The Singularity Has a Problem… – Dead By Daylight Commentary



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overall i think the chapter is phenomenal. the devs already hinted at tweaking EMP’s, but i still wanted to put my 2 cents out there. Let me know what you think below!

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42 thoughts on “The Singularity Has a Problem… – Dead By Daylight Commentary”

  1. he was so fun to play against but my time got cut short cause i was left on hook 2 die. <3 and the map was definitely cluttered but i really loved it, super fun to play on. i LOVED the little ledges for balanced, i hope they add them into old maps like farm.

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  2. One think i have noticed while playing the singlularity is that he seems to be super map dependent. He simultaneously wants a map that is both small, and also has good sight lines.
    The cams have a good enough range to hit survivors but what is considered cover is a stretch sometimes. He feels like hag if you could still flashbang her traps. Not exactly fun. He does feel decent when you're chasing a slipstreamed survivor, but then you are praying no one in range has an emp.
    Also one thing of note; the fact that your cams are blind if you are is a little dumb. Also, i think aura reading should work through them imo.

    Perhaps they can just make survivors have to manually print emps rather than have them auto craft. Anything to lower they amount used would be appreciated.

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  3. Also, why do the EMP boxes even have an aura range? I swear its the entire map. After playing as him a lot I can only say they need to make it so that getting an EMP is an actual time commitment cause right now my Slipstream lasts 3 seconds on average.

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  4. I think they should add an overheat mechanic to his overclock, if you don't constantly break LOS or go to loops with high walls you're just dead. If not that, just make it so he can get stunned out of his ability, with an actual stun and not just breaking the pallet.
    Also, lower the EMP printer count to 2/3, and increase the print time to 3 minutes passively

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  5. I mean, Boon: Dark Theory only gives 2% haste, while having to set it up, it can be destroyed in seconds, and has a EoE of 24 meters, meanwhile Made for This is 3%, you just have to be injured, AND you get endurance if you heal someone, that is objectively busted.

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  6. My opinion on the scavenger nerf is it needed changed when playing on the ptb gens where popping left and right and I don’t think otz wanted the perk to be “killed” but he was probably saving killers months of gens flying because getting a free really good tool box is really good you also have to remember four people can use a perk when you play survivor it’s not just one guy that you need to worry about it’s 4 people sure I’m a little killer sided since that role i main but we can all agree getting a free engineer or commodious tool box completely free is a little nuts he also said in stream that the problem wasn’t the perk it was tool boxes as a whole being really strong with the right addons and I do wish the devs take a look at tool boxes since I think med kits are in a better spot then before

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  7. made for this is strong cause it changes the core chase mechanic of 100% vs 110+% for free just by the killer doing there job of hitting you its very ridiculous and it stacks with other haste perks kinda lame also i think emps should be reworked to have it be like a laser blaster and it has a handful of charges so you actually have to aim and shoot the balls i think itd be fun and they can keep the self remove as it is

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  8. Made for this is healthy imo. It disincentivizes people from running exhaustion perks like Sprint Burst and Lithe, which are arguably stronger. It's also a nice small shake to the stale meta. We have 10-15 survivor perks which are meta, and they've been in the game for years. The meta will never change if they keep adding useless perks. They should add more A tier perks to actually incentivize people to use other perks and not just OFR, SB, Lithe, Prove Thyself, WoO, etc.
    I also love how Made for This has 2 effects, allowing it to be useful even when exhausted.
    I also love the idea of some perks directly contradicting eachother. They should divide the perks into categories and make them counter eachother. For example: Exhaustion and Haste perks.

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  9. I totally agree. A singularily infected us 3 times in a row in the span of 15 seconds and we all had EMPS on us so we kept cleansing. Whenever i play him i feel like an m1 killer

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  10. 100% agree, I've raged over the past couple days trying to figure out how I'm supposed to play Hux but the counterplay for his power is just so constraining that I tend to just give up after a couple chases.
    I really hope BHVR listens to the feedback and either reworks how EMPs are generated, or maybe do what they did with SM and Knight and give him something for having been EMP'd.

