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Wait is knights guard cooldown supposed to be shared????

Leachy_Jr
Leachy_Jr Member Posts: 2,207
edited July 16 in General Discussions

After using a guard theres a 15s ish cooldown before you can use another one? I though he was supposed to be like vecna with individual cooldowns for each guard? Not shared amongst all 3 of them????

Please tell me this is a bug, this is such a huge nerf to his viability and how fun he is.

EDIT: For clarity, if you send out a guard to hunt, and they hit the survivor/outrun it/get banner etc anything to make them return, you cannot send out ANY other guard for the next 15s. This used to be 3s before the update.

Comments

  • RayShuttlesworth
    RayShuttlesworth Member Posts: 9

    This has to be a bug, right? I just played a game as Knight on the new patch and while I had another guard chasing, toggled to another guard and it didnt have a CD indicator but was not summonable. So although I wish they would reintroduce the PTB "bug" of individual timers and there is definitely a visual bug if they are supposed to be similar to the old version of Knight.

  • ChaosWam
    ChaosWam Member Posts: 1,842

    Oh good, that wasn't in the PTB either.

    Fun times for Knight. Already made one angry enough to slug everyone out of frustration because he spammed Jailer and I could juke it with a dropped pallet even during chase.

  • janakin617
    janakin617 Member Posts: 3

    Having the guards share the same cooldown/having the cooldown be as long as it is was a poor decision and hopefully BHVR are willing to keep looking at this and adjusting it in the near future and not 8 months from now. Playing without access to your power for a substantial time turns them into a M1 killer. Not only is it boring to play, it is even boring to watch, even watching Knight mains playing it is painful watching them waiting for cooldowns to reset.

  • appleas
    appleas Member Posts: 1,128

    I'm guessing this was to address that PTB bug where Knight could send out another Guard and the first one if active just disappears.

    Meanwhile window faking throwing off Guard AI becomes a feature lol.

    Can't make this up

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Erm ackshually this is a buff because he can cycle through guards now 🤓

    And map got made half base kit yet its still his best add on if you want to ever consider using assassin or carn for chase.

  • Bookern
    Bookern Member Posts: 319

    We need a Dev/Mod input on this cause #########?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,821

    yeah so what. why does he needs harsh negatives to get a buff? lower cooldown is better than cycling guards. these days, I feel like i have a lot less patience with BVHR shenanigan.

  • ok_theBubbaLover
    ok_theBubbaLover Member Posts: 11

    I liked the play of throwing one guard after another, and I think it would be more fun to have individual cooldowns.

    Plus, individual cooldowns would make the game more lively, with all guards having their turn. At least for the current Knight, a scene where the carnifex chases after the survivors will never happen.

  • TerraEsram
    TerraEsram Member Posts: 671

    He GOT a massive nerf

    Yeah, the chase system when you make a long path it's pretty cool, with some tweak about the number from each gard (quicker, break sometime with less times, …)

    But:

    -Breaking a generator with a guard is always 5% (before the killer get all a buff to 5%, knight was the only one with his guard who make that, after that, it left intouched)

    -When a guard chase someone near you, it take five second for the survivor for getting free at full cooldown

    -The bug who give the killer the possibility to cancel the guard when invocating another one got ditched (when a lot of people where asking to left that in game)

    -You are forced to make a 10 meters path for invocating a guard, so no more short path for pushing the survivor from the loop and wasting no time

    -And now, we got a super long cooldown before invocating any guard, who, I find, more long than before

    The Knight, got a more punishing nerf than anything else, Hux got him, a good buff, so it's pretty cool for him, and the dev seems to listen more about the feedback for Hux, but seems to ignore everyone who get an opinion of Knight

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Run Call to arms and Jailor cooldown, then only use jailor. Reduces the CD to about 12. Jailor is the best in every situation anyway since using carn to break pallets puts you on cooldown, and assassin is useless ever since they added that 3x penalty for being near a guard.

    Just make sure you dont misplace a guard, otherwise ur power will be on an abysmal 36s cooldown if he doesnt detect anyone.

  • bjorksnas
    bjorksnas Member Posts: 5,616
    edited July 17

    Nah play man with sword and his buddy carnifex, don't use guards to hunt use cooldown + break speed and just use it to break pallets and damage gens (very similar dilemma to mage hand on vecna with enduring)