Xernoton
Xernoton
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- Xernoton
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A killer with a high skill ceiling, strong and rewarding power, that's mechanically demanding, usable in creative ways, with sufficient counterplay and also pretty versatile?
Nah, that sounds like a disaster.
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@Roaroftime said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463888#Comment_3463888
No, he does not spawn far behind you he spawns RIGHT beneath you and the distance is far too short unless you're near a powerful window because pallets are useless. I've also explained that when you're mid chase and being tunnelled off hook you don't have time to pickup an EMP/ solo q teammates don't help, did you even read any of what I said?
Uhm. Yeah. You can literally outrun his power but he is right beneath you. Maybe, before you start making false claims you should actually play the killer. Or play against them for that matter. Vaulting a window while Larry is in overcloak is also a bad idea. Don't do that, he'll catch up. But dropping a pallet in his way is no issue. If you're really desperate you can pre drop pallets against him as well. He'll destroy them but it will buy you some time. And don't get me started on him breaking pallets with his teleport. That is mostly a worse option than breaking them manually.
When a killer tunnels you, you're always screwed. There is nothing that will save you from a tunneling killer other than complete superiority in chase. Larry really isn't even that oppressive in tunneling scenarios. You don't have an EMP? So what? He'll need to mark you again (wasting time standing still), catch up and then shoot you to get a teleport that will do what exactly? Somewhat counter Shift + W? Your argument is ridiculous and shows how little you actually know about this killer.
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Sure. A killer that basically has no power most of the time is overpowered. Tough luck explaining that logic.
Larry spawns so far behind you after a teleport you can outrun his overcloak with no trouble at all. So basically teleporting doesn't really do anything. He is literally a M1 killer, if you do that against him and EMPs are not something you have to go out of your way in order to get your hands on them. They are always available and you can even see where they are.
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They had to tone down the color intensity because it caused a variety of different issues. First as already mentioned before it was quite hard to track scratch marks but it also left some players (like myself) with sensory overload and caused nausea and headaches.
I still think it's a beautiful map though.
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@Cassiopeiae said:
Have you sat on a single gen for 90s and thought to yourself they're too fast?
Who sits on a gen for 90 seconds, though? It's more like 80-70 seconds with one or two gen perks and less than 60 seconds with a toolbox on top.
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Anything else? How about base kit DS, Windows of Opportunity and Made For This while we're at it?
Seriously, the more you punish killers for everything they do the more 'scummy' they'll play. That is until they won't play at all.
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I had a group of survivors sending me to Garden of Misery and blocking the window on the second floor next to the gen. That wasn't exactly fun either. At least in your case they didn't send themself to the perfect map to do this.
Also, this is literally what this stuff is supposed to do, so I fail to see how it would be a bad thing they use it.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463117#Comment_3463117
You're right actually, I didn't mean "make them stronger in chase" literally, it was more of a "make chases worth it" sentiment but I understand it's not making much sense haha. What I was trying to say is that because of more or less recent changes chases are shorter, so being injured is more of threat but healing has been nerfed as well, in consequence survivors die more quickly (which is obviously made worse when the killer tunnels). Because survivors feel like they die more quickly they do try to do their objective more quickly (which in turns makes the killer do the same), even in solo q I see people doing dull totems, chests and self-healing a lot less than before, everyone is just doing gens now.
I absolutely agree that longer chases = more tunneling, just like the gen speed nerf ended up making a lot more survivor use gen perks. And I also agree nerfing one or the other wouldn't change the other side's behavior, we'd need some kind of meta shake up or something to switch up things again I think.
In all honesty I stopped playing for a while after the meta shake up because games became too long for my liking, so I really don't mind the shorter games lmao, but I don't think it's ideal that about a third of the time we already know how the game is gonna play out depending on the first 2 minutes of the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463129#Comment_3463129
Right... because there's absolutely no one between the absolute beginners and the thirty people who play "comp DBD" and we should totally balance a game around people who clearly don't reflect the skill of 99% of the playerbase and add so many rules and restrictions you could argue their games don't reflect the balance of the game at all simply because that's not how people play the game.
