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The Knight Rework and his Add-on Changes
Dear Behaviour,
Based on the Knight's performance during game play, his power feels Incredibly weak and DESPERATELY needs a rework to balance out his game play, and his power. At the moment, he feels like a rubbish killer to verse against, and to play as.
Using The Knight's power can feel very slow paced and very boring to use, if you don't really know how to use it correctly. It can also feel 'unrewarding' trying to use his power, if survivors can already see you create a path in front of them, and dodge it with ease.
With this rework idea in mind, this will surely put a new perspective on The Knight, and balance out his gameplay and power. As well as making him a bit stronger and a bit fairer to play as or against, without him being too annoying.
Knight's Power: Guardia Compagnia
Special Ability: Guard Summon
Rework:
• Anytime The Knight creates a Patrol Path in Guard Summon mode, the created path becomes invisible for Survivors.
• Decreases the collision zone in where you will hit walls or objects in Guard Summon mode.
• Guards will now spawn immediately after the Power Gauge has been completely drained or by pressing the Power button.
Special Ability: Switch and Recall Guard (I don't know what to call his Second Ability)
• Anytime Guard Summon Mode is not in use, you can now switch between Carnifex, Assassin, and Jailer, by pressing the Special Ability button.
• After summoning a Guard, you can now Recall the Guard back, by pressing the Special Ability button.
Guard Special Ability: The Hunt
• Dried Horsemeat Uncommon Add-on is now basekit for all Guards, except The Carnifex.
• Map of the Realm Common Add-on is now basekit for all Guards, except The Jailer.
• Pillaged Mead Common Add-on is now basekit for all Guards, except The Carnifex.
•Tattered Tabard Common Add-on is now basekit for all Guards, except The Jailer.
• The Detection Circle around the Guards', is now changed into a Detection Cone in front of them, with a wide 60 degree angle.
• The Carnifex and The Jailer in the Hunt, now move at a base 107% movement speed.
• All Guards on Patrol now move at a base 100% movement speed.
• If a Guard detects a Survivor, the Guard will immediately start chasing the Hunted Survivor within a 6 meter range. If a Survivor is beyond 6 meters, the Guard will teleport over to the Survivor as close as possible.
• The Hunted Survivor can now see the Standard's aura within a 16 meter range.
• All Guards' auras are now revealed to you for 6 seconds, after a Survivor has been Detected.
• Improves the pathing for all Guards in the environment, to track Survivors better, and make it easier for the Guards to chase Survivors, during the Hunt.
•While a Guard is on Patrol, you can now press the Power button to make a Guard swap directions.
New Mechanic: Guard's Detection Meter
-The Guards can no longer Detect Survivors hiding in waist-high vegetation beyond 6 meters, inside the Detection Cone.
-The Guards can now take up to a total of 5 seconds long to Detect a Survivor, depending on the distance the Survivor is, inside of the Detection Cone.
-Survivors can now see the Guard's Detection meter on their HUD.
-Survivors can not see when a Guard has almost Detected another Survivor on their HUD.
Add-on Changes
• Healing Poultice Very Rare Add-on (Rework)
- After summoning The Assassin, if the Assassin damages a Survivor during the Hunt, that Survivor suffers from the Broken status effect for 60 seconds.
-The Survivor suffering from Deep Wound, will now take 3.5 seconds longer to mend.
• Cold Steel Manacles Uncommon Add-on (Rework)
-After summoning The Jailer, any Survivors that are within 16 meters from the Jailer on Patrol, will have their auras' revealed to you.
-Survivors can also see the Jailer's aura within 16 meters from him.
-Survivors can no longer see the Jailer's aura, if a Survivor has been Detected.
Treated Blade Uncommon Add-on (Rework)
-After summoning The Assassin, all Survivors within 24 meters from the Guard's initial position scream and reveal their current location for 5 seconds.
Battleaxe Head Uncommon Add-on (Rework)
-After summoning The Carnifex, The Knight can see the auras of Survivors within 24 meters of downed pallets for 5 seconds.
Flint and Steel Very Rare Add-on (Rework)
-After summoning The Carnifex, If The Carnifex damages a Survivor during the Hunt, that Survivor will enter the dying state.
-The Carnifex moves 5% slower during the Hunt.
Ironworker's Tongs Rare Add-on (Rework)
-When a Survivor is Detected by a Guard, the Survivor suffers from Oblivious for 30 seconds.
Town Watch's Torch Rare Add-on (Rework)
-Whenever a Guard damages a Survivor, The Knight gains the Undetectable Status for 30 seconds.
Broken Hilt Rare Add-on (Buff)
-Guards inflict the Mangled status effect for 90 seconds when damaging a Survivor.
