR

  • @jesterkind said:

    There are two general things to say in response to this.

    The first is that the appeal to authority is a fallacy even when the authority is granted for a reason. I don't care that KnightLight thinks MFT is OP and needs a nerf, but because they're a skilled player, I might care why they think that. That reasoning isn't present here, and since I can't open twitter links right now (thank you, mr musk...) I can't check if it's elsewhere in the thread.

    The second follows on from that, which is to say, what nerf do they think it needs? What are they referring to? If they say that the 3% speed boost is disgustingly OP and completely free, I'd disagree with them, because they're wrong. If they say that the Endurance is too much on top of an already strong effect, and that stacking MFT's Haste with other forms of Haste is where it becomes indefensible, that I would agree with.

    TL;DR invoking a skilled player's opinions is meaningless unless you give their reasoning.

    This

    I dont think its overpowered, but I do want MfT to be nerfed because I think its overtuned since 2 effects that are that strong who also have 0 correlation to each other shouldnt be on the same perk

  • I dont think its this ridiculously overpowered perk, but I dont think it should be left alone either. The 3% extra movement speed is good enough on its own and its the reason why majority of people are running it anyway. The main problem here is the Endurance effect that comes with it, not only do these 2 effects have 0 correlation with each other but it has absolutely 0 requirements to activate it.

  • Didnt even know people were complaining about chain blinds

    Only people I could see are just inexperienced killers who don't know how to properly deal with FL's to begin with

  • How I play Singularity is similarly to how I play other killers who play hit and run or apply status effects effects (Like Wesker or Nemesis)

    Just because hes 115, doesnt mean you need to commit to every chase. (that goes for basically every killer, learn when to drop chase) I like to follow what I like to call the '30 seconds rule'. If I cant get a pallet, strong breakable wall, or a hit within 30 seconds of chasing a Survivor, I dont even bother. Now what youre able to do as Singularity if youre unable to get any of the 3, is to slipstream them to make them chose between getting an EMP, or leave it there and risk getting TP'd on at any point. Doing so will slow the game down and make them use up their resources. This will open up more and more opportunities to snowball as the game progresses. (Another thing is after getting a hit, try to slipstream them if possible but its not necessary to commit to the chase.)

    Things to keep in mind is to be aware of your surroundings. While chasing somebody, try looking out for other Survivors or use perks to find out where others could be. You can very easily apply slipstreamed to other Survivors who are busy doing other things and barely lose any distance on the Survivor you are currently chasing.

    To get maximum value out of 1 pod and to keep pressure on Survivors, its best to play territorial sort of like Hag or Trapper. Not necessarily a 3 gen, but take like half of the map and don't go outside of it if you can help it (makes keeping track of gens much easier, and if you get in a chase you'll more than likely already have a pod set up which just saves a bit of time)

    One thing that makes this particularly difficult are indoor maps. They are notoriously bad for him as the several LoS breakers not only make it difficult to juggle between Survivors but to even slipstream a Survivor youre chasing.

    Good perks on Singularity that come to mind:

    Save The Best For Last - Makes it much easier and gives a bigger window to apply slipstreamed to a Survivor after a hit. Doubles Up to cut the distance gained after a hit as well

    Sloppy Butcher - Hit and Run playstyle and Sloppy go hand in hand, and is particularly strong on Singularity as the extra time to heal leaves a bigger window to apply Slipstreamed to 2 or multiple Survivors.

    Discordance: The information provided is much more than youd realize. Going up to a gen where 2 people are can allow you to essentially pressure both of them at once. You can do so by leaving a pod (or multiple) that covers all sides of the gen, and chase one of the Survivors off. While chasing them, go to your pods to apply Slipstreamed. Depending where on the map you are and where the Slipstreamed Survivor is, it might be beneficial to teleport to the Survivor on the gen

    No Way Out - Playing for the late game is probably the best way of going about things. Buying yourself a whole minute to set up pods at gates to keep an eye on them, as well as getting rid of EMP's can be the difference between a win or a loss

    Surge - Perk is perfect for the territorial playstyle, and you can never go wrong with bluetooth gen regression

    BBQ and Chili - Once again, all about gaining information and letting you know where you should be heading next, but also where you could be applying the most pressure with your pods

    Coup de Grace - When you teleport to some one and become overclocked, a lot of Survivors will try to squeeze an extra loop to try and prevent getting hit since not only can you not be stunned, but you break the pallet much faster as well. Coup de Grace can punish that greed.

