Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Do you think Knight buffs are enough?
What's your opinion?
Comments
-
Not even remotely. These buffs do nothing. They buff a play style that is bad and will still be bad after the buffs. In order to make knight good in the way they want him played he will need very significant buffs for how bad it is. They also addressed none of his core issues.
7 -
No.
Guards are still sluggish and they don't chase survivors for long enough.
Knight can't switch between guards as well.
What a sad killer.
9 -
Sorry to say that, but Knight needs a complete Rework.
If your ability is AI, its bad. Sorry. Nemesis Zombies are bad, Guards are bad. Using long range patrols is not effective at all. Haste-Effect etc. are options BHVR try to rescue this mess. But they will not be able to rescue an AI-dependent killer IN MY OPINION.
Trash-D-Tier-Killer like Freddy, Myers and Trapper. At least Trapper is fun when traps work.
They cannot save this guy with what they have done in the PTB.
13 -
No, the Knight is fundamentally flawed. The only thing for it would be complete, back to the drawing board rework.
But as we have seen, BHVR isn't likely to do so.
So probably gonna end up in the killer trash heap.
10 -
He will need more changes than these.
2 -
Still don't understand why they don't make his power like Pinhead. Being able to at least "place" a location while moving.
Hell, even Nurse can move while using her B L I N K power....
1 -
5% haste really isn't enough, nor does it even slightly make up for coming to a dead halt.
I think the idea is workable (if the AI was changed to favour the shortest path and not follow the Survivor's footsteps like a moron), but if you want to incentivise longer paths, a tiny bit of haste isn't good.
"My power is unusable if standing somewhere vaguely close to a wall" is also still a massive issue.
5 -
Not even close. All the power is in the survivors hands with Knight. They know what he's doing, when he's doing it, and where he's doing it and then they have the flag to completely undo it anyway. (and unless I'm mistaken they didn't remove the entirely unnecessary buffs survivors get from the flag)
Bare minimum for Knight to even be raised out of rock bottom tier is the AI to immediately start chase and attempt to actually cut the survivors off instead of playing follow the leader. Even with both those things he'd still be pretty pathetic.
3 -
I'm having a blast with Knight, so any improvements are welcome imo.
4 -
They're as much enough as Nurse nerfs are.
1 -
The adjustments proposed by the PTB are far from the adjustments to take advantage of Knight's performance.
The performance of the guard is low against the limit that only one guard can be summoned.
A means to speed up the start of tracking has been presented, but the problem is that the original time is too long.
Using an add-on to extend the tracking time by 4 seconds does not reach the assassin by 1.1 meters.
Of course, there are more problems to solve than those.
Just being able to switch guards at will will dramatically improve and make you feel more comfortable.
0 -
he obviously needs more buffs, and the change of green addons as they are useless
0 -
My Idea for Knight buffs is Guards gain 5% increased movement speed once they put down their banner and survivors can only see the orb if it's within 6 meters.
0 -
the shrinking orb, faster hunt start from long patrol lengths are amazing changes
the 5% regression from order is also a nice change
the haste feels a bit underwhelming, it's a 5% haste for a maximum of 6 seconds, in my opinion it should a 10% haste(might need to adjust the lightweight greaves though)
2 -
Really cool that they buffed a speficic playstyle they had in mind for him !
0 -
Still got to give it some time, but so far the buffs seem ok. Not sure how well they'll help Knight, but it's at least something to test the waters.
0 -
I would like at least:
- Summon guards in your spot not 1 meter in front of you, or at least some QoL change to sommon easier without do a 360 no scope before summoning.
- Reduce sound of guards WooOoshing.
- Add 2 extra metters to base guard radious, reduce 2 meters from addon.
2 -
Worst dedigned killer ever, it should not even have been conceived this trash
3 -
I will have to disagree with the majority here. I have been playing him quite a bit on the ptb, and I do believe some of the teams I went against were pretty good as well. In my opinion, these buffs are pretty impactful. Right now in the live game, most of the time his best option is always to just trap the loop he is at, but with these buffs, he now has more options, and therefore is able to deal with more different situations better.
I think he is actually pretty decently strong now. The fact that you can't see his green orb after 10 meters anymore is probably his biggest buff, because now he is actually able to counterplay holding w. This makes him so much more interesting as well, because even though you still want to hold w as survivor against him, he can now still pose a threat against you, because you can't see his green orb anymore. That's the actual interesting gameplay of the Knight, becuse it's the interactive part of his power. As a survivor, you want to predict where the Knight will place his guard, and as the Knight, you want to predict where the survivor is running to.
