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After playing a bunch of Knight against a various Survivors and "SWFs", this is the major issues:

Grigerbest
Grigerbest Member Posts: 1,836
edited November 2022 in Feedback and Suggestions

After playing a lot of Knight yesterday, I finally got used to his power, I consistently was catching in his power survivors in a chase, and tried to push them in a "sandwich" situation each time they got haunted.

Here I wanted to list every Major issue with his power, unhealthy (uncounterable) scenarios, that I don't really think was intended by Developers (they didn't say it was intended, maybe they do it in this post):

  1. In most maps (especialy Auto-Heaven) the Knight can't press a power button due to ammount of "junk" that lie down on a floor, completely blocking him from using it when he actually need it NOW.
  2. If the Knight don't chase himself a "Haunted survivor", the only thing they need to do against every guard: Hold down Shift + W, they don't need to vault anything, they don't need to be afraid at all, they can outrun the timer even with +4sec haunt time addon. Even a complete "potato" of a survivor can do that with ease, without even looking back or care about anything.
  3. Because of a point 2, his power can be hardly abused by swf: If he's chasing injured survivor --- using his power on him\her --- a healthy survivor can take agro of the guard, completely leaving the Knight with no other choice, but start chasing a healthy survivor. (I can't keep chasing injured survivor without a power, nor that I can leave a healthy survivor being chased just by guard, guard will never get a hit alone.)
  4. There is no way to cancel a power, if it was "taken away" by a healthy survivor. The Knight can't cancel a power by hitting a guard, if this guard currently in a haunt. The Knight can't do anything about it, it's unhealthy tactic. The Knight must have a Cancel button to turn off the power and let it cooldown start, if it being "taken away" by a different survivor. <--- Please pay attention to this point.
  5. Survivors can "bodyblock" the guards (they hit any survivor that getting in a way while they haunt other survivor), and they purposely use a DH on them to get a speed boost. It insanely prolongs any chase, and the Knight can't do anything to prevent this, this is unhealthy to me (no counter should not exist).
  6. AI (guards) randomly getting stuck at small tiles, they also randomly getting "confused" from which way to go after survivor, this is pretty irritating and confusing for the Knight player as well. (Sometimes they run absolutely in a opposite way (away) from a survivor for some reason.)
  7. "Hit a guard to cancel the patrol" - pretty wrong decision to me. Not only the Knight wasted time sitting in 1 place to set a patrol, now the Knight need to waste time to go after a guard and hit him to cancel a power. Survivor by that time will be on the other side of a map healing, while the Knight trying to cancel his power.
  8. The power have a really weird detection on walls and second floor. Sometimes survivors getting spotted through walls, and sometimes they don't get spotted if they clearly in the open or on the second floor.

To get rid of ALL unhealthy issues with his power:

  1. Buff slightly the basic speed of all guards. Let survivors at least vault stuff in order to "outrun a haunt timer", rather than just holding Shift + W. WIth this way, if survivor try to hold Shift+W, they will get hit no matter what, if they don't vault a window or a pallet 2-3 times durring the haunt.
  2. Please for the love of GOD... Give him a "Cancel the power" button - for example set it on "Left ctrl", by pressing this button, the patrol path, guard patrol, guard haunt will be instantly canceled and cooldown will immediately start from there.

Leave the visible "green orb", the experienced Knights will land a power on survivors even with "green orb", don't change that. Just buff their speed and give him a cancel the power button, to prevent uncounterable scenario (point 2, 3 and 4).

Dear Developers, something must be done against unhealthy and uncounterable scenarios. The Knight obviously have those and he can't do anything about it.

Comments

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    Cancel button is really needed, and I cant believe they didnt make one instead of M1 your guard to cancel? ######### is that even

  • PureHostility
    PureHostility Member Posts: 708
    edited November 2022

    To add, there should be an instant power hotkey for breaking gens/pallets/doors instead of having to do that silly dance to get away from trash blocking your power then activating it instantly (which often bugs out right now, leaving you with 24/7 of EXTREMELY LOUD power usage sound and not working power).


    Pressing a third button for instant call out of a guard to do that small task would make it much more "fluid" to play.

  • MrMori
    MrMori Member Posts: 1,691
    edited November 2022

    What do you mean? You're saying you DON'T walk over and M1 your Carnifex which is patrolling the other side of the map any time you spot a survivor and need your power for a chase?

    For sure, that and remove the requirement to be X meters away from a wall/debris to activate power, that just feels unnecessary and makes his power feel terrible and unresponsive. Why not just have the orb come out, but stop in front of the wall/ledge/whatever? Seems kind of obvious.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,189

    Apparently when a guard spots a survivor, he frst starts running towards the place the survivor was seen (even if survivors has already run away), and only after that he starts chasing a survivor. Like.... WHY?? Why make it like that. Guards are so slow, and they are wasting so much time trying to catch a survivor.

    Anyway, really good post. The guard is very clunky atm. There have been so many situations where I wanted to spawn a guard, but due to the junk around me, I just couldn't get the prompt. I had to move around until I got the prompt, but by then, the survivor had already left. Very annoying and making the knight's power useless.

    One thing that you forgot to mention is.... Why does grabbing a GUARD'S BANNER give survivors endurance and speed boost?????? WHY????? They get rid of the threat, AND they get buffs. Why don't you just cut off the knight's legs and strip him of all of his power? It's ridiculous. Grabbing a banner eliminates the threat (a guard), so it should at no reason give survivors ANY buffs.


    My complaints:

    1) unable to use power in a lot of places (unlike Spirit for example)

    2) guards should not waste time by first running to the spot they first saw a survivor at - they should immediately go for the survivor

    3) grabbing a guard's banner should give NO buffs to survivors, since eliminating a guard is already an advantage

    4) the guards are too slow, basically can't catch shift + W survivors

    5) I would also say that survivors being able to see the green orbs SUCKS. Imagine survivors being able to see where the Spirit is during her phasing. I'd rather the orbs get replaced by a directional sound. Or even give no clue at all, since the guards take TIME to activate. Unlike Sprit, who can immediately M1 after the phase ends.