    Surveillance - Essentially the same reasoning as Discordance, but gives you a more precise way of knowing when that other Survivor is hoping on the gen

    Mindbreaker - Sprint Burst is one of your greatest enemies, preventing them from using it after TPing on them can be the difference between getting a hit or not

    Hope this helps at least a little :)

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520016#Comment_3520016

    The problem is DbD did not lose fun part for long period. I think i mostly started hate after MMR added.

    Nah people were bitching and moaning since the very beginning

    What has changed is the reasoning behind the bitching and moaning

  • The devs simply changed with the community. And one thing the community got wrong was the perception that balance = fun.

    If you look back at the main complaints from back then, large majority of them if not all have been addressed.

  • Always has

  • @Roaroftime said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518973#Comment_3518973

    yes everything that helped a survivor you list as past tense “had” “was” survs will have nothing left to help them anymore next minute devs will remove pallets altogether at this rate, solo q future has never looked as bleak :(

    Solo Q is only bad because the devs refuse to make a ranked mode and proper matchmaking system. They still have strong tools at their disposal

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518252#Comment_3518252

    cool, but the post isn't about how singularity is good at stomping bad survivors. it was obvious to anyone. if you're good with this killer and survivors are dumb, ofc you're going to steamroll them, but whenever you come across any decent survivors (they ones that aren't clueless), you're going to have absurdly hard time. even if you don't get sent to a horrible map, because this killer is very dependant on map and map spawns (god forbid you get bad map spawns with many windows or all vital gens are obstructed or printers spawn in inconvenient places) because this killer's efficiency drops exponentially depending on how optimal survivors are with using EMPs and how good map spawns you got.

    Having a hard time is something quite literally every killer has to deal with if we're talking about good Survivors, and thats how it should be. No reason why Survivors trying their absolute hardest should be barely making it out against a killer who's messing around, the reverse also applies and that is very much the case the majority of the time.

  • Killers had all of these yes, how ever you're completely leaving out all of the strong stuff Survivors had (which was MUCH MUCH MUCH more numerous) than what killers had. Sure they had true face camping back then, mori's after first hook and noed which not only provided a speed boost and insta down, but a decrease in hit recovery as well without even being associated to a totem...

    Survivors on the other hand had much faster heal speeds, much safer loops thanks to the presence of TRUE infinites (no entity blocker and no bloodlust meant some loops like Ironworks, Rancid, or Wretched Shop had a single counter, being The Trapper), filler pallets just having being larger, and the presence of double pallets at basically every loop (jungle gyms, fillers, main buildings, etc), pallets vacuums, thicker fog which made it easier to hide, thicker and taller grass which also made it easier to hide, and there is so much more that I can get into because I didn't even mention perks and items. If you want me to give you a little history lesson/reminder, I'll be more than happy to do so.

    Killers nowadays have actually a good number of viable perks and perk variety, something that couldn't really be said all the way up until 2019. We're talking perks like Whispers, Brutal, Nurses Calling and MYC all falling out of the meta not because they got nerfed, but because they were power crept out of the meta since those were the strongest perks at their disposal. Nowadays you can see a Doc and not immediately know they're running something along the lines of Ruin, Nurses, Brutal, BBQ.

    Killer powers in general have also gotten much better over time, to give you an idea there's a post I made all the way back in 2018 (that post is still up) where I have Myers listed as the 5th best killer in the game, and Clown as number 6. (there were 14 killers at the time, Legion being the most recent) That tierlist actually received good reception despite it being cringy af.

    Maps have also drastically improved over time. Not only have they gotten smaller but they've become a lot less safe thanks to the previously mentioned removal of pallet vacuums, double pallets and entity blockers. I'd bet money that I could run any one who actually accepts the challenge to 1v1 on 1.5.0 and down me within 5 minutes without using Nurse and I'm far from my prime Survivor days.

