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Rough idea for Knight Rework

This is kind of a rough concept for a rework so far, but I thought I'd put my ideas out there for other people to see.

I like the Knight as a concept. Summoning minions, aka Guards, to help me in chase is really cool, and I love doing pincer attacks with them or flushing Survivors out with them. But I'm also aware that a lot of people don't think Knight is all that fun to play against, particularly because of his ability to 3gen and stall.

I also personally don't like how Knight's power often encourages a passive playstyle. His power is very difficult to avoid, but it can also take a little while to actually result in a hit, and consequently it often feels like Knight is at his weakest when he's using his power to aggressively chase, rather than to kick gens, break pallets, or harass Survivors while he's doing something else. Despite the fact that his chase mechanics can be so oppressive. I'd much prefer to adopt a more aggressive playstyle with him, have his zoning tools be more geared towards offense, and that's the main goal of this rework.

Right now, I think there are a couple aspects of his power that incentivize passive play over chasing:

-The Knight needs to stand still for several seconds when deploying a Guard at long range. This means the Knight loses a lot of distance if he uses the Guard at the start of a chase, even with the Haste bonus they added. This can make a chase go on for quite a while in some cases. Thus, the Guard is much more effective if the Knight catches the Survivor by surprise with it (Like if they're on a generator), or if the Knight uses it to proxy camp.

-The first thing the Guard does after being deployed is walk back towards the Knight. This is less than ideal in many chase scenarios, as it often forces you to send the guard out further to try and predict the Survivor's path, thus losing even more distance. But it makes the Knight's power well-suited for guarding a specific small area... like a 3-gen.

So, the main changes:

1) You can now charge up M2 for a short duration with slightly-reduced speed. Once charged, you can press M1 to send out a guard or Ctrl to make it break a pallet/wall/generator nearby. (Or, alternatively: pressing M1 after charging M2 will break a pallet/wall/gen if you're looking at one, or send out a Guard if you're not looking at one.)

2) When you send out a guard, it will immediately start patrolling in the direction you're facing, walking around any obstacles in its path. It will continue in that direction until it hits the edge of the map, and then it will make a 90° turn in a random direction. The rest of the Patrol and Hunt mechanics remain largely the same.

So, what does this mean? It means that the Knight can send out a Guard to start running towards a Survivor the moment he sees one without stopping to draw a patrol path, but the Guard is unlikely to spot them unless Knight actually starts chasing the Survivor. He can also use the Guard to generally harass Survivors, but they're less effective at, say, proxy camping or holding a 3-gen since the Guards can't appear out of nowhere to surprise Survivors, and will walk past the generator or hook if the Knight sends a Guard towards them.

This may come with a lot of number adjustments; maybe the detection radius starts off small and slowly grows bigger to give Survivors a chance to get away at close range, maybe it takes less time for the Hunt to start if the Guard spotted the Survivor at the very end of their patrol, maybe the Guards' patrol movespeed should be buffed since you'll usually see them coming a mile away, but that's the gist of the rework. A Knight that (Hopefully) spends a lot less time patrolling the same tiny segment of the map and a lot more time trying to corner the nearest Survivor with aggressive Guards, like a proper medieval hunting party.

I'm aware that this doesn't solve some of Knight's chase issues; namely, that there are a lot of tiles where taking a hit is inevitable if the Guard spots you, but hopefully with these changes, getting spotted/cornered is no longer guaranteed and requires better play/predictions on the Killer's part. And I, as a Knight main, think that's worth it if I don't have to stand still to use my power anymore.


TL;DR: The Knight doesn't draw patrol paths anymore, instead he just instantly sends out the Guard to patrol in the direction he chooses.

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