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  11. played three matches of killer today, and going against Made For This was honestly beyond frustrating, trying to learn legion better and that perk singlehandedly lost me all three of those matches. was i stupid sticking to chase too long? yes, but tbh i feel like i stuck to chase too much because scenarios where i feel id normally have that down is thrown off by a perk procced by getting hit

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  12. My idea was similar, the EMP printers shouldn't begin printing automatically until a Survivor interacts with them, and once an EMP is collected, it won't print until interacted with again. To push that idea further, maybe it should only start auto printing after a Survivor fills it 25% of the way, or ~5.5 seconds. The issue is with the abundance of EMPs so there's no real requirement to think about when to use them. Good teams can also essentially reduce Hux to an M1 Killer with zero gimmick and there's nothing you can really do about it.

    Hux is fun, but… wow.

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  13. I don't think you should remove the ability to use EMPS in chase because he would be overbearing. What you need to prevent is the ability to chain EMPS in chase and to reduce the punishment for the singularity.
    What I think should happen is, if you are slipstreamed you can remove your infection but not disable the pods. If you can't do that because of the way EMPS works then reduce the duration your pods are disabled by half. The most important thing for me should be to make the boxes that prints EMPS stop at 90% and force survivors to spend 8s to get an EMP

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  14. I've been able to avoid him as survivor 😂 He is pretty good to play against 🤩 better than Skull Merchant and knight ☺️ he is very balanced imo as a killer main and occasional survivor player ☺️

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  15. so is there a Special Version of the OUTRO song? is that like a slowed and reverbed ersion? every version i look for is the regular like hyped version. this one sounds so chill..

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  16. I hate knowing that emps are passively generating while playing singularity, even after the emp nerf from the PTB you still have 5 emps every ninety seconds which is affectively 1 emp every 18 seconds and that's not even taking into account a survivor can manually speed up one of the boxes.

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  17. I wouldn’t even call it “counterplay” tbh, survivors can literally decide whether or not you get to use your power at all lmao. It’s like if there was a way for survivors to make it so Blight couldn’t rush, Wesker couldn’t dash, etc…

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  18. I think my main issue is that EMPs apply to other people.

    When playing in SWFs, it was so easy to just completely deny his power within a chase. Especially on multi-level maps like Midwich/The Game. You can always have one person following with EMPs to remove his chase power, and if the person EMPing gets hit, you can just cycle out another person to sit there with EMPs.

    Solution? EMPs should only remove infection from yourself. Having something that can remove it in chase can be annoying, but removing an entire team's infection in a single EMP is dumb, and it removes complications involving denying his power in chase.

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  19. Emp with cordinated teams allow him to basically be useless but if you play solo que. He is literally unbeatable unless singularity is just new to him or new in general.

    And people are now starting to be anti chase like artist or old prenerf freddy with spamming their power around loops. Overclock is uncounterable especially with bambozzle or hex crowd control. He needs a buff to not be killed by emps and limit his anti chase and allow counterplay. And premote different stradegies instead of the boring anti chase/Zone killers that we deal with so often. I could see him being a similar design to blight when blight first came out. Play the tile to get a hit or don't and then catch up after breaking the pallet

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  20. I got tunneled 3 times because biopods can be placed right next to a hook, not ON the hook, but literally in front or very near. As soon as I got unhooked the killer was on top of me before I could heal..
    I agree with a small nerf to emps, but keep in mind that the killer gets 4 perk powers, brutal strength, enduring, spirit fury, and superior anatomy. Thats 4 whole perks that any other killer would need to have, yet singularly has them all in 1 power. So emps cannot be nerfed too much otherwise it would be like if singularity has 8 perks equipped at all times.

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  21. If you want EMPs to be nerfed you are killer – sided. Period. Only killermains want that. The fact that you can shoot the survivor to TP to them w.o using the biopod is effed up. The only thing that should be buffed is the cooldown for pod shots. If there’s no cooldown on pod shots the survivors will need to use the EMPs more immediately if they are near a pod.

    Edit: 8:20 you didn’t go down due to the lack of stagger from BL .. MFT did not save you there. 3% haste is only enough to make inexperienced killers whiff sometimes – and thus extend a loop for one more turn. W.o the wiff – no. It doesn’t need nerfing.

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