    I could go on and on for hours, days even of just how wrong of a statement this is. This is also coming from some one who's started all the way back in May of 2017, with almost 6k hours with the majority of that being on killer while 'maining' weaker killers for the most part. Now, what I think a lot of people misinterpret when they see some one claiming that killer is the easiest its ever been, is they think they're claiming killer is easy. No, its not, but when comparing it to what we had to go through back in the day? Its night and day.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518149#Comment_3518149

    would love to see you call gameplay against some clueless people standing afk under cameras or wasting EMPs as an argument for Singularity being good and chill

    Oh Im sure its so much different from your high MMR games. We all know how good matchmaking is

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518050#Comment_3518050

    are you trolling or just really lack understanding of singularity that much?

    i've been playing this killer for 2 months nonstop and when I'm telling you it's not worth the effort because it's not worth the effort, it really is like that.

    to get any meaningful results against decent survivors (the ones that actually apply counterplay in chase and don't camp pallets / waste EMP for a single slipstream cleanse) you need to put in absurd amount of effort into constantly managing cameras (placing, adjusting, aiming, doing that on constant repeat nonstop even midchase). and if you don't do that, you're playing this killer wrong because you're just reducing yourself to a pretty bad 1v1 + surveillance type of killer, you must constantly apply 1v4 pressure. And you don't just do it randomly, you actually have to put thought into placing cameras, utilizing all that info, infecting survivors quick enough, etc,etc,etc.

    this killer's whole playstyle in sweaty matches isn't to outpace survivors like classic chase killers do, it is to drain survivors out of any resources and then slowly take them apart, all that while still doing unreasonable amount of actions every second because otherwise you don't generate enough pressure. Singularity at peak performance is an overcomplicated Hag or Skull Merchant because his chase power is not efficient enough in classic chase cycle gameplay. It's good at draining map resources, punishing survivors for grouping up, but not good for consistently and quickly downing people.

    it gets progressively worse because you realize that more and more survivors learn his counterplay and while it takes absurd amount of effort from your side to at least somewhat mitigate EMPs, they don't get distracted that much. They learn not to waste EMP on a pod near gen unless you actually infect them, they learn to switch sides if they gen is being watched by 2 pods (because it's literally impossible to place 2 pods on same gen outside of 1 EMP range and have them observe all sides of the gen, unless that gen has 2 sides obstructed & is in the open), they learn when to predrop or when to loop, they learn what windows are still safe enough to be used against you and so on. So while you were already sweating to manage the basics of your power against people who just mindlessly used EMPs, you're now forced to sweat in square.

    Im not even counting endless bugs with his power like cameras refusing to place, being obstructed by pixels or slipstream teleport being overruled by pod placement because 1 pixel slightly obstructed one of your aim's sides. It stops being annoying after you got initial hang of the killer, but then, after a month of playing with him, it becomes infinitely more annoying because you know you got screwed badly because this killer is inconsistent garbage

    so yeah, I mastered this killer and as a person who masted him, I can say for sure this killer is not worth it. He takes unreasonable amount of effort for results slightly above mediocre.

    https://us.v-cdn.net/6030815/uploads/W8NX829C5FHG/image.png

    Not trolling, will happily provide gameplay once I get home

    Also from a brief overview of your little rant, dont think youve mastered this killer nearly as well as you think

  • Your results match the time and effort put in. If you only have 20 hours in a character I dont know why youre expecting to have them mastered

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517753#Comment_3517753

    Not really, as someone who plays a lot of singularity, why should anyone invest time and effort into a killer that does need that time and effort and frankly the reward is mid at best.

    Like if you used the same time to master singularity and say blight or wesker, your time is has a way better payoff playing those last two than singularity, in that regard there is not really an incentive to play him.

    Casual players will be repelled because he needs too much effort to play and swetay/competitive players know they can invest their time into more rewarding killers.

    Finally why do I play him? Because I like the cctv type of gameplay and im too bad to play blight if I could get good at blight id think id barely touch anyone in the roster.

    Because that "mid reward" is still more than enough to do just fine in 90% of your matches. He's also more on the same line as Nurse, in the sense hes hard to pick up but once you get over that small hill its a pretty smooth ride.