Agreed again. I was a bit confused by your sentiment but I'm affraid I don't quite understand how "making chases worth it" would look like. I'd love to hear your thoughts on how that might be achievable because it doesn't sound like a bad idea.
That last point is something that I've experienced too. Mostly you go into a match and depending on how well the first 2 minutes of the game go you already have a pretty good idea of who is going to win. Of course, come backs are always possible but they are unlikely. Considering that the devs also wanted to do more about 3-genning (which is a good thing btw) I see this only getting worse however.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462967#Comment_3462967
And survivors are gen rushing NOW because most killers tunnel and being in chase isn't worth it. As I said, it's literally the chicken and the egg (and it'll stay that way until survivors are somehow made stronger in chase or tunneling is somehow not the best killer strategy anymore)
I agree with the first part but I fail to see how making survivors stronger in chase would help with this problem. Killers would only double down and tunnel, camp and slug even more because chases are too big of a risk. Also, a survivor that is not in chase will not run up to the killer to get chased, which means the stronger one survivor is in chase and the longer that chase lasts the more free time the others get to do gens.
Gen rushing will not disappear just because tunneling, camping and slugging get nerfed and vice versa. Also, an asymmetrical game cannot work when the one side with fewer team mates isn't massively favored in some way. In DBD the killer is massively favored in chase (arguably not enough when you consider they had to add bloodlust to give killers a chance of ending chases). You will go down eventually. The only question is: "How long will it take?". If you add realistic possibilities for survivors to escape a chase that makes the killer basically just a tool for their entertainment with no real impact on the game.
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If I ever feel like 3-genning, I'll play Knight, Blight or Doctor instead. If I want to play killer with a chase power, I'll play Blight, Doctor, Oni or Wesker. And if I want to lose, pallet Freddy is my go to.
Larry doesn't have anything he excells at compared to other killers. To top it off he has an insanely high skill floor, which makes him frustrating to play and even then his power is mediocre at best. He would be a lot of fun, if his power actually did something but most of the time you're better off playing M1 killer and don't bother using his power.
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Ironic. He could blame others for dcing. But not himself.
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It's an event interaction. Killers can use an envelope to expose survivors, survivors can block windows and spawn pallets.
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Got destroyed all the same. This killer just isn't strong enough for a hard counter mechanic that is as available as EMPs.
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@About8Genjis said:
The problem with Wesker isn't his power. It's the fact that the majority of the games as surv are against Weskers.
A killer could have the most balanced power and people would still complain if they are versing them 24/7, as it would get boring or even frustrating to play against the same killer over and over.
True but really this just proves that Wesker's design is great. He is so fun to play that many people pick him but not overpowered like Nurse or Blight. We need more killers like Wesker. Killers one would actually want to play (unlike the last 2) and that don't feel awfully weak (*Singularity*).
That would also lead more variety when it comes to which killer you face.
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Nothing changed really. It is exactly as before. You set up a biopod, it gets disabled rinse and repeat until the gens are done. One team even allowed me to use my power but what good is it, if it still makes me weaker than playing normal M1 killer? It's faster, more efficient and you don't feel as stupid when they EMP your butt to hell.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460302#Comment_3460302
Because blight requires time investment, skill, and game knowledge. Wraith requires little to none of these. He’s the easiest killer to pick up, play and win with.
What time investment does Blight need? He probably has the absolute lowest skill floor in the game. Against survivors that have a rough time against Wraith, Blight is strong enough just running around the map and playing M1 killer.
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Wraith is still not all that strong. He's alright but his base kit lacks power that can only be compensated by addons. And his addons, while strong, are far from overpowered. Overall Wraith is decent but definitely not anywhere near an A tier killer. Maybe B tier but that's about as far as I'd go.
This 'age of Wraith' is not gonna happen. Why play Wraith for this when you could play Blight and outperfom Wraith with only his base kit?
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It might. The only issue is, that they cannot do it in the way that many players would like that to happen.
What do you think will happen, if the killer is punished for all 3 of these strategies? I can tell you, kill rates drop significantly and you'll see a decrease in the number of killer players. It's not only that they will have to make sure whatever mechanic they add can't be abused but also that this will need to happen with compensatory buffs for killers.
