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Knight changes (As a knight main)

ThePolice
ThePolice Member Posts: 801
edited April 2023 in Feedback and Suggestions

As a (non 3 genning) knight main. I think knight is is need of buffs to his long range/multitasking playstyle with some nerfs to his anti loop ability.

Some changes I would make are:

Call to arms, map of the realm and dried horse meat made base kit and the addons are removed.

Call to arms promotes the knight to create longer paths and harass survivors at a distance, something we want to promote.

Map of the realm allows the knight to also get survivors from afar, this addon doesn’t really help him with shutting down a loop any better so it won’t buff the problematic playstyle

Dried horse meat means the guards (mainly assassin) can actually get hits on their own rather than using them for zoning, promoting the multitask aspect of his kit.

I would also revert the shadow nerf he got where his guard spawns 1 or 2 meters in front of him, this just makes his power much clunkier to use.

For lowering his anti loop capabilities I would have a minimum path length for a patrol route, (not for order to allow pallet breaks) base kit call to arms would make this less time consuming. I would also make a guard take LONGER to begin chase with a survivor if the patrol path is under a certain length.

These are mostly buffs for the knight but hopefully these buffs promoting his long distance abilities rather than his anti loop will incentivize players to use it more

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