This video reminded me of a match I played against an Executioner who straight up never hooked anyone. They had a whole build about slugging and just kept downing everyone. It was so weird, and I didn't know what their plan was.
just nerf the addon its only purpose is for this play style its an annoying effect, and would completely undermine a part of this killers power and gameplay loop
@@notOtzdarva Singularity is extremely underrated and above that over powered when you can play him right. I stopped playing him because I was getting too many DCs
You're a fog whisperer, you are one of the guys that make the most content for the game and understands it very well, and even if you don't get some stuff very well you always reccomend and good content of people who do, i hope so much they listen to you, you are an angel to this community man Hope you have an amazing christmas
BHVR only listens to their excel spreadsheet or a massive community outrages. Fog Whisperers unfortunately are just their way how to advertise the game (I would compare them to their personal court jesters, but even jesters had an influence on decision-making irl) but aside of that, they are depressingly ignored, when it comes to their suggestions. We have seen it time and time again. The only time people think Fog Whisperers have any power whatsoever is, when their favourite crutch perk gets nerfed, so they can scapegoat somebody.
5:51 Got soo confused seeing Carniveris(a fellow artist main) being cited. Didn't know she did that test haven't been recommended a video of hers in a while. Now I gotta go watch a 40 minute video, thanks Otz. For reminding me of her channel, not for getting me to play dbd. Not sure I can forgive you for that.
@@notOtzdarvabut Carniveris stats are deceiving. She counts 4k as a win (hatch escape is a loss), if you add 3k and 4k together the win rate is pretty much the same. In this experiment nurse even "lost" some matches with no gens completed. Slugging had some advantages like shorter matches, less gens completed etc. but the win rate was a different story.
It’s a mechanic that doesn’t make a lot of sense to be honest. Hooking takes time, and can instantly be undone with a bit of punishment for guarding. Maybe you get a trade of hooks, but it can often be beneficial to survivors to trade rather than allowing them to sit. Slugging is inevitably a time sink, taking quite a while to pick someone up with zero base protection. There’s a grace period for killer by slugging with zero time used, while hooking takes time and displaces from the action. It’s one of the biggest problems as to why mobility killers have the most success.
I kept telling my friends how strong Blindness was. I'd use it on Pig and Sadako to great effect even and my games were quite like this even for when hooking. Blindness prevents them from seeing hooked survivors too. Sadako's Yoichi's Fishing Net is quite nice alongside Pig's Face Mask. More addons to give Blindness for long durations if not for the rest of the match.
“People don’t know how to play against this Killer, do they?” I don’t think most Survivors have ever faced a Singularity before. You’d have better chance winning the lottery than encountering a Singularity in the wild.
He's gotten quite popular recently But yeah. People generally don't know how to play versus him. I main him. And the vast minority of my games do I get teams that actively know how to counter his power. He's a pub stomping machine
I don't know what MMR you are in but I see this motherfucker every fucking day of my god damn life I CAN'T EVEN LOG INTO THIS GAME WITHOUT RUNNING INTO HIM
Blindness in general has been pretty slept on for a while. Mangled is still probably the best status effect even after the nerf, but considering how often survivors rely on Windows of Opportunity or other auras as a key piece of their build, Blindness can counter a lot. It's just not always obvious when you get value from it, and when you would've just gotten a hit anyways.
It's why when I play survivor I do my best to not run WoO. The only times I wish I had the perk is when I'm playing Solo and I think there's a pallet at a specific tile and there isn't. However aside from that I've noticed that my map knowledge both as survivor and killer has gotten better compared to when I did use it and I'm sure if I started using it again it would enhance my looping abilities because I wont be making those "There's still a pallet here, right?" moments.
@@The_Dragon_Tiamat That’s why it’s one of the most used perks. A less experienced survivor doesn’t know where resources are, so they rely on it to go directly to the next one. An experienced player will still use it to identify what’s been used throughout the match, while still using base knowledge to know where they should be going. I constantly used it before the buff because I knew everything throughout the match, even while it was on cooldown. Any means is another great perk for it now, if you want to increase your level of map knowledge and memory.
@@leiah6514 Yes, I know. However I don't like losing a perk slot to get rid of the "oh shit, I thought the pallet was still there" moments because that doesn't happen to me often enough to warrant an entire perk just to avoid it. For me at least anyway.
Blindness is underrated status effect, recently faced a pretty standard huntress but she had blindness on her hatchets and it got rid of my windows opportunity. I love using WO to find loops with so its a great perk but countered by blindness.
well i guess i’ll have to try that add on, I love sing, definitely my fav killer. Also, you are 10000% right about people just not knowing how to play against him, people drop pallets on you like nuts and seem surprised when it doesn’t work
Dont forget how when singularity hook survivors, it removes their infection, meaning singularity will need to take time to re-infect a survivor after they're unhooked. Thus not only is it better, its in fact OPTIMAL, for singularity to play slugging.
The counter to slugging is actually quite simple, give hooking more incentive. The most powerful survivor perks in the game proc only after hooking them. In an average balanced map if a survivor is chased and drops pallets efficiently, even if they go down and is hooked, that doesnt do much for the killer, as 3 gens would be done by then. Hence the power of slugging, as removing pallets and not hooking means now they have no second chance perks like DS or OTR and no resources to work with, thats where slugging becomes powerful. BHVR should reward killers more for hooking, like a global slowdown of some sorts, to make hooking more viable. Slugging is, unfortunately, still the best tool against a strong group of survivors for this very same reason.
After facing a nurse main a couple years ago who ran a slugging build with blindness and such, it’s a surprise to see blindness in these situations still be unknown/underrated.
You are my fav content creator, i dont play as often anymore because I u have a job and im in college but i love watching your horror game play through vods when im doing homework or going to bed. Never stop doing what you do, you are amazing
Otz has a point. Slugging can be flat out better than hooking. Why give a quick health state to a downed survivor by allowing them to be unhooked when they can stay on the ground, be forced to heal up to 95%(wasting more time), then being picked up by someone else? All the while, a killer doesn't waste time picking someone up and placing them on a hook, which also gets rid of chances to save someone on the killer's shoulder with a pallet or flashlight save or even a hook sabotage? In short, slugging is a stronger, less counterable method. Then we have perks like Knock Out, Forced Hesitation, Deathbound(which I didn't even realize until this vid that it could be used for slugging), and even good perks like Infectious Fright, which can keep the slugging momentum going(although I fault the effectiveness of slugging for that, not the perk itself). Otz's suggestion on nerfing blindness so that it doesn't affect a downed surv's aura would significantly help solo queue experience. But I'd also say that the perks above(sans Infectious) should be looked at as well. Not to mention, the devs should tackle hard-core slugging(meaning the killer is intentionally trying to slug everyone without ever hooking them). I'd suggest: - Rework Knock Out entirely. Both hiding the aura and the slower heal speeds make this a terribly designed perk that is only used by hardcore sluggers. They should be removed and replaced with something healthier(with what, I can't exactly say) - Forced Hesitation should perhaps instead work on unhook areas, specifically on any survivor in the area that isn't the unhooked survivor. And if anyone is hit during the hindrance effect, the hindrance effect is removed(bc that could lead to easier proxy-camping) - Deathbound just shouldn't work when picking someone up from the ground, easy - Otz is right that the slipstream infection should disappear from a downed survivor if they're not picked up after 15-20 seconds - But overall, one thing they should do, is allow downed survivors to pick each other up from the ground. If you are in a situation where two downed survivors are near each other and healed up enough that they can do this, you've been slugging too long. This feature would also be disabled if exit gates are powered. At least, that's what I would suggest.
@@mcahtme2977 Solo Q is how the game is meant to be played. The game launched without SWF even being an option. Even today, they design the game for SoloQ, with perks like Shoulder The Burden and Eyes of Belmont being OP in SWFs. They SHOULD be balancing around SoloQ, then nerf SWF's to be within the same level.
@@derpyduck5088 yeah the whole problem with your paragraph is that they don’t nerf swfs and never will. So swfs get stronger while killers & their perks still get nerfed
@@mcahtme2977 Bro, we know. We've been dealing with this since SWF came out in 2017. But you asked and that's the answer, because they SHOULD be nerfing swf's and balancing towards SoloQ, we keep mentioning SoloQ. It's not our fault BHVR has never played their own game and don't even consume content on it.
The problem however is these fixes are just for singularity/his blindness. Leatherface and Plague are also notorious sluggers, and neither of them need blindness to do it. The chart says it all: more wins, shorter matches, less gens done, and people hate it. Though now that I think about it, singularity is especially punished for hooking survivors as the action cleanses them of slipstream. Survivors already take alot of extra time to be slipstreamed near a rescue hook as an anti camp feature, so I don't understand why this needs to be a thing. Thing is the more I think about it, the more it makes sense why slugging is strong. A killer has to take time to hook someone: a few seconds to pick up a survivor (which opens you up to stuns which cost significantly more time), then however long it takes to reach a hook (which can be sabo'd, which if another hook isn't close enough you have to drop). A survivor on the ground is as useless as a survivor on a hook. The only advantage they have being able to move slowly. Another survivor still has to help them. A hooked survivor would've needed an extra 2 seconds, but that time to save a slugged survivor takes longer the more they need to recover. Logically and mathematically speaking: Killers can spend more time looking for other survivors rather than hooking while survivors have to potentially spend more time to pick their friends back up. It then becomes a game of keeping all the moles down. You gain more time with significantly less risk.