I'm all for it but really it is not a simple "Just add 10 seconds DS base kit, base kit Unbreakable and be done with it."
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458540#Comment_3458540
The QoL stuff like not having a slowdown when tossing bottles is fine, but changing and replacing addons into invigoration modifiers is not fine. It's not always about whether something is objectively better or worse, but whether or not it feels fun to play and worth relearning. Some of us played Clown just fine the way he was and the time investment into him was worth it the first time. Clown may be objectively better now, but he isn't so much better that it makes the time investment to relearn him worth it. Clown was extremely simple and his old addons were much more impactful. Whereas invigoration isn't anywhere near as impactful and introduced a layer of unearned pseudo-complexity and is more likely to hurt you than help you.
Sometimes it really is about killers being comfy and consistent. You can make up the different in kit weakness with player skill, but nothing helps with game feel when the things that gave good game feel are totally removed. I see as a point where the devs have an idea they are super attached to and game feel for established clown players took a bit of backseat. It wasn't like that level of rework was needed as he wasn't Freddy level where he literally was bad and not really capable of playing the game normally. He just wasn't particularly good so nothing has really changed. He still lacks overall map presence and pressure which was the problem to begin with and invigoration has done very little to solve that issue so what was gained by sacrificing comfy consistency?
I see what you mean but really I miss the point where Clown would feel much different than how he used to feel. It's still more or less the same killer. The invigoration addons aren't particularly good besides that one purple (I believe) but as I said they didn't remove any of his mechanics. Instead they introduced a new one, that believe it or not can really make a difference. Removing that would only weaken him significantly when he already has issues, so I would be against it.
I wasn't around to see Clown's old addons, so I'll have to take your word for it that they felt better but there still are some nice addons. Especially some of his green and purple addons are quite nice.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458540#Comment_3458540
The one that makes his bottles slowdown and expose survivors is really good.
Pinky Finger shouldn't even exist to be honest. They nerfed it twice already but problem remains. Unhooking is impossible against this addon.
I didn't mean to say that he doesn't have any strong addons. It's just that overall his addons are not the best. Some good addons and some that are just incomprehensibly bad.
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You want me to name killers that can do this? Let's see. Trapper, Pig, Clown, Wraith, Nurse, Legion, PH, Pinhead, Bubba, Myers, SM, Knight, Spirit, Sadako, Doctor, Hag, Plague, Artist, Huntress, Trickster, Deathslinger, Dredge, Nemesis, Wesker, Billy, Twins, Freddy, Ghostface, Demogorgon, Oni, Singularity and Blight. That's every killer in the game.
Every killer in the game can win with no perks, if the survivors are bad enough. New survivors will even go down to a Nurse that doesn't use her power (yes, I tested it and even got a 4k). This picture doesn't show us anything yet.
When it comes to Blight, I think he could use some nerfs. His addons are way overtuned and the more I think about the harder it gets to justify his base kit when you want him to have good addons as well.
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Why though? Clown was so much worse before his rework and anything you could do back then you can still do now. They didn't remove anything.
His addons aren't great but he does have some fairly useful ones.
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They only appear when you get close and there is only 1 per match. Sometimes they are really hard to find but usually you'll find them just by playing normally.
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In terms of strength I agree, that SM is better than Singularity. Her power can't be completely disabled by the press of a button at least.
When it comes to how fun they are to play as and against, I think Singularity still wins. If you don't care about results the new killer is quite fun to play as and from I've seen most people seem to enjoy playing against it as well. SM on the other hand? I swear, I'll cut off my right hand before I play her again in her current state. I despise that killer. That is just my personal opinion though.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457109#Comment_3457109
I just want to say that there are over a dozen complaint threads circulating about Sprint Burst being ‘OP.’ Now prior to DH receiving its most recent nerf I don't recall seeing anyone complain about SB, Lithe, or any other exhaustion perk (except the occasional gripe about Head On being annoying). So if we use these complaints by killer mains, then SB is now suddenly overpowered. Do you think it’s a coincidence killer mains are saying this now?
