We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

So I've read the news about the Knight... And I'm worried...

Grigerbest
Grigerbest Member Posts: 1,836
edited November 2022 in General Discussions

So... Developers buffed (a little bit) some of the basic numbers of his power, which is a good thing, I can't deny that.

What I'm worried about is: His main issue was not solved by any means.

If you don't know what the main issue: Survivors are able to see a green orb roaming around (his power).

This feature is ruining completely the opportunity for the Knight to use his power as it was intended.

As long as survivors can see where you want to put a guard and can see the patrol that you're making, there is no other efficient way of playing him, but just tapping his power at loops, just for survivor to hold W to a next loop and hoping to have a connected loop or tile (map rng).

And if you ask me, this is the most boring way of playing for both sides. But unfortunately this is the most efficient tactic against such power and to use such power.

The main issue with Knight - He is very "survivor friendly", when it comes to countering the killer's power.

  1. Survivors can see which guard he's about to use.
  2. Survivors can see a green orb, and based on that can savely move away from it. Making the Knight to completely waste his power. (If he tries to use it as intended)
  3. If he's tapping his ability at loops (lame but efficient way) survivors can easiley outrun the radius.
  4. While haunted, survivors can pick up the banner to not only get rid of the guard, but take additional 2 buffs to speed and endurance.
  5. While haunted, survivors can simply outrun any guard without a need of a banner. (Yes, they actually can) His power at this point can be completely ignored, if he's not chasing you with the guard.
  6. Survivors can use a Dead hard on a guards to get a guaranteed speed boost and distance on the Knight.
  7. Healthy survivor can take an agro of the guard (when the radius building up), to easiley protect the chased survivor from his power. (He can be hardly "bullied" by swf at this point)
  8. While the Knight using his power - he can't see survivors, he can only hear the foot steps. (I've no idea why this is a thing, considering survivors can see everything about his power)
  9. He stands in place while he's using his power (as intended), means if he miss (considering how hard to catch them in radius) - he wasted his power and survivors get insane distance.

Zoning survivors out of loops is a complete map dependant tactic, but also very boring way of playing for both sides.

If they only removed the visual aspect of his power (green orb) from survivors, I think it should've been much better, than twicking any numbers.

Someone was telling: "You're not suppose to use his power in chases" - that only means, that his power is garbage, and he's gonna struggle in the current meta.

We'll see how it goes... But I'm worried that he's actually going to be (as someone said) the most hated killer by both sides.

I hope such cool power will not be wasted, just because developers were way too afraid to make him stronger.

Till the 22th of November!

Post edited by Grigerbest on

Comments

  • RainehDaze
    RainehDaze Member Posts: 2,573

    I think the only thing where the Killer doesn't have to guess how long is remaining is hook progress. Except for the part where the actual hook states aren't marked, so you'd better memorise those on the UI!

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    I think killers feel clunky because survivors only protection is distance (time). if you take away the clunkiness from killer you take away all protection a survivor has.

    It would certainly be fun to try giving the survivors an active way to defend themselves but making the killers faster.

  • paperface
    paperface Member Posts: 20

    dbd as always fail to see what is wrong.

    next time they will buff DS DH again and nerf eruption and cob

    buff nurse more and nerf pig again

  • Akumakaji
    Akumakaji Member Posts: 5,487

    New Killer concept: The Athlet, a mime killer. His power? Responsive control, quick reversal of directions and normal FPS response times. Kill rate after 3 month: 84,7%

  • ARTRA
    ARTRA Member Posts: 938

    If you grab a banner you get speed boost and endurance.

  • Shroompy
    Shroompy Member Posts: 6,806

    ok? thats always been a thing. The banner even shows up later now

  • Marik1987
    Marik1987 Member Posts: 1,700

    This killer will not shine in higher rank-games for sure. He will 4K in low-MMR, but above that, forget him.

  • Xendritch
    Xendritch Member Posts: 1,842

    I'm extremely confused by people saying the knight is weak or you can't play them as "intended". First off the idea that you could ever play the knight by having guards patrol long routes is ridiculous. First you'd have to pick an area for it to patrol then spend time creating the route and then they would have to take time patrolling the route. When in the history of DBD have killers had time to do something slow and cumbersome like that?