@@sparkyanimations213 if you were the nurse, you are forgiven, I wish we could have stuff like unhook attempts while on the floor, or bleed out rapidly when everyone is downed
for a good reason, the game was intended to get hooks, why tf would you leave people on the floor 😭 collecting slugs is crazy, and killers can’t say “sKiLl iSsUe” because why would i bring an anti slugging build every match and then get probably zero value because other killers actually hook
Gen speeds have got so quick and hook times so long, that slugging puts a much bigger pressure vs hooking than it did in the past. Not to mention the nerfs to regression, gen kick limits, anti camp, heal speeds off hook, etc. Killers are trying to generate pressure any way they can
@sherif7491 Can't say I completely agree there. He's a bit too oppressive currently. A change to remove the oppressive slug meta he has would make facing him a bit easier. Slipstream should not remain on downed survivors after a certain time.
@ well according to statistics we know for a fact people don’t actually get slugged that often for that long. Might be more since that experiment and might be even more if Shoulder the Burden will affect gameplay a lot. That perk has the potential to kill off any bit of pressure and chance to win a match because they can juggle around their hook stages. And when it does people will look for new ways to counter it and the obvious answer is just don’t hook at all.
@@heyiamnick4144im already not hooking for good measure and I farmed more comments on my profile than in any other game I played. It’s just better and more fun for me too cus I can at least enjoy the match without six endurance perks, DStrike, then a self unhook with deliverance, and a 4% into hatch for good measure at the end.
the problem with these new perks is that people think it’s gonna be game breaking and game changing but in reality it’s just going to be another C tier perk :/ we’ll just have to see
@@darnabbit3322 the problem with these perks is that it’s probably not that problematic in normal matches and the moment you get a SWF and it doesn’t even need to be a good one then this can make an already super hard match even harder.
No. Survivors keep crying over anything and at this point game will be unplayable for casual killers. Take me on this. Hooking survivors get too many rewards from them. DS, DH, Healing speed, endurance, speed boost, off the record, Infection dissappears, they get time from down to get hook, any anti tunneling perk activated upon unhook, you name it. This game rewards survivor way too much from being hooked and punishes killer from it too. You can take 30s which is most likely half a gen just getting to a hook, you get like 4 skills from hooking like painres grim embrace pop and another more who knows but those are limited to 4 and always the same 4. Hook should not reward that much the whole team. But the killer. Slug is not meta, okay it works but its bored. I usually slug with singularity when 4 man flashlight premade lobbies appear and it works fine as I counter 4 items, at least 10 perks and those antitunnel features that come base like endurance and speed boost. My opinion.
Make emp boxes available (but don't focus only on them) so you can get them at all times and try to use them in the most efficient way possible, either getting a lot of cameras or after getting infected. While in chase, if you get distance, try to get out of his sight. It's hard to not get infected in some loops, but you can do some mind games with the cameras. DO NOT drop the pallet on him while in overclock and pre drop instead. Not sure if it helps, but he teleports where the ball is. I don't play against one in a good while but I main him; although I don't remember more counters...
Thank you for the great night time entertainment, mister darva (platonically) My family moved into a new house today and I've been pretty nervous and uncomfortable for the day. Your stream has helped me fall asleep tho and I appreciate the great work that you do
im always ameized about how well you play this killer and other killers. so thank you for the learning i get from watching. but for the perk or / blindness changes. hide the red stain. that would be so scary :D i love it :D i might regret saying it now. but yes lets change it into that instead of hiding slugged survs. maybe as knock out they can be hidden for like 20 sec or something on the ground. well. back to watching you on stream
maybe they can introduce a new mechanic where slugged survivors can yell for help. then perks like knockout could literally knock the breath out of you and you cannot yell for a while. they would need to put a big cooldown on yelling tho (a downed survivor realistically wouldnt have much energy to yell often anyways). this would help other survivors see where they are for a moment, but also alert the killer that the slugged survivor is calling for help.
@@nanaten3 The screaming should be similar to the perk scene partner. It screams and the killer hears It, but the Bubble from the scream doesnt appear to them. However, this Bubble should appear to survivors
Try to stay out of his sight and his cameras sight like you’re trying to get cover against a huntress. Do not ever try to stun him when he is in overclock.
@@notOtzdarvaa video would be great for newer players. As a big Singularity player it can be surprising how many survivors try to stun me in Overclock or run away in straight lines while Slipstreamed, leading to fast DCs before pickup. Not to mention trying to heal at hook/in the open with a biopod in range
Holy crap, I played against this exact build earlier and they held the game hostage for about 20 minutes. Thankfully, the randoms and I were able to adapt and we made it out with a full escape. Great team!
@@nanaten3 yes that the tape that puts the hats on at the start or the addon that blinds them to the boxes until it is activated, lethal, third seal and two perks of your choice.
The only reason this strategy works is because it's currently unpopular. If everyone slugged then survivors would start running anti-slugging perks like unbreakable, exponential, plot twist, wglf etc more often.
@@apocalypseap Survivors when they have 40 different perks to counter the main killer meta but refuse to use them: >:( Literally happens every meta. Ruin+Undying could've easily been countered between Repressed Alliance and Counterforce, but nobody uses them. Gen kick and Pop+Ruin Meta could've easily be countered by Repressed Alliance, didn't happen. 3 Gen meta could've easily been countered with Deja Vu and Potential Energy. Y'all just need to stop relying on the same 4 perks to save your ass every game and learn how to tailor your builds.
Love the part where Otz says for people to not run this build but now that he put this video out all of the killer players will run this build for the rest of the week 😂
To be fair blindness works well against most survivors without slugging. 75 percent of my lobbies have windows which has become a crutch for many. On top of that other aura reading perks. Virtually every time I pick up I feel a beemer coming at me with body blocking and sabos. Longer hook times. Gen slow down perks squeezed. Create the right conditions and slugging happens. This works on other killers also. Legion can get great results from this also.
i think otz didn't read add-on correctly. the add-on prevents survivor on floor from seeing teammates. it does not prevent other teammates from seeing people on floor unless they're slipstreamed. Emp counter the play-style since single emp can wipe entire infection and camera near slug. sounds like learn to play issue. Knock out is strong perk on singularity and that perk has been often debated as being too strong vs soloq and almost worthless vs swf.
@@kingol4801 that is not what otz is claiming. he is saying this add-on is oppressive and the best despite ignoring the fact that a survivor that pick up another survivor can disable disable infection on both infected survivor and themselves and camera with 1 emp. it is not good add-on if survivor know how to play vs singularity. it is pub stomp add-on for player that don't get how to play vs him.
As a p13 singularly main I personally run *heavy water* *nutritional slurry* *devour hope* *undying* *floods of rage* *pop goes* Mega oppressive and super lethal, just camera the hexes and gens and stall untill three stacks and then slowly kill them off
The reason slugging in general works so well compared to hooking is simple. The power of hooking survivors, the thing that makes it good for the killer, isn't that it brings them closer to death. Its that it disables them, making them unable to do anything but sit there and slowly die. Slugging does that too- except the survivor can partially recover themselves and move around- hooks already happen as fast as healing a recovered survivor, so the only real downside to slugging is that they can move on their own if very slowly. But then you make them or other survivors blind, and suddenly that becomes actively detrimental for them. On top of slugging requiring no extra time on the killer's part. Its just far, far, far more time efficient for a killer to slug than it is to bother hooking- all hooking does is gain partial, minimum guaranteed progress towards a kill. But its far less reliable, you're giving up time and making the survivor easier to save in exchange for essentially the participation award of having a higher chance to get at least 1 or 2 kills. But if you're playing to *win*- then your best odds are saving time and letting survivors be harder to find and save and going for the group kill. Having to get all 4 survivors down at once only technically requires maybe 4 won chases, maybe like 8-9 or more if the survivors are coordinated, which is alot less than the minimum of 12 for hooking (higher once you take saves into account). IMO they should just remove hooks and hooking in general, and give survivors and extra "stage" so that all the killer has to do is down them, and remove the persistent bleedout progress. Basically make it so that you don't have to hook anymore, but you do need to win more chases with the extra time you get from not hooking.
Ah yes, let's remove the main objective for killers along with a hundred hook perks and tome challenges for both sides instead of just discouraging slugging and reducing gen speeds
@@thanos4769 Hooks aren't the main objective for killers anymore, kills are. There's already 10+ perks that completely counter slugging, survivors just refuse to use them because they don't give you a cheese second chance. And let's be honest, 90% of hook perks do the exact same thing, but in a different way. Borrowed Time and Babysitter were literally the EXACT same perk until like 2 patches ago
@@derpyduck5088 and again, why should we remove so much content from the game because slugging works better for kills? Hooks are MEANT to be the objective, I never said that the devs are good at patching or steering the players towards them, but they are the objective lore wise and game-wise
6:40 Or add text chat. Moderate it as see fit. Or better - have downed survivors able to "call for help". A blip that allies can see (and maybe the killer too). Blindness is only strong with solo players because you cant call out your location. The difficulty is only not having communications.
That's probably the saddest part of balance in this game - it could be much better if BHVR buffs solo q to where it is on par with SWF in terms of ability to communicate. Then buff Killers accordingly, so then you don't have killers that can roll solo but not swf, less solo queue survivors being absolutely shafted by the game's general design, etc. Yet we're heading into a 9th year where they seem to either refuse to or don't know how to at least work towards this solution - that many people have asked for going on many years now
@@saccharinescenery It's the other way around. Nerf SWF to be on par with SoloQ, then work from there. SWF was never meant to be part of the game, it released without SWF being an option, even today they balance perks without ever thinking about SWF. SWF is OP, SoloQ is how the game is designed
Knockout + third seal slinger was my favorite little guilty treat back when I still played actively. People really don’t expect you to ignore your objective, and even good survivors just aren’t prepared for it. Is it toxic? Super. Is it effective and fun for killer? Well, also yes. I like the idea of red stain hiding for blindness. Would buff a lot of meh blindness addons killer-wide, I think.