I have not seen that. If you would be so kind, please show me a few of the more recent discussions about SB. I find it hard to believe that I missed this because I'm quite active on the forums. Of course there is always the odd one out who believes anything their opponent has is overpowered but really the last time I've seen a discussion about SB was about how well it measured up against DH. And most people agreed that SB is fine and by far not as ludicrous as DH used to be. Annoying and very strong? Yes. But definitely not overpowered.
Also, please stop making this about killer player entitlement. This is not a one sided issue. There have been just as many complaints about killer perks (for a while it even matched DH complaints). I reckon the only reason we don't see many complaints about killer perks right now is because the last few nerfs to these perks all ended up killing whatever meta BHVR introduced. OverBrine and Eruption are good examples of this. So at least for now there isn't really one perk that sticks out for killers. Although that might change soon, who knows?
There will always be complaints about the strongest things in the game, no matter how strong or weak they might be. But I think that most of us here, would agree that SB is fine.
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Nice. That would be pretty good, if there ever was a chance to slip stream multiple people before they get it off with EMPs.
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All in a day's work.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456905#Comment_3456905
Really because you guys(not you in particular) complain plenty about every perk you mentioned.
I'm not being facetious at all here, but I want you to create a survivor perk that's both strong and acceptable by your standards for me. Can you do that?
Gen progression is op, health states are op, haste is op, aura reading is op, aura denial is op, end game perks are op.
So what's left? If this is how it's going to be everytime survivors get a new perk that's not trash how in the world are the devs going to create new ones going forward?
There is one big issue you overlooked. And that is likely why you believe all complaints about survivor perks are about their actual strength.
Picture this: The killer loses the game and is then rewarded with extra speed and permanent exposed status on survivors as long as a hex totem that only activated after the gens were finished remains (noed). Seems like a pretty stupid perk, right? Well, that's because it is! And yes, you see a lot of hate for noed as well. It's not overpowered but it's one of these perks nobody likes to play against.
The problem is not about the perk's actual strength (at least not completely) but how you activate a perk with such a strong effect and its restrictions. Noed is activated once the exit gates are powered. Made For This is activated once a survivor is injured. See the pattern here? The survivors / killer make the right play and get punished for that with no further restrictions or conditions to activate the perk. How is that acceptable? This is the main difference between Made For This and Dark Theory, which has a good effect but is so heavily restricted that it's basically useless (though these restrictions cannot easily be loosened without making the perk unfair).
Gen progression is a concept that should not be altered by perks at all. You either get something like Prove Thyself, Resilience, Deja Vu etc. (basically perks that will acitvate without you really doing anything for them and therefore becoming problematic) or Overzealous and Potential Energy (good perks but so heavily restricted, that they mostly fail to work in solo queue). Besides, we already have a problem with survivor efficiency but to explain that issue I'd need an entire thread. So I'll keep it short. A killer will not be able to reach the efficiency of survivors that just sit on different gens (or rush with Prove) without resorting to camping, tunneling and slugging because finding a survivor, chasing, hitting, downing and hooking them takes way longer than to repair gens (do the maths, you'll see what I mean).
Health states are not overpowered as long as they come with some restrictions. That was not the case with medkits and CoH, that allowed survivors to heal 4 injuries way quicker than a killer could ever hope to inflict even 1. The math doesn't work out here and shows why you cannot have every survivor be 100% efficient on their own. It again means a killer has no way to compete.
Haste is not an overpowered concept on itself as long as it has the right restrictions. Hope was pretty universally approved to be a good perk but not overpowered. Because it actually requires the survivors to do something to activate it just like Dark Theory (although admittedly that perk is too restricted). This is not the case with Made For This.
I have not seen anyone say something like "Aura reading is overpowered, pls nerf." yet. Not once. If you are referring to old Object of Obsession, I would advise you to watch some videos from that time. It really was that ridiculous. Wiretap on the other hand is a great perk, that unfortunately screws some killers way more than others (especially killers that already struggle). But I would argue it's not overpowered either.