  • @Ariel_Starshine said:

    I'm on PC but don't have interest in doing the beta thing. However I keep saying, if Alien is weaker than a Nurse then we've a problem.

    You must of been pretty disappointed in every killer released after August 2016 then

  • Because he takes actual effort to play

    Big nono for this community

  • At 100% and usually try to do so as quickly as possible whenever a new DLC comes out. Having all achievements is something Ive first achieved back in early 2019 with Deranged Pursuit being the very last achievement I needed which was MUCH harder back then. The following explanation will assume you already know how OG Legion worked.

    What you needed to do, was in 1 use of Frenzy hit 1 Survivor, find another Survivor and hit them, then return back to Survivor 1 to hit them again and down them. This needed to be done 25 times.

    I dont remember what the website was called, but it was something that would track how many people had all achievements. At the time I was one of the first 10 people to get Deranged Pursuit (Think I was like number 8 or somethin like that)

    Good times

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517204#Comment_3517204

    When I play Blight with compound 33, I literally don't care if the survivors have Made for This. So I don't need complain in that case.

    cool

  • MFT and FTP dont work together anymore, its just Buckle Up and FtP

    also I think Buckle Up just needs an activation requirement, similar to WGLF but harder to get than WGLF since its a bigger payoff

  • Yes I can

    Just like how if you use Blights add ons you can complain about Made for This

  • @luvcraft said:

    https://www.youtube.com/watch?v=7UWQ6iHVDfY

    the trailer in question, which absolutely made it look like Legion's power was gonna be "pretend to be a survivor".

    Yeah, which only came out a few weeks after the PTB came out where we already knew basically everything that was needed to know

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516489#Comment_3516489

    Hah! I may just take you up on that!

    I dig through a lot of the old patch notes, old content videos, and discussions around this game. I'm a new player, so I've nor been round long enough to see majority of chapter releases. Following back through the trail of changes and working out/understanding why those changes were made is really enjoyable to me.

    Suppose this thread should stay on topic with Legion really, I may PM you from time to time if thats ok XdlD

    One consistent theme I see in a lot of older content is the player base wasn't as skilled back then. With old Legion and this idea of no counters, was spin teching not really a known thing back then or was there some other element that made it harder to do? I know when I've played Legion, I have had my feral frenzy countered by this, and had to learn pretty quick to be more cagey about hits... 😅

    Wasn't there also an add on that increased the deep wound reduction value? Was it Frank's mix tape? I've heard a legend about a pretty famous streamer who straight up banned everyone who ran that add-on on Legion xD

    Oh yeah for sure! If you have any other questions go ahead and shoot me a DM!

    As for 360's, they can be a little difficult to deal with at first but with time they become very easy to deal with. They were a known thing back then how ever they were then and still used as a last ditch effort at getting away. It also didnt really work against Legion since his power didn't cancel upon a missed attack in Frenzy. In fact it was actually a known thing to constantly lunge and whiff while in Frenzy since you would gain more distance that way.

    Also you are indeed correct about Frank's Mixtape. Without it, Legion needed to stab a Survivor 4 times before they went down. With it, its only 3 times. The numbers were the following: Deep Wound Timer was 30 seconds, (nowadays its 20 seconds) and a hit on some one already suffering from Deep Wounds would take off 10 seconds. Add on Franks Mixtape, and it took off 15 seconds. One thing that would make the moonwalking build effective (just made the process quicker) was another add on; Stab Wounds Studies, which took off 5 seconds when initially applying Deep Wounds to a Survivor. This add on was basically only good for that tho and was pretty useless otherwise

    How ever, there was a PTB where the devs wanted to try to fix one of Legion's issues, that issue being the lack of healing that Survivors did/still do since it just wasn't worth it with how easy he can hit you. So what they tried was when The Legion would stab a Survivor in Frenzy and they were already injured, their timer was 20 seconds instead of 30 seconds. May not seem that significant at first, but people soon realized that if you pair that with Stab Wounds Studies and Franks Mixtape, and you could basically instadown Survivors. Luckily, that never got pass the PTB and Legion remained unchanged that patch.

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