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The Knight review
The Good
Aesthetics: The design of the Knight's armor and his weapon are incredible. His hair pouring out of his helmet tells me that he gives zero care about his own hygiene. The Knight has some very good skins and the artists could create even more cool designs for him in the future.
Power: Knight's power is unique. You can use the guards for a variety of tactics such as guarding objectives or loops, or use it aggressively at your command.
Music: His terror radius and chase music are a banger. Scary at long distance, chaotic at close distance. You will not regret listening to it.
Lore: He has actual lore and character which gave me chills down my spine. The Knight and his band of mercenaries slaughtered the lord's armies like it was nothing.
Sound effects: His armor clanking together every step he takes and it gets louder the closer he gets to you. That is some scary #########.
Guards: AAAAAAAAARGHHHH!!
The Bad
Bugs:
- Guards get stuck in or behind objects. My guards got stuck inside a generator, lockers, behind fences or stuck between trees. This is an absolute ball breaker because if it happens then it can ultimately ruin the match, and survivors can use this to their advantage. If they can remember the patterns, they could stop your guards and then you're just a regular M1 killer.
- Guards and collision. The collision from objects slow guards down as they bump into them, leading to longer chases.
- FIXED!
A bug where the knight can't use his power anymore. - FIXED!
Power and pallet stun. If you use your power while simultaneously getting pallet stunned, you'll get Sonic the Hedgehog movement speed. - FIXED!
Extremely loud noise. If you activate and cancel your power quickly then you will hear a very loud noise that you can't stop until the guards completely gone. - Visual effects. You sometimes see those green tornadoes that's left behind and doesn't disappear. I don't know what causes this.
- FIXED!
Sometimes your power overlaps and instead prioritize kicking the gen or breaking pallet/wall instead of patrolling the area. - NEW! When the Knight and his guard chases a survivor, score event is disabled and the chase music will not play.
Power:
- It's too survivor-friendly. They receive a ton of information from his power for no good reason. Here is a few examples: The guards give you an indicator of their detection range. Knight's power shows you a flashy green orb and the path is visible. Survivors can see what cycle you are in so if you have Jailer they can see that on your glove. There are probably more that I forgot.
- It's add-on reliant. There are some addons that are necessary to make him at least somewhat good. Dried Horsemeat and Map of the Realm comes to mind as they increase the chase duration and the vision range of patrolling guards.
- Most of his add-ons suck. Only Brown and Yellow are useful.
- No secondary power. The Knight should manually cycle guards but it didn't went live. They should rework this and give Treated Blade, Cold Steel Manacles and Battle Axe Head something new.
- Unnecessary cooldowns. I don't know why that there is a cooldown when the guard is at its end of his patrol. Totally unnecessary in my opinion.
- You can pallet stun the killer if he's in his green orb. I have no words for this one.
- You can't see survivors, scratch marks and pools of blood during your power.
- You can't call off your guards. You can't give your guards orders to stop patrolling, so you have to go over there and hit your mercenary.
- Guards. Either it's duration, speed or vision range, they all need some small buffs.
- Power speed and path length. Traveling and creating a path takes too long. I wish they could up the speed and lengthen the path.
- Counterintuitive camera movement. You have to explicitly aim at the direction that you want to move at but you can't move left, right or backwards.
- Standard. It shouldn't provide haste and endurance effects for the survivor.
- Guards get slowed down by pallets and windows. While a guard is chasing a survivor, if they're going through pallets or windows, the guard gets slowed down.
- You, as the knight, cannot bodyblock the survivor while it's being chased by a guard.
- Dead Hard completely counters his power to gain even more distance from the Knight.
- Survivors can protect their friends by taking the hit from the guard.
- Guards that transition from beginning to end to hunt a survivor is slow overall.
- The guard's spawn time and vision range expansion are slow.
- Added in 6.4.2 patch!
When you use your guard to a kick a generator, the generator doesn't lose 2.5% progression and only start the regression process. - The Knight's power get blocked by the smallest obstacles, forcing you to move around before you can use your power.
- You can't use your guard to snuff out boon totems or close the hatch.
- Survivors being chased by a guard can remove the guard by unhooking a survivor, grabbing the standard or outrun it.
ALL GONE IN PATCH 6.4.2! The Ugly
Exploits: Right now, there are dishonorable knights out there who use Hex: Devour Hope, Scourge Hook: Monstrous Shrine and Make Your Choice by using his power, travel all the way until the end with a sliver of charge left and then wait for a innocent bypasser to unhook the poor bloke only to be met with a swift strike to the unhooker's back. Make Your Choice exposed the survivor who unhooked the hooked survivor and the Knight also gains a stack for Hex: Devour Hope unless it has been cleansed or blessed.
If nobody comes to the hook, then Scourge Hook: Monstrous Shrine will fasten the sacrifice timer.
Also, using that movement speed bug to their advantage is scum overall.
if I'm missing anything, please, do tell me.
Comments
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You can pick up he banner that the guards drop after a few seconds into the hunt to end the chase and you gain endurance and haste for five seconds. Other than that I think you covered almost everything. All things considered the knight isn't in too bad of a spot and with a few buffs he could be a really good killer.
Side note I 100% agree with you that his armor clanking louder as he gets closer is cool, Nemesis does the same thing with his footsteps and I also tense up because of it.
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It's already in there unless you commented it before I edited it in. I totally agree with you. The Knight can be such a good killer if they fix most of the things listed here.
I also forgot to mention that his guards sound really spooky when they are patrolling especially that jailer.
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Alright this is my last edit to my post.
I have yet to test all the perks if it's working with his guards e.g. Hex: The Third Seal or Hysteria. I can't do it today but I'll do it tomorrow or something.
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nice post. It's a fun killer, kind of, but it's so weak and so bugged that it ruind any possible chance of fun
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I have a feeling that they rushed forged in fog chapter. They should of spend more time on this chapter rather than release an update with bugs and other problems.
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totally agree, I had never seen so many bugs before
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Color me impressed. I'm starting to see more and more improvement towards the Knight.
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