Knight's Contract Ultra Rare Add-on (Buff)
-Every second Guard summoned, causes Survivors within 12 meters of that summoned Guard instance, to suffer from the Exposed status effect for 12 seconds.
Tattered Tabard Common Add-on (Nerf)
-Increases Patrol time for all Guards by 4 seconds.
Pillaged Mead Common Add-on (Rework)
-Decreases the Guard Summon cooldown by 15%.
-Decreases the amount of time it takes for a Guard to complete their Order action by 10%.
Map of the Realm Common Add-on (Rework)
-Guards can Detect Survivors 15% easier inside the Detection Cone.
-Decreases the Standard's aura by 8 meters.
-Increases the Detection range for Guards on Patrol by 2 meters.
Dried Horsemeat Uncommon add-on (Nerf)
-Increases the amount of time a Guard will Hunt a Survivor by 2 seconds.
Gritty Lump Common add-on (Nerf)
-Increases Guards' movement speed while on Patrol by 7%.
Lightweight Greaves Very Rare add-on (Rework)
-After summoning the Jailer, The Knight's movement increases by 10% for 6 seconds.
-If the Jailer has Detected a Survivor, their aura is revealed to you for 5 seconds.
For those of you who don't know, some of The Knight's Add-ons have been made base kit for his rework, because some of his Add-ons feel heavily dependant in performing well in a match, or making some decent use or value out of his Guards. If you're also wondering why I am nerfing or buffing an add-on that already exists into Knight's kit, it's because I am putting its current effects into his base kit, which can make him a little bit stronger, and then simply nerf or buff his add-ons, so it doesn't overpower him too much, but can also make a few balance changes to it.
Now, I don't know how negatively or positively this will impact The Knight for his rework. But the idea was to try and balance out his game play and power, for both Survivor and Killer. Now, I know the developers can do whatever small changes they want on The Knight, based on this version of the rework, or their version. But all I really care about, is making sure he gets the love he deserves, and getting a good and balanced rework to set him back on track, instead of making him live in a pile of trash, and feeding off of dog food.
This rework idea is only here for suggestions. Who knows, maybe someone has a better idea than what I do, but that is something I do not care about much, except for this rework idea, and making sure he can perform better in the Trials.
Anyway, I know this page have been very long to read, and I apologise. But thanks for taking the time to read this, and I hope someone considers this rework for Knight someday.
Thanks, from WinterDraft7.
Comments
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How exactly does this make the survivor side more enjoyable? Considering that was one of the goals you had?
"Rework:
• Anytime The Knight creates a Patrol Path in Guard Summon mode, the created path becomes invisible for Survivors.
• Decreases the collision zone in where you will hit walls or objects in Guard Summon mode.
• Guards will now spawn immediately after the Power Gauge has been completely drained or by pressing the Power button.
Special Ability: Switch and Recall Guard (I don't know what to call his Second Ability)
• Anytime Guard Summon Mode is not in use, you can now switch between Carnifex, Assassin, and Jailer, by pressing the Special Ability button.
• After summoning a Guard, you can now Recall the Guard back by any means, by pressing the Special Ability button.
"
However I agree to this part. Would be nice quality of life/buff, however it does not really change his major issues…0 -
What do you think some of his major issues are?
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Map of the realm basically being required for guards to be usefull in any way. The counterplay for survivors mostly revolving around running to the next loop, or bugging the guard into a window vault, there is not really any 1v1 interaction that is fun or engaging for the survivor, it mostly just feels like you sandwiched between guard and knight and can only decide where you get hit and where to go from there.
For the killer it oftentimes feels like the power is useless and does not do much more than pushing the survivor to the next loop, the controls being sluggish and some aspects being unnecessarily complicated. For example why do I need to m1 my guard to remove instead of just doing it from a distance with the press of a button? Why can't I decide which guard is most appropriate for the current situation instead of being forced to use whatever guard is up next, this removes a lot of strategy, sure the guards are not that majorly different from each other but by going along that way you could actually bring some more depth into the power.
It just feels like the intended playstyle of the guards just does not work, trying to cut off survivors over quite some distance is really hard, especially on an open map, and you waste so much time to do so. The killer being bugged in some way is also really frustrating, getting stunned while drawing in the path stuns the killer, if a survivor so much as touches a window vault or even pallet vault I think the guard in chase first goes to that location before resuming to follow the survivor and some more stuff.
I also feel like it is quite the limiation that there is not a specific hotkey for the break action on gens or pallets closeby and instead you need to draw a path first, or that you cannot start the path further away from you.
There are just so many issues with the killer, it gets hard to tell which are the major ones and which are really minor, it is just the amount of problems that make him so unpleasant to play as or against.
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