There is multiple problems with playing the game "normally" right now. 1. Flashbangs are still bugged after months. They make no sound. 2. Survivors using aggressively "anti-tunnel" perks. Sharing hook stages with new perk gonna make this type of playstyle even more annoying. 3. It often takes too much time in comparison to slugging to pick survivor. Combine it with comp corner dying and you have a problem. Meanwhile when you slugg: 1. You worry about unbreakable, which works once or exponential where survivors often don't have time for it. 2. Anti slugging builds are rare and there is huge possibility that person with it gonna end up on ground anyway. The only real reason not to slugg. It is miserable to play against and you push people more to quit or play 4SWF. You could fix it a little by making "anti-tunnel perks" to disable, if you hook someone else. Make wiggle faster, but buff basekit movement speed of killer, so it takes less time to hook. Survivors always see aura of other survivors on the ground, which requires rework to some add-ons and perks.
Killers dont really care about the enjoyment of survivors in their match or wether or not they convert to a SWF after, they just wanna win. And i dont think nerfing the survivors by disabling anti tunnel perks is going to solve the issue, rather its just going to create more problems than solutions. It'll just create a juggling playstyle where you tunnel 2 survivors instead of just 1. And behavior doesnt seem to wanna go that direction as with the next update theyre going to be adding even more anti-tunnel perks to the game anyway. They seem to be moving the direction of giving survivors more counters to slugging rather than just straight up nerfs, but i feel like it just creates an imbalance in the community, you run anti slugging builds but then get tunneled. You run anti tunnel builds but then get slugged. You then have the killers who do neither of those things outside of niche circumstance and just play the game in a "nice" way and then find yourself at a huge disadvantage in chase. You cant run a solution to every problem in your build is what i feel like is part of the issue. But you also cant give survivors a "one size fits all" solution to the issues, as SWF will always find a way to abuse the solutions in better ways than solo queue survivors could. Its just very hard to balance an asymmetrical game like DBD with the mechanics and tactics they have in place. Survivors have to try and predict what the killer is gonna do, and if they choose wrong then the killer is just going to absolutely swamp them.
Let me say this first before anything else: Im a 60% Killer 40% Survivor Player, and for the most part I think the game is fairly """"balanced"""" at least in the sense that if we presume both sides bring about equal strenght stuff and play well its gonna be a fair match. HOWEVER if I ever make the misstake of playing a lower tier killer than A Tier, it very quickly becomes apparent that survivors have it really easy these days. Yes even in soloq there are so many second chances its quit honestly dishartening to play things like Legion, Demo or even Bubba. And the thing is... most things are enabled through hooking the survivors. So we are at a point where you either slug aggressivly or just accept the fact a lot more of your games are gonna be hard losses than if you played Blight or Spirit or Wesker. And honestly Bhvr has kinda brought this on themselfs with the way they have been balancing the whole hooking situation. At least thats my take ^^
Whenever I play killers with blindness perks I see how bad actually most survivors are (not all of them obviously) but it’s insane to me how much shorter chases on people without windows is. Or how much longer it takes to do gens when 3 people had Deja Vu. My main focus was how especially windows of opportunity makes survivors play worse or at least start getting used to bad patterns, like pre dropping every pallet in their 36 radius until there’s no yellow anymore. So I started an experiment which I’ll show off, prohably in March or April, showing my findings and math. (We love math comment section). I personally hate the perk rework it received a while ago because survs now don’t need to use braincells anymore to use it properly but that’s a buyous thing to say from my part. I have no idea how high my mmr is but I have about 6k hours playing tons of nurse, demogorgon and dredge, so I think that checks with most people here. Have a good one until my return 🦊 Love y’all. Even sable players
Ok so. Singularity was already my "Skill Issue" Killer as is. As in I already struggled against them. But now there is this playstyle to contend with too. You said in the video that people don't know how to play against Singularity. If I can't get a personal Otz lesson, I understand. But I still gotta ask just the general community too...how DO you play against Singularity? Cause EVERYTHING just feels like a lose lose. Especially once Slip Streamed. He TPs to you and is now in Overclocked Mode. What do you do? Don't the drop the pallet? You lose. Do drop the pallet? He tanks the hit and hits you anyways. You still lose. Predrop the pallet? He breaks it in like half a second and now he's right back on you with another TP. Feeling like the only way to survive is to just selfishly use every Pallet on the map. But then you screw your teammates and got no pallets for later. Yeah you or a Teammate could EMP. But if you cleanse it you can just get reapplied again from any random orb from a Sniper Tower's distance. Or just for being anywhere near an already infected Survivor. Heck, even if you don't do THAT Singularity themself can just super easily reapply it in the middle of a chase. Same with EMP Orbs. If they don't wait for one to come back online, Singulairty replaces it in literally a couple seconds. I just never feel as helpless in DBD as I do when Slipstreamed and in chase. Like I feel more in control vs a Blight who has to be at least really good on their flicks. A Nurse I can maybe predict. Sure they can predict me. But then I can maybe predict their prediction and so on. But Singulairty feels like he wins just for chasing you in a Straight line and unless your teammates are being INCREDIBLY Gen Innefficient and are constantly linebacking with EMPs (Which takes a lot of coordination that non-SWFs just aren't going to have but even actual SWFs can struggle with), it just feels like you're always in a lose-lose in 90% of chase scenarios. And that feels really unfun to play against :(
I'm not Otz but im a p100 larry who's mained him since he came out so I hope these tips can help 1. AWARENESS. If you only take one lesson from this comment, let it be this: pay attention to your surroundings. LOOK UP. Learn where he's placed his pods (before chase if you can) so you can come up with a plan for where to run to effectively cut off his LOS and force him to use another cam to slipstream. 2. Prioritize claustrophibic tiles like jungle gyms or 4 lanes. Larry is primarily a LOS killer so any way you can cut it off for as long as possible will be great against him, and you get a not insignificant amount of distance if you keep running after he teleports to you. Tiles with the resources close to each other will work great because of this, even when he's overclocked. 3. You probably already know this, but *EMPs. You NEED to have one in your hand at all times, especially if you're working on a gen. You could get slipstreamed at any moment. Bonus tip: if your reaction to getting slipped is not almost frame perfect, Larry WILL have enough time to TP after slipping you through a cam, especially if theyre using nanomachine gel, which reduces cooldown of cams after applying slipstre by 15%. If you get slipped while working on a gen, get out of LOS of the cam as fast as you can, *then start charging the EMP. Deny him the teleport and then disable the cam and cleanse slipstream. 4. Little known fact, but his teleport logic can be manipulated to your advantage. The teleport point when you're slipstreamed is attached to you like a ball on a chain behind you, so if you run in a straight line, larry will spawn a few meters behind you. If youre slipstreamed and you vault through a window, don't run away from it. Just stand there. If he attempts to teleport, he'll spawn on the other side of the window, giving you distance. The same goes the other way around. If you're already on opposite sides of the window and you vault into him as he teleports, he'll spawn behind you as you vault. That's definitely risky, I know, but when it works you'll feel like a genius LMAO If you have any other questions, lmk.
There are some killers that are harder to 1v1. I think most of the times you should predrop the pallet if in Overclock. Also, EMPs are quite annoying, even if for you think it seems quite an effortless job for the killer, if he is away, he cannot tp and needs to go without any mobility whatsoever. In chase if you predrop pallets, you have to remember that the first chases are the most important, since everyone else is doing gens (hopefully), and later, the pressure will add up, but it's a give and take. It's like Oni, you shouldn't give him power too fast, so you play as safe as you can. If in swf, you could try to be in EMP radius to remove slipstream and gain a few seconds. Avoid Line of sight as much as possible with him and his cameras and that's it. Not an easy task, of course.
@skell9550 I thank both you and the other commenter for those tips. ESPECIALLY Number 4. Gives me something to work with that isn't just "Predrop every pallet or get auto shit on in the 1v1". This is why I said Singularity was my Skill Issue Killer cause I'm like "Ok there has to be a reason they aren't held in the same contention of chase Killers as Blight, Nurse, or even Spirit and I just gotta be missing something. But holy crap. WHAT is it then?!" I guess I just don't LIKE to all the time but if the smart move is to moreso focus having constant EMPs rather than doing Gens I can prioritize that too. Thank you both so much. I play both roles and just wanna improve so thank you for all that lovely advice 🙏
Nope, don't touch it. BHVR needs to start forcing people to learn how to play this game. I've had enough with all the hand holding bullshit being put into this game for survivors because they refuse to learn and adapt. Learn how to play the fucking game. Period. Stop nerfing killers because survivors refuse to learn. I've seen two slugging builds ever and they ended up being very tense games. In both instances, we won and we were all randos. The strategy isn't the problem, it's Larry himself.
True words my man. Prior executioner main, now hard tunneling nurse here. I used to love fun matches. But gen times and defensive perks are out of hand so I’m hard tunneling and slugging every match. And I gathering more stream comments saying how bad I am than people voted for trump this election 🐝
I love that add-on. I dont use it for slugging but because so many survivors run winows and when you chase them while blinded they dont know what to do or where to go 😂
Otz: Here's the exact build that allows you to slug people in a really difficult to face way that punishes people that play solo Also Otz: Pwease don't use this build UWU
Also bandaid fixes being tied to hooking, like the shoulder burden perk coming so ppl just go around it by slugging and many other perks which activate by hooking.