    In DBD speed is king and powers you can pull off quickly or have high mobility are best that's why Nurse, Blight, Spirit, Oni are at the top. I left out Artist on purpose because more on her later but she's also up there. Powers that are slow and take time to setup are terrible like who do we have in the game with powers like that? Trapper? The worst killer in the game? This is what people want more of? People are complaining about Knight only likely being B tier but I promise if the focused on the part people keep talking about they would be much worse.

    Now the other complaint is that Knight is just another Artist which kinda but not really. First people have an oversimplified idea of how Artist works which is drop bird at loop ad nauseum until survivor goes down which you can do yeah but that's not the only reason Artist is good, they also have really good built in information, perk synergies and can snipe from across the map which are also all skills you need to learn with her and knight can do none of these things (knight can synergize with similar perks but in different ways and I imagine his best builds will actually be much different from Artist) why I honestly find it a lazy comparison.

    Knight in my opinion is much closer to a fixed twins. Macro game play centered around either double teaming a single survivor or occupying multiple survivor's time. Like we're looking at possibly the best killer at enforcing a 3 gen in the game. Yes the antiloop is there but generally you want to be trying to control the map and herding survivors into dead zones for double hits or chasing a survivor down while keeping a nearby survivor and doing map control and protecting your 3 Gen the entire time. I think this is why people don't think knight will not take skill they will it's just going to test game sense and long term planning instead of mechanical skill.

    All in all I think knight is....fine. I don't think the changes change their tier placement much just makes them feel much better to play which is fine because I think they're quite decent and could fall anywhere from low A to mid B tier but you won't see them much in a few months because people don't like playing macro killers.

  • Grigerbest
    Grigerbest Member Posts: 1,836
    edited November 2022

    Yes, I actually created a post 2 weeks ago on the PTB feedback, suggesting to remove the visible green orb from survivors to let the knight play predictively.

    I literally said: "Just let survivors only hear the orb, with that way the Knight can predict where survivors are heading to put a guard ahead of them, it will make Hold W tactic dissapear and open the opportunity for skillfull playes and for survivors to use their ears more."

    Just like against a Spirit, instead of an Artist.

  • Terion
    Terion Member Posts: 810
    edited November 2022

    It kinda shows which part of the community needs to be pleased a little more. I have played knight like once in the PTB, i still gonna play him though, but ima use the guards for camping hooks and directing survivors to a path I want them to go. Like making sure to send the guard towards or IN killer shack, forcing them away and being able to chase them somewhere easyer.


    Its gonna need practice, its gonna get me another 1000 flame comments in EGC, but if the devs want to make him weak because he is debuffed while using his power meanwhile the survivors have all info they need, then im not going to play him the casual way.


    (i also hate that there is 3 diffrent guards, but you cannot switch them as you please. Wanna kick that gen? sorry you just used the big guy, have the fast one who needs longer to do it. Need to guard a hook? sorry, lantern guy isnt aviable right now, slow big guy however looks more intimidating anyway, use him)

  • HectorBrando
    HectorBrando Member Posts: 3,167

    The defending mechanics are present on many games on this genre and they never work out, I believe in some cases it was what killed some attempts at dethroning DBD.

  • NerfDHalready
    NerfDHalready Member Posts: 1,749

    in ptb, knight lost collision when a guard chased a survivor so 2 tapping isn't really possible either

  • Huge_Bush
    Huge_Bush Member Posts: 5,424

    Because Artist is an Ugly Poopy Doo Doo Head who doesn’t know how to shut up and refuses to take a lozenge for her annoying hoarse cries.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    Interesting chat. My instinct is that the players in this discussion are sleeping on the buffs the Knight received on Friday notes.

  • Raptorrotas
    Raptorrotas Member Posts: 3,253
    edited November 2022

    The "mark object to interact" part of the killer is so clunky. It'd be so much nicer if it he could just spawn a guard while looking at the stuff from a distance and press ctrl.