I also have not seen anyone stating aura denial is overpowered. It is simply not the nicest thing to run. And what I have seen killer players state is something among the lines of: "Well, if I can't see your aura, I'll go for someone whose aura I can see, which basically makes me focus other survivors more increasing the odds of me tunneling." Again, not overpowered but an effect that encourages unhealthy gameplay.
End Game perks are not overpowered either. Because all of them have restrictions. No Way Out requires the killer to get hooks on different survivors to get useful, noed can be cleansed and is even highlighted, Hope requires survivors to finish all 5 gens and at least 1 survivor to play with only 3 perks up until that point and Blood Warden requires the killer to get a hook while the exit gates are open and at least 2 survivors remain in the trial to do anything. What, if you removed the restrictions from Blood Warden? That would make this perk rather stupid and arguably overpowered because it basically guarantees kills.
A fine perk in my opinion is SB. It's a perk that requires you to be mindful of managing your exhaustion, can backfire when you use it prematurely (you literally waste your exhaustion and risk getting caught without it later on) and it has some counters but is also strong enough to still be viable and good. Also, it is a perk that is pretty strong on it's own but doesn't have great synergy with a lot of perks (besides Vigil), which prevents many unfair scenarios from happening.
Sorry for the lengthy post but this is quite a complex issue.
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Good perks are not a problem. Reassurance is still a good perk. Lithe and SB are good perks. Bond, We'll Make It, Hope, Adrenaline etc are good perks.
But Made For This is not good. It's gamebreaking. There is a reason the devs used to be very reluctant with any modifications to movement speed and the few modifiers we had were heavily restricted. Think about why they added Bloodlust for a minute. It is a band aid fix for a bigger issue and now they seriously released a perk that makes survivors 3% faster because the killer failed to down them in 1 hit. Ridiculous. Shack is already insanely hard to mindgame against any competent survivors but with +3% it's literally impossible. Pretty much all close hits (mostly hits a killer would get on a window or pallet) will not happen. Also, I've warned about this perk enabling some infinites and I was right. You do actually lose chase on some main buildings now.
That doesn't sound like a good perk to me. Broken and overpowered but not good.
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The EMPs are a hard counter to Singularity's power. Not even Blight has something like that! And even if they completely removed the EMPs (not saying they should do that) Singularity wouldn't even be near base kit Blight in terms of strength. The teleport doesn't give a lot of value most of the time, especially when you consider how much time you need to invest to first infect them and then get the teleport.
The time that is necessary to do that would be better used playing M1 killer. Really, I feel even when you get a super quick down with Larry's power it'd be more time efficient to play M1 killer instead. I can only repeat myself. For a killer power to be worthy of such a hard counter mechanic it must be overpowered without it. Otherwise we get what we have right now with Singularity.
It's sad. This killer has great potential but they had to make sure that it could never be oppressive even against blindfolded survivors. So much handholding. You see the EMPs, see what will be affected by it, you cannot overlook a biopod because of the particle effect, EMPs remove slip stream and kill biopods (1 minute is an eternity, so the killer will have to reset them), survivors see which biopod is active, Shift + W counters the teleport and the list goes on. This isn't how a good killer works! Wesker doesn't have all that handholding and a better and more oppressive power and he is great.
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Same reason some killers will hit you on hook and bm you after every misplay. To assert dominance. It makes them feel better about themselves. It's probably not the most healthy coping mechanism but as long as it stays in the game and doesn't cross a certain line (death threats, wishing ill on players' families etc.) we'll just have to deal with it.
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@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/379369/my-singularity-experiance
Yes the EMP's are over tuned. They are nerfing them a bit next week but I really don't think it will change much. I have accepted this killer just won't be very good. I know I know in the right hands just don't. That literally describes every killer. No matter how you use this killer it's always going to be better to use someone else. Trap/web just use Trapper/Hag, 3 gen just use SM/Knight, teleporter just use ANY other teleporting killer, chase killer just use any other killer.