:/ And that is why I only play SWF. After 2 rounds of SoloQ I already had enough. I had actually done this to me by a Pig. She threw Hawkins, brought KO and Hex, The Third Seal and the Aura reading addon... she slugged us all. I got lucky with Hatch cause everyone else bled out before me. It was a miserable experience.
As a Singularity main I do like to run this add-on from time to time but I don't slug! Well maybe at the last two left if I want a mori... But it's useful to counter Window's of Opportunity! I had a surv tell me they thought it was a deadzone they were going into bc they couldn't see any pallets, and didn't go into. Messing with aura perks in general can be very helpful for confusing survivors, catching them off guard can help get things going in your favor even without slugging like a meanie!
Slugging is simply a disgusting strategy, only the weakest low-skill individuals use it. Bypassing the myriad of hook-related survivor perks is a beta-move. And that's precisely why I slug every day.
The biggest thing that BHVR needs to understand is that, if they want to give a buff to Survivors to help them catch up to SWFs, because they can't do anything about external comms giving SWFs more information than the game is balanced around them having, they need to code it so that solo queue people get buffs that SWFs do not, which I feel they could easily do considering that you have to be in a SWF in-game in order to guarantee you all show up in the same Trial, which means they have built-in ability to determine who is in a SWF and who is solo queue in-game. Also, I don't mind basekit Unbreakable, as a Killer main, AS LONG AS it only applies when all remaining Survivors are slugged (and no one has any Perks equipped that would give them the ability to get themselves up otherwise), and ONLY gives the ability to get yourself up from the ground once, not the increased recovery speed. The Killer can only be in one place at a time, if you have a 4-slug and you all are able to get up once, and you still end up downed and slugged again after that second chance? You need to work on your looping and stealth skills, and dying and lowering your MMR is something you clearly need.
Yeah if it has reasonable restrictions like you said, it would be fine. They should be hooking to kill at least most of the survivors, not slugging and ignoring other game mechanics.
To be fair, Buffling blindness for the Red Stain idea, but making it temporarily fade away if you're standing perfectly still for a second or two, would work.
Very simple, buff hook stages, we currently have no reasonable reason to hook these days when the positives (pain res, No way out, Grim etc) is outweighed by the clear negatives (Ds, OTR, Dead hard etc) and very minimal pressure due to extra hook times and these factors combined on decently strong killers is a perfect balance for them to consider slugging if the case is right, e.g. singularity with this add-on choice
My idea for a blindness rework would go like so: When you are affected by the blindness status effect, its effects will vary on a token based system. When first afflicted, blindness will hide the auras of gens and teammates like normal. After enough time has passed, blindness tier 2 would kick in. At that tier, the killer’s aura cannot be seen and the red stain is no longer visible. When tier 3 is reached, your hud is completely hidden. You cannot see the remaining gens, what your teammates are doing, your perks, etc. (You can always see teammates on the ground regardless of blindness tier)
Using Discord for communication in games is technically like cheating, since it relies on external tools. Many players who enjoy the 'survivor' role prefer playing with friends, and even if they don't use voice chat, they naturally work together and anticipate each other's actions. This familiarity can help them counter effects like blindness, as they’re more focused on creating a fun experience together. So the overall problem is that almost no one knows how to work in a team without coms when theyre no friends
This dudes 100% correct but y'all ain't ready for that conversation yet. The definition of cheating is "using a third party program to get an unfair advantage in game." A macro script is technically a cheat to most Devs. Discord by definition is a cheat. And yes, you will recognize your friends playstyles over time. My friend knows I'm a "Gens before Friends" type, so he doesn't expect me to go for the hook, and I know he sucks at chases, so I'm frequently able to get saves and/or take hits to help him. It's not a "hive mind" it's being familiar. It literally happens in every game, I know my friend in Overwatch 2 is a super aggressive tank and I need to play characters to support that.
@ I still want to lol. People play video games to have fun, and I have more fun knowing the people I'm playing with are having fun. If this strategy got me a 4K every match for the rest of my life I still wouldn't do it because I wouldn't be enjoying myself. Might try it out just for the heck of it tho
*Follow-up idea to nerf this sort of playstyle:* Survivors left on the ground for 15-20 seconds lose their slipstream infection.
Nooo you found my build eeekk!
I think now you've show cased it both those add ons are on the hit list 😂
This video reminded me of a match I played against an Executioner who straight up never hooked anyone. They had a whole build about slugging and just kept downing everyone. It was so weird, and I didn't know what their plan was.
I'd rather have the blindness effect tackled as a whole, this wouldn't affect just this playstyle but also the occasional slug for pressure.
just nerf the addon its only purpose is for this play style its an annoying effect, and would completely undermine a part of this killers power and gameplay loop
This add on WAS programmed to harm the crew...
This should be the add on description honestly
oh boy i cant wait to play against the next 10 singularities with the exact same build :sob:
omw
Not the same, but with an actual full build
Singularity is pretty rare still right? Please report back!!
@@notOtzdarva Singularity is extremely underrated and above that over powered when you can play him right. I stopped playing him because I was getting too many DCs
Nurse main approves
That “Maybe” in the end was horrifying…
right? like the awakening of a MONSTER.
Singularity should have been the one to have a perk named "Monitor and Abuse" with his cameras lol.
They would never add a perk called Monitor and Abuse. That would be too far
I've got news @@dmnc_cmnd
@@dmnc_cmnd??
@@dmnc_cmnd Uhm idk what to tell you but there already is a perk called that and it's been here since the near beginning of the game lmao
@@VargasM2nuh uh
Bro me and my friend just started watching this at the same time
Watch at x1.5 speed, can't let them beat you.
@ we are at his house and we heard eachother watching it, so he put it on his TV for us both to watch
@@JamesDeRoche-s1t Bless you two.
@@JamesDeRoche-s1t skill issue, my friend!
great minds think alike
You're a fog whisperer, you are one of the guys that make the most content for the game and understands it very well, and even if you don't get some stuff very well you always reccomend and good content of people who do, i hope so much they listen to you, you are an angel to this community man
Hope you have an amazing christmas
I hope your faith in me isn't misplaced!
@@notOtzdarva it's not misplaced in you, but it is in BHVR.
BHVR only listens to their excel spreadsheet or a massive community outrages. Fog Whisperers unfortunately are just their way how to advertise the game (I would compare them to their personal court jesters, but even jesters had an influence on decision-making irl) but aside of that, they are depressingly ignored, when it comes to their suggestions. We have seen it time and time again.
The only time people think Fog Whisperers have any power whatsoever is, when their favourite crutch perk gets nerfed, so they can scapegoat somebody.
christmas in November my dude?
@@Youre-absolutely-right I already put the tree and lights on, near enough
5:51 Got soo confused seeing Carniveris(a fellow artist main) being cited. Didn't know she did that test haven't been recommended a video of hers in a while. Now I gotta go watch a 40 minute video, thanks Otz. For reminding me of her channel, not for getting me to play dbd. Not sure I can forgive you for that.
Super interesting and depressing video!!
@@notOtzdarvabut Carniveris stats are deceiving. She counts 4k as a win (hatch escape is a loss), if you add 3k and 4k together the win rate is pretty much the same.
In this experiment nurse even "lost" some matches with no gens completed.
Slugging had some advantages like shorter matches, less gens completed etc. but the win rate was a different story.
It's absurd how slugging and ignoring hooks entirely is usually better than playing normally
Especially on Singularity. Hooking is literally unviable on him, so most Singularities you see will be doing this.
Tells you a lot about the state of the game and balance.
It’s a mechanic that doesn’t make a lot of sense to be honest. Hooking takes time, and can instantly be undone with a bit of punishment for guarding. Maybe you get a trade of hooks, but it can often be beneficial to survivors to trade rather than allowing them to sit. Slugging is inevitably a time sink, taking quite a while to pick someone up with zero base protection. There’s a grace period for killer by slugging with zero time used, while hooking takes time and displaces from the action. It’s one of the biggest problems as to why mobility killers have the most success.
Flalse game design
I kept telling my friends how strong Blindness was. I'd use it on Pig and Sadako to great effect even and my games were quite like this even for when hooking. Blindness prevents them from seeing hooked survivors too.
Sadako's Yoichi's Fishing Net is quite nice alongside Pig's Face Mask. More addons to give Blindness for long durations if not for the rest of the match.
“People don’t know how to play against this Killer, do they?” I don’t think most Survivors have ever faced a Singularity before. You’d have better chance winning the lottery than encountering a Singularity in the wild.
He's gotten quite popular recently
But yeah. People generally don't know how to play versus him.
I main him. And the vast minority of my games do I get teams that actively know how to counter his power.
He's a pub stomping machine
I've gotten well over a hundred hours on DBD and so far I've only encountered ONE singularity
It felt like running into a Shiny Pokémon
@@GorbWasHere100 hours is nothing and maybe youre low mmr
I don't know what MMR you are in but I see this motherfucker every fucking day of my god damn life I CAN'T EVEN LOG INTO THIS GAME WITHOUT RUNNING INTO HIM
bro I played against three yesterday alone 💀
Blindness in general has been pretty slept on for a while. Mangled is still probably the best status effect even after the nerf, but considering how often survivors rely on Windows of Opportunity or other auras as a key piece of their build, Blindness can counter a lot. It's just not always obvious when you get value from it, and when you would've just gotten a hit anyways.