    I feel they shouldve just copied the Hell Ember from Identity V. Although maybe a bit too different of a playdtyle.

  • AMOGUS
    AMOGUS Member Posts: 489

    I mean, even with the buffs, the guards are literally supposed to struggle to get hits unless Knight double teams them. The most optimal thing is still to place down a guard instantly.

    The guards are seemingly supposed to be good for wasting some Survivors time AFTER they notice someone, you HAVE to chase as Knight to get actual value. The guards don't work with gen kicking perks (they apparently work with PWYF though?) and the banners still instantly dismiss them. It's still a few short loops to grab a banner and then go right back to doing gens. And while the guards now begin chasing faster after noticing someone, you can still run through a guard to get free distance on them because they're floating towards where they saw you, now where you're moving to.

    MAYBE these buffs will cause waves after release, but as it stands now, the problem of what his most optimal playstyle is... is still leaving guards at loops.

  • Grigerbest
    Grigerbest Member Posts: 1,836

    I've read his buffs and I mentioned it in my first post, we didn't test it, coz they closed beta without letting people test the changes (which is kinda weird), 0.5 sec buffs to his power feels like "meh", survivors are still be able just Shift+w out of his power. Besides, since they still see a green orb, as a Knight you most likely will never catch them in your power if you're not tapping it at loops.

    So to me these buffs seems pretty pointless, I think instead of twicking the numbers they should've just remove the visual green orb, and fix all AI's bugs. Thats it. And this killer will seems much more enjoyable to play for both sides.

    Since it will be all about mindgames, instead of holding Shift+W.

  • Grigerbest
    Grigerbest Member Posts: 1,836

    The timer for banner to appear is longer now, but still tho... I don't think any changes that they've made are going to affect his overall gameplay.

    The main problem is still there (I think), you just can't use your power as intended, you have to use it poorly and lame (tap it at loops), since it's more effective.

    Just because survivors are able to see this green orb...

    Well, maybe they know better...? We'll see how it goes on November 22.

  • H2H
    H2H Member Posts: 773

    but then survivors might lose sometimes and we can’t have that!

  • danielmaster87
    danielmaster87 Member Posts: 9,713

    Probably the only reasonable countermeasure the devs gave survivors in this. Everything else is really hand holding stuff.

  • James4125
    James4125 Member Posts: 266

    Longer or shorter is irrelevant. It shouldn't be a thing at all.

  • INoLuv
    INoLuv Member Posts: 464

    He is a perfect killer for the entitled playera who want a braindead easy counter, keeo him, if he is strong he will get nerfed anyway to satiate the salt

  • SirCracken
    SirCracken Member Posts: 1,414

    Holy #########. It's so difficult to find someone who actually understands how the Knight works. Upvoted!

  • ARTRA
    ARTRA Member Posts: 938

    Cries in clown.

    Sad fact, survs are affected be purple addon that allow to see auras.

    But yeah, agree on that.

  • Phasmamain
    Phasmamain Member Posts: 11,534

    Knight is once again a clunky zoning killer who makes both sides feel miserable due to his boring counterplay. I understand powers are hard to design but it’s getting old quick imo

  • SweetbutaPsycho
    SweetbutaPsycho Member Posts: 286

    I feel after a couple of games with him that he is just super weak. Like his power is cool and all but he is so easily countered by just holding W once again. Like as soon as u start setting ur guard everyone just Ws out of the loops and f u chase them the guards mostly dont become active before the survivor is past them. Would be nice if he was actually a killer that changes the meta not falls victim to it as well.

  • James4125
    James4125 Member Posts: 266

    Not that you're wrong about Clown but at least he can deny survivors from getting a boost by not using that add on and/or not using yellow bottles where survivors can benefit.

    Knight on the other hand double buffs survivors by losing his entire power with no benefits to him at all!

  • Madjura
    Madjura Member Posts: 2,477

    > you won't see them much in a few months because people don't like playing macro killers.

    See also: Hag

    🦆🦂