His over cloak is good in theory but 4.7 seconds (1.7 second wake up) is just to short. 1.7 seconds is more than long enough to drop/vault meaning they would have to be in a complete dead zone to get value or be bots. Actually now that I mention that the bots can even beat this killer. His cosmetic game is terrible as well.
He is the perfect killer for solo survivor mains though (like myself). If you can't escape versus Singu you weren't going to escape anyone.
Agreed. Although it is sad to see such a promising killer in this fragile state. Singularity could be really strong but not as long as survivors have a way to completely deactivate his entire power and even if they don't nothing much is going to happen. The over cloak is very good against panicking survivors but anyone that knows the numbers will just run away and leave that killer powerless.
Such a shame. Especially when you consider how hard this killer really is. So many things have to work out in its favor and even then playing M1 killer and not using the power might be more time efficient. I have no idea how they could think this killer was fine.
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I like the new map for the most part. There are some really nice new structures and with the color intensity toned down I can actually play on it. There are some problems though. Visually it's as stunning as always (except Borgo). The amount of visual clutter screws pretty much half the killer roaster (including Singularity!) and the thick vegetation makes it hard to track blood and scratchmarks. Also, the main building doesn't need a strong pallet and a good window. I've seen some weird set ups as well multiple windows right next to each other and perfectly lined up.
The killer is great in theory. The power is fun to use with a high skill ceiling and has the potential to be quite strong. However, currently the Singularity is way undertuned. The EMPs make it into a powerless M1 killer and that is neither fun or viable. It feels even worse than Trapper. And even, if you do get everything built up and can actually teleport to the survivor, you are not really a threat. Shift + W is enough to outrun the killer's little boost, which renders its pallet breaking ability and faster vaulting speed useless in most situations. Combined, this makes Singularity to a killer with a lackluster power that can be completely denied. For a killer to require that many restrictions, their power would basically have to guarantee hits.
I really don't have any issues with Singularity's 3-gen capabilities. Yeah, they can hold a 3 gen but really, what is the worst that could happen? You disable their set up with an EMP and leave them as a M1 killer. Or you rush gens and risk them teleporting towards you when they are already in the area to begin with to do what exactly? Chase you like any other M1 killer? All killers can get nasty in 3-gen scenarios. That's very important, because the survivor should break possible 3-gens before it comes to that. Any more hand holding in that regard would only lead to survivors rushing through gens with absolutely no brain power required against everything but the very top tier killers. Pretty much the situation we have now but worse.
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First off, a killer should be oppressive. Anything else puts them in a spot where they can be toyed with by the survivors.
Second, for a power to deserve a hard counter like the EMPs it would have to be incredibly strong. Think about it for a moment. If you completely removed the EMPs, would Singularity be anywhere near Wesker or base Blight? Not by a long shot. The teleport is not a guaranteed hit and can be hard countered by the press of 2 buttons (Shift + W). Compare that to really strong killers.
They aren't removing EMPs, they are only going to give this killer a power (maybe not even that, depends on the number changes). That really isn't a big deal for survivors. Or maybe it is. After all, Singularity is mostly a guaranteed escape at the moment.
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This is not going to be enough. A stet in the right direction perhaps but not enough to fix this godawful killer. They could turn the generation time all they way up to 2 minutes and it would still be too little because EMPs literally deactivate this killer's entire power.
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Happened to me as well.
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The true joy of this killer.
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Play the killer and see how well you'll do. This is, in my estimation, the killer with the highest skill floor in the game. Higher than Nurse. I've played him for a couple hours and really it's infuriating how many things you need to do right with this killer just to see it all countered with the press of a button. Out of all the games I've played with him only 1 was a win. And that was against survivors that I could probably beat with perkless Trapper.
It's basically old DH all over again but worse because this time you cannot do anything against it in any situation. Survivors always have EMPs and your power always gets disarmed. Even if you miraculously manage to ambush someone Shift + W is enough to stop what little momentum you built. As strong as this killer seems on the surface as weak it is right now because of all this hand holding for survivors. Survivors see where to get EMPs, can always get them with no effort, have to be completely exposed for a bio pod to lock on them, can Shift + W, pre drop and use EMPs mid chase to nullify all your efforts.