It's why when I play survivor I do my best to not run WoO. The only times I wish I had the perk is when I'm playing Solo and I think there's a pallet at a specific tile and there isn't. However aside from that I've noticed that my map knowledge both as survivor and killer has gotten better compared to when I did use it and I'm sure if I started using it again it would enhance my looping abilities because I wont be making those "There's still a pallet here, right?" moments.
mangled is useless
@@The_Dragon_Tiamat That’s why it’s one of the most used perks. A less experienced survivor doesn’t know where resources are, so they rely on it to go directly to the next one. An experienced player will still use it to identify what’s been used throughout the match, while still using base knowledge to know where they should be going. I constantly used it before the buff because I knew everything throughout the match, even while it was on cooldown. Any means is another great perk for it now, if you want to increase your level of map knowledge and memory.
@@leiah6514 Yes, I know. However I don't like losing a perk slot to get rid of the "oh shit, I thought the pallet was still there" moments because that doesn't happen to me often enough to warrant an entire perk just to avoid it. For me at least anyway.
Blindness is underrated status effect, recently faced a pretty standard huntress but she had blindness on her hatchets and it got rid of my windows opportunity. I love using WO to find loops with so its a great perk but countered by blindness.
well i guess i’ll have to try that add on, I love sing, definitely my fav killer. Also, you are 10000% right about people just not knowing how to play against him, people drop pallets on you like nuts and seem surprised when it doesn’t work
ive had to explain overclock in postgame chat so many times 😭😭
also very good pfp ❤
Dont forget how when singularity hook survivors, it removes their infection, meaning singularity will need to take time to re-infect a survivor after they're unhooked. Thus not only is it better, its in fact OPTIMAL, for singularity to play slugging.
thank you otz i'll be sure to run anti-slugging builds for the next week!
(not saying that in a negative light i already was doing that)
I've been running blindness builds forever. I love them. Any addon that blinds, I put it on.
Thank you Ninja, your famous move the floss is inspiring.
The counter to slugging is actually quite simple, give hooking more incentive. The most powerful survivor perks in the game proc only after hooking them. In an average balanced map if a survivor is chased and drops pallets efficiently, even if they go down and is hooked, that doesnt do much for the killer, as 3 gens would be done by then. Hence the power of slugging, as removing pallets and not hooking means now they have no second chance perks like DS or OTR and no resources to work with, thats where slugging becomes powerful. BHVR should reward killers more for hooking, like a global slowdown of some sorts, to make hooking more viable. Slugging is, unfortunately, still the best tool against a strong group of survivors for this very same reason.
19 inches of Venom ❌️
9 inches of fluffyness ✅️
After facing a nurse main a couple years ago who ran a slugging build with blindness and such, it’s a surprise to see blindness in these situations still be unknown/underrated.
First time watching in ages! Nice hair otz!
Thank you!!
Trump winning the popular vote made Otz turn gay as a coping mechanism 😆
You are my fav content creator, i dont play as often anymore because I u have a job and im in college but i love watching your horror game play through vods when im doing homework or going to bed. Never stop doing what you do, you are amazing
Otz has a point. Slugging can be flat out better than hooking. Why give a quick health state to a downed survivor by allowing them to be unhooked when they can stay on the ground, be forced to heal up to 95%(wasting more time), then being picked up by someone else? All the while, a killer doesn't waste time picking someone up and placing them on a hook, which also gets rid of chances to save someone on the killer's shoulder with a pallet or flashlight save or even a hook sabotage?
In short, slugging is a stronger, less counterable method.
Then we have perks like Knock Out, Forced Hesitation, Deathbound(which I didn't even realize until this vid that it could be used for slugging), and even good perks like Infectious Fright, which can keep the slugging momentum going(although I fault the effectiveness of slugging for that, not the perk itself).
Otz's suggestion on nerfing blindness so that it doesn't affect a downed surv's aura would significantly help solo queue experience. But I'd also say that the perks above(sans Infectious) should be looked at as well. Not to mention, the devs should tackle hard-core slugging(meaning the killer is intentionally trying to slug everyone without ever hooking them).
I'd suggest:
- Rework Knock Out entirely. Both hiding the aura and the slower heal speeds make this a terribly designed perk that is only used by hardcore sluggers. They should be removed and replaced with something healthier(with what, I can't exactly say)
- Forced Hesitation should perhaps instead work on unhook areas, specifically on any survivor in the area that isn't the unhooked survivor. And if anyone is hit during the hindrance effect, the hindrance effect is removed(bc that could lead to easier proxy-camping)
- Deathbound just shouldn't work when picking someone up from the ground, easy
- Otz is right that the slipstream infection should disappear from a downed survivor if they're not picked up after 15-20 seconds
- But overall, one thing they should do, is allow downed survivors to pick each other up from the ground. If you are in a situation where two downed survivors are near each other and healed up enough that they can do this, you've been slugging too long. This feature would also be disabled if exit gates are powered.
At least, that's what I would suggest.
Why do yall always blame stuff on solo que & new players when we all know it’s going to benefit the majority?
@@mcahtme2977 Solo Q is how the game is meant to be played. The game launched without SWF even being an option. Even today, they design the game for SoloQ, with perks like Shoulder The Burden and Eyes of Belmont being OP in SWFs. They SHOULD be balancing around SoloQ, then nerf SWF's to be within the same level.
@@derpyduck5088 yeah the whole problem with your paragraph is that they don’t nerf swfs and never will. So swfs get stronger while killers & their perks still get nerfed
@@mcahtme2977 Bro, we know. We've been dealing with this since SWF came out in 2017. But you asked and that's the answer, because they SHOULD be nerfing swf's and balancing towards SoloQ, we keep mentioning SoloQ. It's not our fault BHVR has never played their own game and don't even consume content on it.
Thank you Otz, after watching this video I really wanna play a full blindness slugging build with blight
Otz can make anything sounds serious, he makes slugging sound like armed robbery.
It’s a beautiful day for a walk in the park… and an armed robbery - Bain
@@wordywizard4786is that from payday 2
The problem however is these fixes are just for singularity/his blindness. Leatherface and Plague are also notorious sluggers, and neither of them need blindness to do it. The chart says it all: more wins, shorter matches, less gens done, and people hate it. Though now that I think about it, singularity is especially punished for hooking survivors as the action cleanses them of slipstream. Survivors already take alot of extra time to be slipstreamed near a rescue hook as an anti camp feature, so I don't understand why this needs to be a thing.
Thing is the more I think about it, the more it makes sense why slugging is strong. A killer has to take time to hook someone: a few seconds to pick up a survivor (which opens you up to stuns which cost significantly more time), then however long it takes to reach a hook (which can be sabo'd, which if another hook isn't close enough you have to drop). A survivor on the ground is as useless as a survivor on a hook. The only advantage they have being able to move slowly. Another survivor still has to help them. A hooked survivor would've needed an extra 2 seconds, but that time to save a slugged survivor takes longer the more they need to recover. Logically and mathematically speaking: Killers can spend more time looking for other survivors rather than hooking while survivors have to potentially spend more time to pick their friends back up. It then becomes a game of keeping all the moles down. You gain more time with significantly less risk.
Thank you for publishing this, I have now faced 3 of these in a row.
I encountered a slugging Nurse literally an hour before this video came out, you could already tell how it ended
Could have been me and I’m sorry in advance. But hooking right now is terrible and I’ve had enough 😅 apologies if it happened to be „Queen Honey“
@@sparkyanimations213 if you were the nurse, you are forgiven, I wish we could have stuff like unhook attempts while on the floor, or bleed out rapidly when everyone is downed
builds like this is why Aftercare has quickly become one of my favorite perks. Nothing beats telling my friends where everyone is
I don’t normally use slugging builds, but when I do it’s always an eventful end game chat.
It’s fun to watch survivors cry when they don’t get to be the awful human beings they are ❤
for a good reason, the game was intended to get hooks, why tf would you leave people on the floor 😭 collecting slugs is crazy, and killers can’t say “sKiLl iSsUe” because why would i bring an anti slugging build every match and then get probably zero value because other killers actually hook
@ BHVR condones and encourages slugging, my proof is the fact that the perk Knockout exists. 🙂
@ but what’s the counter play brother that’s my point 🙂
@@jules2250 not get downed?
Good guy Otz preparing us with a counter to Shoulder the Burden early.
Gen speeds have got so quick and hook times so long, that slugging puts a much bigger pressure vs hooking than it did in the past. Not to mention the nerfs to regression, gen kick limits, anti camp, heal speeds off hook, etc. Killers are trying to generate pressure any way they can
Shout-out to the thumbnail for this video, it's super clean and beautiful, great color choices, 10/10
Singularity has been doing very well recently. Hux is like Artist, everyone knows they're great, but no one talks about them.
W video frfr
I have played about 200 hours of singularity and it's crazy how efficient he is, even against teams that can use emp effectively
@@groudonmario Certainly an A tier killer. Surprised no nerfs have been given to Singularity yet to be honest.
@@kilzfordays no nerfs needed
@sherif7491 Can't say I completely agree there. He's a bit too oppressive currently. A change to remove the oppressive slug meta he has would make facing him a bit easier.
Slipstream should not remain on downed survivors after a certain time.
@kilzfordays he's not even top 5 he ain't op just cuz he's oppressive and ain't easy to deal with doesn't mean he needs a nerf also unbreakable exists
Tk for suggesting new slug strat
With Shoulder The Burden it makes me wonder if slugging will become much more popular.