So perhaps this buff will even make him a bit more fun to go against, though his loop trapping playstyle still being effective means there will still be situations where you just hold w and hope for another loop.
Personally, I wish they'd buff his path creation playstyle a bit more, and nerfed his loop trapping playstyle a bit. The haste effect and the duration of it after creating a longer path should be increased for example. The detection range of the Carnifex and Assasin could probably also need a 1 or 2 meter increase, with the maps of the realm addon being nerfed as compensation. And then he should get a small, 0,75 or 1 second delay after activating his power before he can deactivate again, unless he performs an order action. This way survivors can counterplay simply trapping a loop more effectively.
Of course these are just impressions form the ptb.
2 -
I think they are a start of putting in a decent spot. But 5% haste for a few seconds for doing long paths is a little weak compensation for the time committed that is doing long paths. You're still better of dropping the guard in place most of the time.
2 -
In his current state the knight should never recieve any real buffs. He is incredibly unfun to play and to play against. He excels at 2 things and its forcing survivors to just hold W away from loops and holding 3 gens, neither of which are good gameplay.
1 -
The reason he is so unfun to go against his ability to just trap loops quickly, forcing survivors to run away from a loop, hoping they can reach another loop. That part of him is not being buffed in any way however.
Ideally, they would nerf that part of his power, and buff his path creation playstyle even more than on the ptb, but these buffs are a great start and won't make him less fun to go against. He might even become a bit more fun to go against with his more fun playstyle being encouraged more, but to really make him a fun killer to verse, they would also have to nerf his loop trapping playstyle.
2 -
The worst feeling playing Knight is when the guard spots someone, then moves through them to where they were when it spotted them, then proceed to follow their footsteps instead of taking the smartest pathing to reach them.
Even if when you placed the path directly on a survivor, the guard intercepted and hit them; it would still only be like Spirit with slight differences.
He moves faster but power is slower, more clunky, has to rotate through the different guards, and has a visual indication of where they will spawn. I presume it’s so safe to stop the guard getting a hit and then the Knight getting a hit right after, but that could be addressed by giving the Knight a slight slowdown if in the guards circle when it scores a hit.
1 -
I said any real buffs. The buffs on the PTB will do absolutely nothing
1 -
It feels a lot to me like bHVR wants us to do long complicated paths and really mindgame survivors. Yet the moment we deploy it the Survivor runs to the other side of the map. The haste isnt going to encouraging me to do long paths unless it can ensure me.
1 -
It's really not enough. Long patrols just don't work because the survivor will just hold W away from you and you lose way too much distance. The minor haste buff doesn't address that well enough and you're still better off just dropping a guard in a loop to force the survivor to the next one.
1 -
Probably not. The guards having a broken pathfinding is a critical problem.
0 -
Delete guards,.
Give him a horse.
2 -
Knight after getting his horse
3 -
The Buffs are nice, I had some fun testing them out against the Bots on the PTB. Will see more once it hits live (I dont play Killer on the PTB). But overall, Knight needs a complete power-rework. He is probably one of the most hated Killers, regardless if someone is playing him or playing against him.
And personally, I am still disappointed, since I wanted a Knight-Killer for years, and when it arrived, it was just #########.
I honestly thought/hoped for some Mobility-ability of the Knight-Killer I wanted for years. And I thought, with Maurice disappearing from his Map that it will be used as the Knights Horse and give him some form of mobility.
3 -
Honestly, I think more than a haste buff, what he really needed is a much longer default path and path creation speed (to actually make long paths that can intercept someone rather than this weird slow catch-up) as well as some sort of control tweak so you don't keep bonking into doorways trying to do that.
Also, another look at the minimum range to activate his power. "You can't start it because there's a wall here"; "you can't task your guard onto this gen/door/pallet because you're too close to it, back up"†
† I mean this is the Carnifex's entire second thing after the long chase but I have to lose time backing out of the way to get into the sweet spot to do it quickly?
2 -
A killer’s power shouldn’t buff survivors, period. And the fact that the Knight’s power does isn’t even the biggest problem with him, just the dumbest.
He’s DOA and small tweaks won’t fix that.
1 -
0
-
I actually think he's okay to good after testing him a lot.
1 -
I agree. I think he's underrated.
0 -
I just think the buffs are kind of a poor way of incentivising the playstyle they want; the guards chasing slightly less stupidly would also help with setting up longer paths..
(Mostly, I don't want buffs, I just want QoL fixes for activation jank)
0 -
Jailer was stuck in a gen last time I played him in PTB.
1