They added so many safety measures to ensure this killer wouldn't be too oppressive in whatever way and forgot that someone would actually have to play as it. That's what drags this killer down. And don't get me started on the perks. +3% movement speed and a bunch of killer perks that were dead before they were even in the game. What a disappointment.
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Looping was already a hard to concept to balance when survivors moved at 100%. Now the killer is actively punished for hitting a survivor by providing them a speed boost. That is not fair. +3% at shack isn't fair. +3% in main buildings isn't fair. +3% isn't fair period.
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You know what? Yes, let's nerf CoB and Overcharge again. I'm seriously curious what else they could do with the perks. Despite debuffing the killer (which Overcharge already kind of does). CoB is already pretty useless and Overcharge is now considerably weaker than it was before its buff.
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I still don't know why EMPs need to be produced passively as well. This just means that every survivor will have an EMP at any given time and can grab the next one as soon as they used the first.
It literally disables this killer's entire power, so it shouldn't be that accessible.
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I like it visually and the loops aren't bad either, I think. However, it's still hard to track blood and scratch marks and the collisions and LoS blockers are an issue for quite a few killers. I know it must be depressing to change so much from a map you created but really. No matter how nice it is for some killers as long it's disgusting for others, it's not a good map.
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Played him a handful of times now and so far the survivors always got out with no issues. Some of them were extremely weak (I don't like to call other players bad but I'm at a loss for words here) and they still made it out and teabagged me. I could have beaten these guys with Trapper (or playing M1 killer and never use my power).
I've asked some of them how they felt playing against me and so far it seems that the game really is as easy you'd imagine playing against Singularity. You have EMPs constantly and the game pretty much tells you when and where to use them as well as where to get them and they counter this killer's entire power with no downside.
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The killer is way too hard for what they do. I like their overall gimmick but really you need to set up a web of biopods, then constantly harass survivors with them to get their EMPs out of they way (at least for a bit), patrol gens, chase, shoot them with your balls of goo, teleport to them, destroy pallets, keep track of the survivors' movements, hook them, do your taxes....
Like, you can only do so many things at once before something has to give. It would go a long way, if Singularity wasn't that demanding.
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I feel this killer has a lot of potential but is extremely weak and unfun to play before you reach it.
I've played Singularity once on live servers so far and from what I can see it's buggy, a bit undertuned for beginners with this killer, extremely unforgiving, one of the hardest killers in the game (in the sense that they are extremely hard to play to their full strength) and super frustrating.
Especially that last part sticks out like a sore thumb because it makes you feel like a glorified M1 killer with pretty much no power. That's not exactly what I consider a fun killer to play.
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What else do you expect the killer to do there? 3 gens are done and they got 1 person on hook. Of course they'll try and eliminate someone as fast as possible. Anything else would be a loss. It's normal for someone to do whatever they can to win.
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Damn. Too bad it happened today of all days. I was excited to try the new killer. Well, hopefully they'll get it back online soon.
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The killer didn't grant you a win. That's all that happened. If you don't want to be slugged until you die, there is a simple solution here. It's crawling to the nearest hook. If you don't want to do that, fine. But don't blame the killer for doing their job.
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It is camping. Camping means you stay in an area. It is a logical play but camping none the less.
To be honest, I don't get why the survivors would be upset with the killer in that situation. It is probably the best option they have and I've never seen survivors stop working on gens because a killer made a bad decision either.
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Doctor is not impossible to beat. I used to main the guy and you really see his flaws the more you play against good survivors. The base shock range is quite short, so maintaining distance and delaying him works pretty well. Apart from that, his map pressure is not the best. It's there and it can help him get the upper hand but really madness tier 1 and 2 don't do anything as long as you can land skill checks, which really isn't too hard (admittedly Overcharge and Merciless Storm I sometimes mess up too).
He can be quite overwhelming for inexperienced or "bad" survivors, though. You playing for over a year doesn't say much. There are people with thousands of hours in the game that are ok-ish at the game overall (like myself, probably) and others, who only have a few hundred hours but are insanely good. It depends on how well you play against the Doctor, whether or not you win the game.