It's already rising in popularity. There's been a spike in anti slugging perks since that stupid video encouraging people to test it
@ well according to statistics we know for a fact people don’t actually get slugged that often for that long. Might be more since that experiment and might be even more if Shoulder the Burden will affect gameplay a lot. That perk has the potential to kill off any bit of pressure and chance to win a match because they can juggle around their hook stages. And when it does people will look for new ways to counter it and the obvious answer is just don’t hook at all.
@@heyiamnick4144im already not hooking for good measure and I farmed more comments on my profile than in any other game I played. It’s just better and more fun for me too cus I can at least enjoy the match without six endurance perks, DStrike, then a self unhook with deliverance, and a 4% into hatch for good measure at the end.
the problem with these new perks is that people think it’s gonna be game breaking and game changing but in reality it’s just going to be another C tier perk :/ we’ll just have to see
@@darnabbit3322 the problem with these perks is that it’s probably not that problematic in normal matches and the moment you get a SWF and it doesn’t even need to be a good one then this can make an already super hard match even harder.
Thanks for popularizing this build feels fun to play against
everyday, we get closer to a slug meta. feelsbadman
No. Survivors keep crying over anything and at this point game will be unplayable for casual killers.
Take me on this. Hooking survivors get too many rewards from them. DS, DH, Healing speed, endurance, speed boost, off the record, Infection dissappears, they get time from down to get hook, any anti tunneling perk activated upon unhook, you name it. This game rewards survivor way too much from being hooked and punishes killer from it too. You can take 30s which is most likely half a gen just getting to a hook, you get like 4 skills from hooking like painres grim embrace pop and another more who knows but those are limited to 4 and always the same 4. Hook should not reward that much the whole team. But the killer.
Slug is not meta, okay it works but its bored. I usually slug with singularity when 4 man flashlight premade lobbies appear and it works fine as I counter 4 items, at least 10 perks and those antitunnel features that come base like endurance and speed boost. My opinion.
@@KakeruHibikiain’t readin allat
@@PocketFemboy bro that aint even that much. you got retardation or something?
@PocketFemboy TL;DR.
Hooking rewards too much, slug does not.
@@KakeruHibikinah bro your opinion are facts. I started to slug not hooked players in my games just to avoid 4% when I already have won.
You darn well know showing off the build and the fact that its strong is going to make a wave of people use it non stop XD
As a new survivor, I really struggle playing against Singularity as is. This is crazy to see!
Well be used to only use unbreakable every match 😢
Make emp boxes available (but don't focus only on them) so you can get them at all times and try to use them in the most efficient way possible, either getting a lot of cameras or after getting infected.
While in chase, if you get distance, try to get out of his sight. It's hard to not get infected in some loops, but you can do some mind games with the cameras. DO NOT drop the pallet on him while in overclock and pre drop instead.
Not sure if it helps, but he teleports where the ball is.
I don't play against one in a good while but I main him; although I don't remember more counters...
You uploaded at the perfect time, I was just thinking to myself “hmm, i haven’t played dbd since September! Maybe i should play today” 😂😂😂 Im good
07:30 the way you say maybe that would be good to use this meta when ur are got t bagging more than 2 games
I beg you to reread your comment and rewrite it to be coherent
Thank you for the great night time entertainment, mister darva (platonically)
My family moved into a new house today and I've been pretty nervous and uncomfortable for the day. Your stream has helped me fall asleep tho and I appreciate the great work that you do
due to this addon combo, we have made the executive decision to nerf the pig
Thank you for your funny, original, and intelligent joke that has not been done to death whatsoever
@@MomJeans1738let’s hear your jokes, wise guy
that explains the slugging singularity i faced a few hours ago with the same addons mentioned and knockout
Literally same earlier today. And then I happened to scroll across this video.
Otz looks like he thinks the low taper fade meme is still MASSIVE
it is
Delete TH-cam pls
Shut up
It is! It is!
He looks like he's still seen millions millions of memes
im always ameized about how well you play this killer and other killers. so thank you for the learning i get from watching. but for the perk or / blindness changes. hide the red stain. that would be so scary :D i love it :D i might regret saying it now. but yes lets change it into that instead of hiding slugged survs. maybe as knock out they can be hidden for like 20 sec or something on the ground. well. back to watching you on stream
He plays Killer as a career,, of course he's good at playing the role.
mmm singularity
omg its the singularity guy
bruh great render, shoutout to whoever did this
maybe they can introduce a new mechanic where slugged survivors can yell for help.
then perks like knockout could literally knock the breath out of you and you cannot yell for a while.
they would need to put a big cooldown on yelling tho (a downed survivor realistically wouldnt have much energy to yell often anyways).
this would help other survivors see where they are for a moment, but also alert the killer that the slugged survivor is calling for help.
Imagine how funny it would be for a survivor to just start screaming at the top of their lungs. Though, I could see how that might get kinda annoying…
Thats actually a good idea, but it better have nothing visual like the heart for terror radius, and add a cooldown
@@nanaten3So hard of hearing players are screwed then? Cause that’s the only reason the terror radius is visible nowadays.
@@nanaten3 The screaming should be similar to the perk scene partner. It screams and the killer hears It, but the Bubble from the scream doesnt appear to them. However, this Bubble should appear to survivors
No. Lets not nerf the only 2 or 3 things viable for killer to do?
you know ? i hate to play this game but i love to watch oz play, crazy builds and challenges and allways pretty fun to watch.
Istg i can NEVER understand singularity😭
What exactly confuses you? I might make a video explaining it or cover it in a tutorial at some point!
Try to stay out of his sight and his cameras sight like you’re trying to get cover against a huntress. Do not ever try to stun him when he is in overclock.
@@notOtzdarvaa video would be great for newer players. As a big Singularity player it can be surprising how many survivors try to stun me in Overclock or run away in straight lines while Slipstreamed, leading to fast DCs before pickup. Not to mention trying to heal at hook/in the open with a biopod in range
Lore-accurate
Predrop
Holy crap, I played against this exact build earlier and they held the game hostage for about 20 minutes. Thankfully, the randoms and I were able to adapt and we made it out with a full escape. Great team!
5:50 I love how they had to show the percentage of salt and dc’s
theres gonna be slug galore with that new survivor perk. it will be the only way to play for most people
You can also do this with pig. I use it in conjuction with monsterous shrine and third seal to basically make it a single hookstate game.
scourge hook malevolent shrine
@@mrcoolguyy6583Across the Entity’s Trials, The Pig alone is the Nerfed One.
Pig also has an addon that applies blindness when you put a hat on them
@@nanaten3 yes that the tape that puts the hats on at the start or the addon that blinds them to the boxes until it is activated, lethal, third seal and two perks of your choice.
ooooooooooh thanks for mentioning this addon, on my way to slugging
🎉🎉
The game honestly gives no reason to hook, if anything it encourages slugging, especially with Shoulder the Burden coming.
Finally someone who understands. Have been reading how op and toxic slugging is for like ten minutes
The only reason this strategy works is because it's currently unpopular. If everyone slugged then survivors would start running anti-slugging perks like unbreakable, exponential, plot twist, wglf etc more often.
@@TallDude404 The solution sounds stupid anyway. Just run without perks, easy. That's what you're saying.
@@apocalypseap Survivors when they have 40 different perks to counter the main killer meta but refuse to use them: >:(
Literally happens every meta. Ruin+Undying could've easily been countered between Repressed Alliance and Counterforce, but nobody uses them. Gen kick and Pop+Ruin Meta could've easily be countered by Repressed Alliance, didn't happen. 3 Gen meta could've easily been countered with Deja Vu and Potential Energy. Y'all just need to stop relying on the same 4 perks to save your ass every game and learn how to tailor your builds.
Love the part where Otz says for people to not run this build but now that he put this video out all of the killer players will run this build for the rest of the week 😂
Build is só OP that OTZ had time to advertise his plush during the match
Otz.... you are responsible for all the future tortures that will come from this video !
jokes on you otz, the singularity’s in my lobbies don’t need that add on to achieve this result 😖
I would love it if they made it so a survivor can pick themselves up after a long period of time, like 2.5 minutes
To be fair blindness works well against most survivors without slugging. 75 percent of my lobbies have windows which has become a crutch for many. On top of that other aura reading perks. Virtually every time I pick up I feel a beemer coming at me with body blocking and sabos. Longer hook times. Gen slow down perks squeezed. Create the right conditions and slugging happens. This works on other killers also. Legion can get great results from this also.
i think otz didn't read add-on correctly. the add-on prevents survivor on floor from seeing teammates. it does not prevent other teammates from seeing people on floor unless they're slipstreamed. Emp counter the play-style since single emp can wipe entire infection and camera near slug. sounds like learn to play issue. Knock out is strong perk on singularity and that perk has been often debated as being too strong vs soloq and almost worthless vs swf.
@@dodang_9147 That would be a horrible and useless add-on
@@kingol4801 that is not what otz is claiming. he is saying this add-on is oppressive and the best despite ignoring the fact that a survivor that pick up another survivor can disable disable infection on both infected survivor and themselves and camera with 1 emp. it is not good add-on if survivor know how to play vs singularity. it is pub stomp add-on for player that don't get how to play vs him.
I was going to try the build but since you asked nicely ill listen to you otzy
1:49 oww is your finger ok?
I think it's painted?
It's just his black fingernail paint needing to be cleaned/re-applied.
