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Quality of life and buffs the Knight need to help him shine

i've been playing the Knight for a while now and I've been having fun with him but there's CLEARLY issues with this killer and annoyance that comes with his kit.

First and most importantly is how the space around you can stop you form summoning your guards, which is absolutely annoying when you want to use your guards to break a pallet or anything else but the game doesn't let you.

Second how the guards aren't very smart and will take the longest path to get to the survivors and sometimes literally being 1 meter away form them and not turning at them/going pass them without anything in the way and so not hitting them.

And third guards sometimes being really useless in chases or really inconsistant.


I have few ideas for quality of live improvements and and buffs for the killer and his guards to make the experience way better and more consistant with the AI.


N.1 Make the guard summoning from YOUR location instead of moving them ahead a little bit.

This would remove the limitation of the environement stopping you from using your summoning ability and will remove the frustration of not being able to summon your guard because there's a chair on your left.

N.2 pressing the summon button when facing a wall/generator/pallet when the green circle is on it will instantly cause the break action without needing to summon.

This will save EXTREME amounts of time and not give survivor time to get a bit of distance away from you when wanting to break a pallet especially, when you are about to chase a survivor working on a gen you can summon your guard to break it while not giving survivor distance, making his chase and gen pressure potential even better, and since guards doesn't apply perks effect when breaking generators it wouldn't get out of hand, and you'd still need to summon to do it from a distance.

N.3 make the guards faster overall to make them more dangerous and consistant during chases.

Making the carnifex and the jailer 108% would make them more dangerous and a little more likely to land a hit, a power shouldn't be use to allow you to M1, you should be able to get hits from your power and this will give a better chance for your guards to land hits and apply pressure while you focus on another survivor, yes the chances of double hit is more likely but it will be rare enough it's unlikely to be a problem, since the assassin is meant to be fast he should be 115% instead of 110%, he is MEANT to be offensive so let's make him dangerous

N.4 and last one, when a guard spot a survivor, instead of going at the location they spotted them they will follow them at reduced speed.

When a guard spot a survivor on the other side of a wall or right on them the 2.5 second animation they have only makes them go where they were spotted, if they were far from the detection circle they got fast and if they were on them they don't move, so it is easy for a survivor to run into the guard and run the other direction, there's no way the guard will ever catch them since they got so much distance out of that 2.5 second animation, the best option for this is to make the guards follow them directly when they were spotted but at a FIX speed, they will go at 70% movement speed when they spotted a survivor and will follow them no matter where they go during that 2.5 seconds and then chase like they normally would.

This would make guards more dangerous and less "useless" since they will follow survivors directly.


Those are my ideas on how to make the knight a way better and more fun killer to play with while improving his kit a bit and mostly quality of life while giving a nice push to his guards without breaking them.

Thanks for reading