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BHVR, thank you for making a terrible, problematic killer.

johnlikesguns2
johnlikesguns2 Member Posts: 82
edited December 2022 in General Discussions

Dear BHVR, released a killer, boring to face, boring to play, weak in general but encourages a playstyle BHVR says they are working hard to avoid it. The Knight encourages camping, and he is pretty good at it. While it's not the best strategy to win. It sure is the best strategy to ruin the fun for the players. Fix this killer and the game. I'm a killer main and i can only say i wish i got my 9K shards back. This chapter was terrible, but sure they don't care about us when they have to make cosmetics for Feng. I could never be more dissapointed. Pretty good job so far eh?

Comments

  • Tsulan
    Tsulan Member Posts: 15,093

    Knight is terrible. Even at camping.

  • Adjatha
    Adjatha Member Posts: 1,814

    I'm going to just go ahead and drop this real quick for no reason at all:

    • 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.
    • 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


  • Shroompy
    Shroompy Member Posts: 7,949

    you know his guards stop hunting the moment you start the unhook right? You can run up to a hooked survivor, tap the unhook and the guard goes away. The boring ways of playing him are probably the least efficient ways of doing so. I'm not saying some times placing your guard at a loop or hell even some times near a hooked survivor isn't the right play, but ONLY doing so won't give you good results.

    Idk why but I keep finding similarities between Knight and Hag. I remember back in the good ol' days the majority of the people playing Hag would just place all their traps at the hook. Now Hag was pretty bad at this point in time (took like 7 seconds to place down one trap) but this playstyle DEFINITELY didn't help. It took her getting buffed a year and a half after her release for people to realize: "wow! maybe placing traps in other spots is a good idea!"

    He really isn't as bad as people make him out to be, and I have a feeling its going to take a buff for people to realize it when in reality he doesn't need all that much

  • DEMONANCE
    DEMONANCE Member Posts: 861
  • C3Tooth
    C3Tooth Member Posts: 8,266

    It feels weird that 3 guards are just having different number to exact the same function.

    • I would make with Carniflex ready, you can see dropped pallets / breakable walls in 16m range, just M2 to slam the sword then he instantly spawn there and break pallets / breakable walls/ Gens, any survivor in range will get in chase. Lower his chase time, but his attack is instant down (come on, he has the biggest weapon)
    • With Jailer ready you can aim at a hook or Gen and M2 to slam the sword and spawn him. He will patrol between the hook/Gen you pick to another closest hook or Gen.
    • With Assassin ready, you can M2 to slam the sword then he instantly spawn next to the survivor you're chasing and start the hunt. Increase chase time but remove Deep wound (its weird that he has the smallest weapon but cause more damage than others)
  • Crowman
    Crowman Member Posts: 10,212

    All the guards move faster than survivors when hunting. 2 are 102% and 1 is 110%.

  • Chordyceps
    Chordyceps Member Posts: 1,720

    This killer sucks at camping, what are you on about