As a p13 singularly main I personally run
*heavy water*
*nutritional slurry*
*devour hope*
*undying*
*floods of rage*
*pop goes*
Mega oppressive and super lethal, just camera the hexes and gens and stall untill three stacks and then slowly kill them off
I'll only give up Slugularity when you pry it from my cold, dead hands
What a loser 😂
Give bhvr time and your miserable playstyle will eventually die
Thanks, I LOVE this killer I'll try it once I have the courage to play this game
The reason slugging in general works so well compared to hooking is simple. The power of hooking survivors, the thing that makes it good for the killer, isn't that it brings them closer to death. Its that it disables them, making them unable to do anything but sit there and slowly die.
Slugging does that too- except the survivor can partially recover themselves and move around- hooks already happen as fast as healing a recovered survivor, so the only real downside to slugging is that they can move on their own if very slowly. But then you make them or other survivors blind, and suddenly that becomes actively detrimental for them. On top of slugging requiring no extra time on the killer's part. Its just far, far, far more time efficient for a killer to slug than it is to bother hooking- all hooking does is gain partial, minimum guaranteed progress towards a kill. But its far less reliable, you're giving up time and making the survivor easier to save in exchange for essentially the participation award of having a higher chance to get at least 1 or 2 kills.
But if you're playing to *win*- then your best odds are saving time and letting survivors be harder to find and save and going for the group kill. Having to get all 4 survivors down at once only technically requires maybe 4 won chases, maybe like 8-9 or more if the survivors are coordinated, which is alot less than the minimum of 12 for hooking (higher once you take saves into account).
IMO they should just remove hooks and hooking in general, and give survivors and extra "stage" so that all the killer has to do is down them, and remove the persistent bleedout progress. Basically make it so that you don't have to hook anymore, but you do need to win more chases with the extra time you get from not hooking.
Ah yes, let's remove the main objective for killers along with a hundred hook perks and tome challenges for both sides instead of just discouraging slugging and reducing gen speeds
@@thanos4769 Hooks aren't the main objective for killers anymore, kills are. There's already 10+ perks that completely counter slugging, survivors just refuse to use them because they don't give you a cheese second chance. And let's be honest, 90% of hook perks do the exact same thing, but in a different way. Borrowed Time and Babysitter were literally the EXACT same perk until like 2 patches ago
@@derpyduck5088 and again, why should we remove so much content from the game because slugging works better for kills? Hooks are MEANT to be the objective, I never said that the devs are good at patching or steering the players towards them, but they are the objective lore wise and game-wise
Loving how the hair looks
6:40 Or add text chat. Moderate it as see fit. Or better - have downed survivors able to "call for help". A blip that allies can see (and maybe the killer too). Blindness is only strong with solo players because you cant call out your location. The difficulty is only not having communications.
That's probably the saddest part of balance in this game - it could be much better if BHVR buffs solo q to where it is on par with SWF in terms of ability to communicate. Then buff Killers accordingly, so then you don't have killers that can roll solo but not swf, less solo queue survivors being absolutely shafted by the game's general design, etc.
Yet we're heading into a 9th year where they seem to either refuse to or don't know how to at least work towards this solution - that many people have asked for going on many years now
@@saccharinescenery It's the other way around. Nerf SWF to be on par with SoloQ, then work from there. SWF was never meant to be part of the game, it released without SWF being an option, even today they balance perks without ever thinking about SWF. SWF is OP, SoloQ is how the game is designed
Knockout + third seal slinger was my favorite little guilty treat back when I still played actively. People really don’t expect you to ignore your objective, and even good survivors just aren’t prepared for it.
Is it toxic? Super. Is it effective and fun for killer? Well, also yes.
I like the idea of red stain hiding for blindness. Would buff a lot of meh blindness addons killer-wide, I think.
There is multiple problems with playing the game "normally" right now.
1. Flashbangs are still bugged after months. They make no sound.
2. Survivors using aggressively "anti-tunnel" perks. Sharing hook stages with new perk gonna make this type of playstyle even more annoying.
3. It often takes too much time in comparison to slugging to pick survivor. Combine it with comp corner dying and you have a problem.
Meanwhile when you slugg:
1. You worry about unbreakable, which works once or exponential where survivors often don't have time for it.
2. Anti slugging builds are rare and there is huge possibility that person with it gonna end up on ground anyway.
The only real reason not to slugg. It is miserable to play against and you push people more to quit or play 4SWF.
You could fix it a little by making "anti-tunnel perks" to disable, if you hook someone else. Make wiggle faster, but buff basekit movement speed of killer, so it takes less time to hook.
Survivors always see aura of other survivors on the ground, which requires rework to some add-ons and perks.
Wait I thought flashbacks were supposed to make no noise, like the sizzling?
Flashbang isn't bugged, you don't hear it when it's around a corner
Killers dont really care about the enjoyment of survivors in their match or wether or not they convert to a SWF after, they just wanna win. And i dont think nerfing the survivors by disabling anti tunnel perks is going to solve the issue, rather its just going to create more problems than solutions. It'll just create a juggling playstyle where you tunnel 2 survivors instead of just 1. And behavior doesnt seem to wanna go that direction as with the next update theyre going to be adding even more anti-tunnel perks to the game anyway. They seem to be moving the direction of giving survivors more counters to slugging rather than just straight up nerfs, but i feel like it just creates an imbalance in the community, you run anti slugging builds but then get tunneled. You run anti tunnel builds but then get slugged. You then have the killers who do neither of those things outside of niche circumstance and just play the game in a "nice" way and then find yourself at a huge disadvantage in chase. You cant run a solution to every problem in your build is what i feel like is part of the issue. But you also cant give survivors a "one size fits all" solution to the issues, as SWF will always find a way to abuse the solutions in better ways than solo queue survivors could. Its just very hard to balance an asymmetrical game like DBD with the mechanics and tactics they have in place. Survivors have to try and predict what the killer is gonna do, and if they choose wrong then the killer is just going to absolutely swamp them.
@@smellyeggrolls21no, youre supposed to hear them clatter against the ground when they’re dropped.
@@zyleris2186 today survivor dropped it right in my face in front of me and it made zero sound. I dodged it just because i saw him throwing it
Let me say this first before anything else: Im a 60% Killer 40% Survivor Player, and for the most part I think the game is fairly """"balanced"""" at least in the sense that if we presume both sides bring about equal strenght stuff and play well its gonna be a fair match. HOWEVER if I ever make the misstake of playing a lower tier killer than A Tier, it very quickly becomes apparent that survivors have it really easy these days. Yes even in soloq there are so many second chances its quit honestly dishartening to play things like Legion, Demo or even Bubba. And the thing is... most things are enabled through hooking the survivors. So we are at a point where you either slug aggressivly or just accept the fact a lot more of your games are gonna be hard losses than if you played Blight or Spirit or Wesker.
And honestly Bhvr has kinda brought this on themselfs with the way they have been balancing the whole hooking situation.
At least thats my take ^^
Good afternoon otz, hugs and kisses
WE GONNA BE PROGRAMMED TO HARM THE CREW WITH THIS ONE🗣🗣🗣🔥🔥🔥🔥❗️❗️❗️❗️❗️❗️
Whenever I play killers with blindness perks I see how bad actually most survivors are (not all of them obviously) but it’s insane to me how much shorter chases on people without windows is. Or how much longer it takes to do gens when 3 people had Deja Vu.
My main focus was how especially windows of opportunity makes survivors play worse or at least start getting used to bad patterns, like pre dropping every pallet in their 36 radius until there’s no yellow anymore.
So I started an experiment which I’ll show off, prohably in March or April, showing my findings and math. (We love math comment section). I personally hate the perk rework it received a while ago because survs now don’t need to use braincells anymore to use it properly but that’s a buyous thing to say from my part.
I have no idea how high my mmr is but I have about 6k hours playing tons of nurse, demogorgon and dredge, so I think that checks with most people here.
Have a good one until my return 🦊
Love y’all. Even sable players
I would love for blindness to hide the red stain, would give it a purpose beyond these sorts of extemes.
Ok so. Singularity was already my "Skill Issue" Killer as is. As in I already struggled against them. But now there is this playstyle to contend with too. You said in the video that people don't know how to play against Singularity. If I can't get a personal Otz lesson, I understand. But I still gotta ask just the general community too...how DO you play against Singularity?
Cause EVERYTHING just feels like a lose lose. Especially once Slip Streamed. He TPs to you and is now in Overclocked Mode. What do you do? Don't the drop the pallet? You lose. Do drop the pallet? He tanks the hit and hits you anyways. You still lose. Predrop the pallet? He breaks it in like half a second and now he's right back on you with another TP. Feeling like the only way to survive is to just selfishly use every Pallet on the map. But then you screw your teammates and got no pallets for later.
Yeah you or a Teammate could EMP. But if you cleanse it you can just get reapplied again from any random orb from a Sniper Tower's distance. Or just for being anywhere near an already infected Survivor. Heck, even if you don't do THAT Singularity themself can just super easily reapply it in the middle of a chase. Same with EMP Orbs. If they don't wait for one to come back online, Singulairty replaces it in literally a couple seconds.
I just never feel as helpless in DBD as I do when Slipstreamed and in chase. Like I feel more in control vs a Blight who has to be at least really good on their flicks. A Nurse I can maybe predict. Sure they can predict me. But then I can maybe predict their prediction and so on. But Singulairty feels like he wins just for chasing you in a Straight line and unless your teammates are being INCREDIBLY Gen Innefficient and are constantly linebacking with EMPs (Which takes a lot of coordination that non-SWFs just aren't going to have but even actual SWFs can struggle with), it just feels like you're always in a lose-lose in 90% of chase scenarios. And that feels really unfun to play against :(
I'm not Otz but im a p100 larry who's mained him since he came out so I hope these tips can help
1. AWARENESS. If you only take one lesson from this comment, let it be this: pay attention to your surroundings. LOOK UP. Learn where he's placed his pods (before chase if you can) so you can come up with a plan for where to run to effectively cut off his LOS and force him to use another cam to slipstream.
