http://dbd.game/killswitch
Knight bug is getting ridiculous
Almost 3 years, 3 big character revisits, non-stop feedback on forum, from CCs and we STILL can't fix this stupid bug with guards? I'm absolutely speechless, it's unacceptable, I can't imagine ANY game, where such significant bug could last so long.
Comments
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Care to elaborate on which bug it is?
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I mean, Knight is one of the 3 most bugged killers in DbD (the bugged trinity, if you will), and not really THAT popular.
Which unfortunately leaves him, alongside Twins and Houndmaster, bugged eternally.
But yeah, I would be glad if they fixed some of the bugs that existed for long periods of time (as they promised)
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You can drop pallet in chase with guard and he will go around whole loop or even building instead of walking through it.
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Ah you mean the one they decided to make into a feature?
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This is a feature, not a bug. Otherwise, how you supposed to counter him when you are being chased by the guard and the Knight at the same time?
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not really when you drop a pallet on a guard hes supposed to float through it. The "feature" only works when bumping against an already dropped pallet or window
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No, you are talking about other thing: when you run near the window, you can make guard slow down a bit. This one was a bug and became a feature. Completely different thing.
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The guard only goes through the pallet if you drop right in front of him. If you drop the pallet having a safe distance, he will always go around, you can test by yourself.
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That is what i said....
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is there a way to replicate this 100% of the time? guards are supposed to phase through the pallet. did they go on strike? or is it a chance to derp out?
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Yeah, it's so sad. Knight is and has always been one of my favourite characters but he always felt so pathetic. Gameplay-wise he finally feels perfect and has a good overall basekit (could still get some tweaks but overall fine) but the remaining bugs are still so annoying like getting stuck on something for no reasons when you draw the path, Jailer takes longer to hunt the survivor, or the guards have sometimes awkward paths.
Also, little question to you: What do you think about the new strafe when drawing a patrol path?
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True, Knight finally in a good state basekit, but bugs make him so much less enjoyable to play as. Especially this one, which exist almost since release.
It's messing up my muscle memory for now and I don't feel distance as good as before, but I think it's just a matter of time, need more matches to get used to it. I think it will be way worse on some maps like Lerys or Hawkins (can I pay to delete these maps from my roaster), but thankfully I didn't have matches there yet. Overall I'm good with it. Do you think something wrong with it?2 -
No, I saw some Knight mains saying that the new strafe feels a bit too much and needs to be reduced. But I like the new strafe as well as the new patrol path speed and lenght, it makes him really smooth - maybe so smooth that we are not used to. It is also so nice to no longer use Call to Arms every match to have the match pressure. Now, being able to running both addons, Sharpend Mounth and Horsemeat, makes his Guards much more reliable - if no bug happens of course.
I really hope the developers will finally fix his bugs and then in terms of enjoyment he will be in a great spot
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Can someone keep alejandro away from the alcohol please too?
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as long as you havent cornered yourself you can path well to make the guard and knight take the same path to follow you, you can just run away from knight if hes holding a banner and this is a terrible playstyle for knight to use anyway as it doesnt pressure more than one survivor (the best way is to keep multiple people busy by ignoring your guard and chasing someone else). having a feature such as this means that youre MORE incentivized to follow and sandwich a hunted survivor because you cant rely on your guard to get hits by himself
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