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Perks that work with the Knight's Guards revisited
- A Nurse's Calling - Partially - The guard helps you by injuring the survivor.
- Blood Echo - Partially - If the survivor is affected Blood Echo and is being chased by the guard, the exhaustion timer pauses. If they were healing, making them run will lose their healing progression.
- Bloodhound - Yes - The guard injures the survivor and Bloodhound activates.
- Call of Brine - N/A
- Coulrophobia - Partially - The guard helps you by injuring the survivor but, if they heal, they must be inside the Knight's terror radius.
- Dark Devotion - Yes - Injuring a obsession with a guard will transfer your terror radius.
- Dead Man's Switch - Partially - A guard can help you push off the survivor from the generator to activate Dead Man's Switch more easily.
- Deathbound - N/A
- Deerstalker - Partially - Survivor that gets put into the dying state by a guard will activate Deerstalker if the Knight is close enough to the dying survivor.
- Discordance - N/A
- Dissolution - Yes - Injuring a survivor with a guard will activate Dissolution. Any survivor that fast vault a pallet will be destroyed inside the Knight's terror radius.
- Dragon's Grip - N/A
- Eruption - Yes - If a guard puts a survivor into the dying state then Eruption triggers on the affected generators.
- Fearmonger - Partially - You can use the guard to force a survivor off the generator and make them run, stopping the Exhaustion timer.
- Forced Penance - No - Guard hits does not trigger Protection Hits which could be awesome if it did because survivors can take the hit from whoever is being chased by a guard.
- Gearhead - Yes - The Guard injures the survivor, activating Gearhead.
- Hangman's Trick - N/A
- Hex: Blood Favor - Yes - The guard injuring a survivor will activate Blood Favor, blocking any pallets within 24/28/32 metres of that Survivor's location from being pulled down for the next 15 seconds.
- Hex: Face the Darkness - Yes & N/A - Injuring a survivor with a guard will curse the injured survivor with Hex: Face the Darkness. I'm not sure if Loud Noise Notification works with the patrolling guards.
- Hex: The Third Seal - Yes - The Guard that injures the survivor applies the Blindness effect permanently until this Hex totem is cleansed.
- Hoarder - N/A
- Hysteria - Yes - If a guard puts a healthy survivor into the injured state, Hysteria activates.
- Infectious Fright - Yes & N/A - If a guard puts the survivor into the dying state, Infectious Fright activates. Any survivor inside the Knight's terror radius will scream. I'm not sure if Loud Noise Notification works though.
- Iron Maiden - N/A
- Merciless Storm - Partially - If the survivor get Merciless Storm skill checks, you can use the guard to force them off the generator, blocking the generator.
- No Way Out - N/A
- Play With Your Food - N/A
- Rancor - N/A
- Remember Me - Yes - A guard that injures the obsession will give you a stack of Remember Me.
- Save The Best For Last - Partially - Using the Guard to injure a Obsession will save you from losing stacks.
- Scourge Hook: Gift of Pain - Partially (Positive & Negative effects) - Injuring a healthy survivor, that is affected by Gift of Pain, with a guard will lose the Healing and Repairing speed penalty. A Injured survivor that is affected by Gift of Pain is good because they lose healing progression by being chased by a guard and mangled to leave a lot of blood puddles behind for the killer to track.
- Septic Touch - Partially - Guard helps you by injuring the survivor. Any survivor that heals inside the knight terror radius will be afflicted by Septic Touch.
- Sloppy Butcher - Partially - Using the Guard to chase after a Survivor will make them lose their healing progression because of haemorrhage effect, and mangled to leave more blood puddles behind for the killer to track.
- Spies From The Shadows - N/A
- Spirit Fury - Yes - Gain a stack by destroying a pallet with a Guard.
- Stridor - Yes - The guard injures the survivor and activates Stridor.
- Surveillance - Yes - The guard regressing the generator will trigger Surveillance.
- Thanatophobia - Yes - Guard that injure a healthy survivor triggers Thanatophobia.
- Tinkerer - N/A
Out of 103 killer perks, 15 perks that will guarantee work by using the Knight's guards
- Bloodhound
- Dark Devotion
- Dissolution
- Eruption
- Gearhead
- Hex: Blood Favour
- Hex: Face the Darkness
- Hex: The Third Seal
- Hysteria
- Infectious Fright
- Remember Me
- Spirit Fury
- Stridor
- Surveillance
- Thanatophobia
Perks that partially help you out by using the guards
- A Nurse's Calling
- Blood Echo
- Coulrophobia
- Dead Man's Switch
- Deerstalker
- Fearmonger
- Merciless Storm
- Save The Best For Last
- Septic Touch
- Sloppy Butcher
Perk(s) that both positively and negatively affect you
- Scourge Hook: Gift of Pain
Either this perk works or not
- Play With Your Food
Important note: Guards react to Loud Noise Notifications created by survivors within their hunt detection aura.
I'm not sure if these perks work (Loud Noise Notification)
- Call of Brine
- Deathbound
- Discordance
- Dragon's Grip
- Hangman's Trick
- Hex: Face the Darkness
- Hoarder
- Infectious Fright
- Iron Maiden
- No Way Out
- Rancor
- Spies From The Shadows
- Tinkerer
Tips
- Haemmorhage is great for you because the guard can chase the injured survivor and they will lose their healing progression if they have any.
- Mangled is great for you because the guard forces survivors to run, leaving a ton of blood behind for you to track down.
- Exhaustion is great for you because the guard chases the survivor with exhaustion and that will stop the survivor from losing the exhaustion effect.
Comments
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Sorry for posting this again. I needed this to be as perfect as possible thus my other post is outdated.
This is as much as I can test. I don't know how I can test the loud noise notifications. Maybe someone can do that better than me or maybe BHVR can answer us.
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Correction: Sending out guards does not spend stacks of Play With Your Food. If you can pull off hits from guards, you never have to lose your movement speed bonuses by using your power.
**additional correction: Forced Penance. The perk does not DIRECTLY trigger from the Knight's itself, but often will by it's application. It is situational, but common if used correctly. If the Knight targets a guard to start a chase with an already injured survivor (say, Meg) while another survivor (say, Bill) is nearby. If the Knight chases Meg in cooperation with the guard, a LOT of people in Bill's situation will take the protection hit from The Knight as you close in on Meg. The hit came from The Knight, which triggers FP. The guard simply acts as the force of threat that influences the survivor (Bill) to act altruistically. Step 3: Profit.
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suggestion: Delete all the ones that says no.
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I tested play with your food again but whenever my guard injures a survivor, I lose a stack. Am I doing it wrong?
Yeah that works with Forced Penance although this was more focused on the guard so if people wanted to use this solely on his power then it's pretty much pointless.
Why? You think it's unnecessary?
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yup
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There, I changed it for you.
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AAAAAAAAAAAAAAAAAAAAA
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I guess you liked it 😅
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