2. Prioritize claustrophibic tiles like jungle gyms or 4 lanes. Larry is primarily a LOS killer so any way you can cut it off for as long as possible will be great against him, and you get a not insignificant amount of distance if you keep running after he teleports to you. Tiles with the resources close to each other will work great because of this, even when he's overclocked.
3. You probably already know this, but *EMPs. You NEED to have one in your hand at all times, especially if you're working on a gen. You could get slipstreamed at any moment. Bonus tip: if your reaction to getting slipped is not almost frame perfect, Larry WILL have enough time to TP after slipping you through a cam, especially if theyre using nanomachine gel, which reduces cooldown of cams after applying slipstre by 15%. If you get slipped while working on a gen, get out of LOS of the cam as fast as you can, *then start charging the EMP. Deny him the teleport and then disable the cam and cleanse slipstream.
4. Little known fact, but his teleport logic can be manipulated to your advantage. The teleport point when you're slipstreamed is attached to you like a ball on a chain behind you, so if you run in a straight line, larry will spawn a few meters behind you. If youre slipstreamed and you vault through a window, don't run away from it. Just stand there. If he attempts to teleport, he'll spawn on the other side of the window, giving you distance. The same goes the other way around. If you're already on opposite sides of the window and you vault into him as he teleports, he'll spawn behind you as you vault. That's definitely risky, I know, but when it works you'll feel like a genius LMAO
If you have any other questions, lmk.
There are some killers that are harder to 1v1. I think most of the times you should predrop the pallet if in Overclock. Also, EMPs are quite annoying, even if for you think it seems quite an effortless job for the killer, if he is away, he cannot tp and needs to go without any mobility whatsoever.
In chase if you predrop pallets, you have to remember that the first chases are the most important, since everyone else is doing gens (hopefully), and later, the pressure will add up, but it's a give and take. It's like Oni, you shouldn't give him power too fast, so you play as safe as you can.
If in swf, you could try to be in EMP radius to remove slipstream and gain a few seconds. Avoid Line of sight as much as possible with him and his cameras and that's it. Not an easy task, of course.
@skell9550 I thank both you and the other commenter for those tips. ESPECIALLY Number 4. Gives me something to work with that isn't just "Predrop every pallet or get auto shit on in the 1v1". This is why I said Singularity was my Skill Issue Killer cause I'm like "Ok there has to be a reason they aren't held in the same contention of chase Killers as Blight, Nurse, or even Spirit and I just gotta be missing something. But holy crap. WHAT is it then?!" I guess I just don't LIKE to all the time but if the smart move is to moreso focus having constant EMPs rather than doing Gens I can prioritize that too.
Thank you both so much. I play both roles and just wanna improve so thank you for all that lovely advice 🙏
One of my favourite singularity builds was cremated remains, hyper-awareness spray, scourge hook monstrous shrine and devour hope.
Nope, don't touch it. BHVR needs to start forcing people to learn how to play this game.
I've had enough with all the hand holding bullshit being put into this game for survivors because they refuse to learn and adapt.
Learn how to play the fucking game. Period. Stop nerfing killers because survivors refuse to learn.
I've seen two slugging builds ever and they ended up being very tense games. In both instances, we won and we were all randos.
The strategy isn't the problem, it's Larry himself.
Correct
True words my man.
Prior executioner main, now hard tunneling nurse here. I used to love fun matches. But gen times and defensive perks are out of hand so I’m hard tunneling and slugging every match.
And I gathering more stream comments saying how bad I am than people voted for trump this election 🐝
*hand holding bull shit*..
Ironic...
Larry is A problem, but definitely not THE only problem
Stupid comment that misses the entire point of the video. Good job.
"We got lucky in two games, therefore it's no problem" shaddap.
Knight also have a busted Blindness add on that all you need is the guards to find a survivor to activate it.
Damn
I love that add-on. I dont use it for slugging but because so many survivors run winows and when you chase them while blinded they dont know what to do or where to go 😂
Otz: Here's the exact build that allows you to slug people in a really difficult to face way that punishes people that play solo
Also Otz: Pwease don't use this build UWU
Also bandaid fixes being tied to hooking, like the shoulder burden perk coming so ppl just go around it by slugging and many other perks which activate by hooking.
:/
And that is why I only play SWF. After 2 rounds of SoloQ I already had enough. I had actually done this to me by a Pig. She threw Hawkins, brought KO and Hex, The Third Seal and the Aura reading addon... she slugged us all. I got lucky with Hatch cause everyone else bled out before me. It was a miserable experience.
Based Pig player
As a Singularity main I do like to run this add-on from time to time but I don't slug! Well maybe at the last two left if I want a mori... But it's useful to counter Window's of Opportunity! I had a surv tell me they thought it was a deadzone they were going into bc they couldn't see any pallets, and didn't go into. Messing with aura perks in general can be very helpful for confusing survivors, catching them off guard can help get things going in your favor even without slugging like a meanie!
Slugging is simply a disgusting strategy, only the weakest low-skill individuals use it. Bypassing the myriad of hook-related survivor perks is a beta-move. And that's precisely why I slug every day.
Me: "First time"
This has been happening all the time many updates ago
The biggest thing that BHVR needs to understand is that, if they want to give a buff to Survivors to help them catch up to SWFs, because they can't do anything about external comms giving SWFs more information than the game is balanced around them having, they need to code it so that solo queue people get buffs that SWFs do not, which I feel they could easily do considering that you have to be in a SWF in-game in order to guarantee you all show up in the same Trial, which means they have built-in ability to determine who is in a SWF and who is solo queue in-game. Also, I don't mind basekit Unbreakable, as a Killer main, AS LONG AS it only applies when all remaining Survivors are slugged (and no one has any Perks equipped that would give them the ability to get themselves up otherwise), and ONLY gives the ability to get yourself up from the ground once, not the increased recovery speed. The Killer can only be in one place at a time, if you have a 4-slug and you all are able to get up once, and you still end up downed and slugged again after that second chance? You need to work on your looping and stealth skills, and dying and lowering your MMR is something you clearly need.
Yeah if it has reasonable restrictions like you said, it would be fine. They should be hooking to kill at least most of the survivors, not slugging and ignoring other game mechanics.
To be fair, Buffling blindness for the Red Stain idea, but making it temporarily fade away if you're standing perfectly still for a second or two, would work.
Singularity is also good at 3 genning so I think he is gonna be the next most hated killer now that skullerchant players went on a vacation.
Very simple, buff hook stages, we currently have no reasonable reason to hook these days when the positives (pain res, No way out, Grim etc) is outweighed by the clear negatives (Ds, OTR, Dead hard etc) and very minimal pressure due to extra hook times and these factors combined on decently strong killers is a perfect balance for them to consider slugging if the case is right, e.g. singularity with this add-on choice
My idea for a blindness rework would go like so:
When you are affected by the blindness status effect, its effects will vary on a token based system.
When first afflicted, blindness will hide the auras of gens and teammates like normal. After enough time has passed, blindness tier 2 would kick in. At that tier, the killer’s aura cannot be seen and the red stain is no longer visible. When tier 3 is reached, your hud is completely hidden. You cannot see the remaining gens, what your teammates are doing, your perks, etc.
(You can always see teammates on the ground regardless of blindness tier)
can you make it more complicated plz ? it won't confuse new player as much as we want it to do
Shhh, it's alright. No reason to cry about it.
I'm gonna stop slugging if the survivors will stop genrush
Using Discord for communication in games is technically like cheating, since it relies on external tools. Many players who enjoy the 'survivor' role prefer playing with friends, and even if they don't use voice chat, they naturally work together and anticipate each other's actions. This familiarity can help them counter effects like blindness, as they’re more focused on creating a fun experience together. So the overall problem is that almost no one knows how to work in a team without coms when theyre no friends
Wild take
No. You have absolutely no idea what you're talking about. At all. Survivor friends are not a hive mind.
This dudes 100% correct but y'all ain't ready for that conversation yet.
The definition of cheating is "using a third party program to get an unfair advantage in game." A macro script is technically a cheat to most Devs. Discord by definition is a cheat.
And yes, you will recognize your friends playstyles over time. My friend knows I'm a "Gens before Friends" type, so he doesn't expect me to go for the hook, and I know he sucks at chases, so I'm frequently able to get saves and/or take hits to help him. It's not a "hive mind" it's being familiar. It literally happens in every game, I know my friend in Overwatch 2 is a super aggressive tank and I need to play characters to support that.
I like how statistics at 5:50 include "Salt %" as a statistic lmao
I love singularity and I want 4Ks but I will never stoop so low to become a slugger
So play normally and stop caring about 4Ks. You don’t need to slug to win with him
@ I know? I still win lol
4k is playing normally, slugging is normal. It's not your job to make sure the survivors are having fun
@@tasmium True, it's bhvr's job. But sadly they suck at it.
@ I still want to lol. People play video games to have fun, and I have more fun knowing the people I'm playing with are having fun. If this strategy got me a 4K every match for the rest of my life I still wouldn't do it because I wouldn't be enjoying myself. Might try it out just for the heck of it tho