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The Knight's issues remind me of the PTB versions of Ghostface and the Twins.

Malkhrim
Malkhrim Member Posts: 1,210
edited November 2022 in General Discussions

The issues the Knight has right now remind similar mistakes that were done to two of the worst PTB killers I've ever seen in this game. The devs made way too many weaknesses for him, being way too safe, as if they were afraid the absence of any of them would make him OP somehow, just like they had originally done to Ghostface. Anyone remembers when the noise Ghostface made while sneaking was much louder and he also gave global warnings when turning his powers on and off, not to mention the instant reveal?

Additionally, the devs seem to not have thought, or simply ignored, really simple and easy ways of avoiding his power completely. The same thing happened with the PTB version of the Twins: Viktor couldn't interact with lockers and any survivor entering them was immune to Viktor. Additionally, calling him back was impossilble, which meant survivors could just kidnap him after getting pounced by him once.

The difference, of course, is that most of this issues got fixed when Ghostface and Twins went live (with the exception of Viktor's locker problem). The Knight was released with buffs, but issues that make his power really easy to avoid (just run through his appearing guard and hold W) persist.

Oh, and he is also almost as buggy as the Twins on release (and they had the buggiest release in the game's history). That doesn't help.

Comments

  • GeneralV
    GeneralV Member Posts: 12,683

    I remember Ghostface's PTB. It was really pathetic how weak he was.

    Twins on the other hand were just a miasma of bugs on their release.

    I don't know much about the Knight, but is he really that bad?

  • Akumakaji
    Akumakaji Member Posts: 5,619

    I guess the knight is nowhere as bad of buggy as those two. I want around when they dropped, but I heared stories.

    Knights power is really, really bad. Well, not bad, but there is basically not a single aspect of the power that is not known and telegraphed to the players. Literally. Imagine if Spirit stayed visible during phasing or even got highlighted while doing it.

    And then some parts of his power are strangely coded, leading to "unforseen consequences". Chiefly among them, when sending out the orb the knights terror radius and being is transferred to the orb, allowing him to stand right next to the hook, while duping the game into thinking he is far enough away to trigger Make Your Choice. He hears that u hook, he teleports back to his body and SMACk.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    they invented this really silly automatic smart-casting pallet break where if you summon guard near breakable pallet, it automatically breaks the pallet instead of patrolling which is dumb, but sometimes instead of automatically breaking the pallet. the guard just disappears and you lose your power for entire game with large ocean noise for entire match.

    its also annoying how a lot of objects just cancel your power/grey out your power for no reason. Standing next to an object? can't use it. Standing next to a generator? Can't use it. Standing next to a hook? Can't use it. Standing near a window, Can't use it. Standing near a pallet, Can't use it. this mechanic of unable to use your power is borderline trolling for the killer.

  • edgarpoop
    edgarpoop Member Posts: 8,778

    THIS

    It's so annoying. I've broken so many walls that I never want to break. And the power isn't responsive at all. Like you said, you can't be standing in the collision box of anything, but there's so much damn clutter on so many maps. Trolling is a good word for it.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    I do not remember this problem in PTB. it was more enjoyable to play him in PTB then live. maybe they do not want you to play him. too oppressive for survivor -shrug-

  • Malkhrim
    Malkhrim Member Posts: 1,210

    I wouldn't say the Knight is as pathetic as PTB Ghostface, but just like him, he has a power that doesn't work as intended, doesn't do what is supposed to do, and has so many weaknesses it's made almost obsolete.

    He is also not as buggy as the Twins, but... probably still the second must buggy killer I've ever seen on release, even more buggy than Wesker. He has a chance of losing the power his whole game or its sound bugging and becoming constant. There's also a bug that makes him abnormally fast. The visuals effects of his powers are also bugged and become permanent on spots of the map, and the detection of his guards is quite inconsistent.

    There's also an issue where his powers seems to be unusable whenever the knight is too close to any object or wall, so pressing the powers button only for nothing to happen is quite common.

  • Malkhrim
    Malkhrim Member Posts: 1,210

    And let's not forget, you usually want to use it as fast as possible at a loop, but you can't if you're too close to the loop's wall. That's probably the most annoying part.

    And it's quite ridiculous that the guards can't just spawn too close to a wall, considering they will walk right freaking through it if they see a survivor.

  • Terion
    Terion Member Posts: 810

    yeah without all these inbuilt counterplays his abillity gives the survivors he would push Nurse down her throne in no time

  • Terion
    Terion Member Posts: 810

    If the DLC wasnt cheaper on steam i almost could think ive wasted money on forged in fog.

    But their perks are fine.. i mean.. ok i havent played arount with vittorios perks by now so thats on me.. But knight has nice aura reading i guess.


    Maybe it was a waste...

  • Adjatha
    Adjatha Member Posts: 1,814
    edited November 2022

    I've been trying to gather up all the ways he's been self-nerfed. Let me know if I missed any:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
    • If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy. Holy cow!
    • His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
    • The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly
    • Survivors can see when his power is off of cooldown and which guard will be summoned, thanks to a symbol that glows on his arm when the summon is ready.
    • If you hit a survivor, your guard instantly disappears, even if you had just summoned him, triggering the full cool down and preventing your guard from creating any pressure on the rest of the team.
    • Only 8 of the 103 killer perks have any effect with the Knight's guards.


    Post edited by Adjatha on
  • fake
    fake Member Posts: 3,250

    I know that there is an internal test play going on before the PTB takes place.

    Despite that prior test play, many problems that we think are possible to notice before the PTB begins are discovered for the first time at the PTB.

    Test play is lacking. Otherwise, none of the developers need to be good at the game, but it would be nice to have some feedback from players who are somewhat proficient at playing. It would be nice if we could have fog whisperers participate in test play before the PTB and get a bit of feedback.

  • Malkhrim
    Malkhrim Member Posts: 1,210

    There's also another detail: survivors can see whenever his power is ready and what is the next guard he will summon, because the symbol representing them appears floating in his arm, so anyone close enough can see.