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Knight Gen Kick Buff Too Strong
This is coming from a new Knight main. The 5% is too strong due to the rest of the baseline stats.
ZERO cooldown. So you can kick a gen 5% across the map, you know people are nearby, they tap it, you send another minion with next to no cooldown and get another 5%. That seems extremely strong. Completely takes away the ability to force a gen and the killer is doing it from a long distance. Before when you could interrupt it while running over to chase people off that was fine, but you can chase someone a medium distance from gen and keep kicking it for a massive regression. (4.5 sec gen time each kick)
Comments
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I remind you that the regression from the kick of the generator is made so that the survivors do not touch the generator when the killer is nearby,
and these 5% are only from the guards to summon + the time of the order, in the end it takes the same amount of time as the knight would spend if he kicked the generator 2 times
to roll back to 0 the generator, you need to kick the generator 20 times, which is 90 seconds, for this time the survivors can repair 3 other generators
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Ah. We are already asking for knight nerfs. Lovely.
With the required "I am a knight/killer main, buuutt.....". Bingo. Right in the middle of the card.
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I mean, if Knight has a guard kick a gen, they *know* he's aware of them. If they decide it's somehow a good idea to tap the gen again, that's on them.
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I mean that's nothing compared to the Regression perks that don't get activated by the Guards... cause they are his power
So 5% for having a Guard kick the Gen or have the Knight come up and put the Gen kick "meta" on that Gen
Eruption- Trap perk... doesn't activate until A) Gen is kicked and B) Survivor is downed... Then 2 things happen 1) the Gen losses 10% of progression and if there were any Survivors on that Gen they'll be Incapacitated for the next 25 seconds
Overcharge- Half a Trap but half action... The regression starts at 75% but if left for 30 seconds it gets raised to 200%, but the if a Survivor taps the Gen they will face a difficult skillcheck that if hit stops the regression but if missed then that Gen losses another 5-8%
And Finally Call Of Brine- Gen that is kicked will regress at 200% normal for 60 seconds... plus if a Survivor hits a skillcheck the Gen will give off a loud noise notification for the Killer
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Dude, why do you come in here with this energy? I play a LOT of Knight, I'm talking balance, not nerf. Get a life, add something constructive to the conversation, get out of your moms basement. Jesus christ this forum is here for feedback. I'm giving feedback. This is exploitable.
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75% of perks vs default kit. This is an irrelevant point to what i'm saying.
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If anything it needs a buff, not a nerf.
Currently at 5% using your power to kick a gen is almost never the correct play.
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The problem is he doesn't have to be at the gen, he can be face camping a survivor and kicking a gen with guards constantly while face camping to deny you the ability to repair it.
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.....go rescue.
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If survivors keep tapping the gen so you can rekick it that's the survivors fault.
The knight gen kick with his power needed something since gen kicking perks didn't work with it.
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Then a hook trade happens and he does the same thing again
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Hook trading is the only thing you can do to most face camping killers. It is hardly unique to knight. Trade hooks. Finish gens. Easy 3 man out.
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hard to do if 1 gen is 5 feet from the hook, 1 gen is deep in a deadzone corner behind the hook, and the 1 safe gen cant be worked because he kicks it with a guard every time you get on it with surveillance and the call to arms addon
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Haven't encountered the situation yet so speculation on my part - but it sounds like the change was made with a player in mind who wants to play like a good sport. However, two of the most annoying strats have been buffed: camping and three genning. with camping it's already a pretty close call - now that a gen can be prevented from being repaired and regressed from a distance a knight sticking to that strat should 2K minimum if he doesn't over commit to the wrong surv. Same for three henning: while already near impossible to beat even as swf (except if you just so happened to bring the right perks that people don't usually bring e.g. repressed, potential energy, blast mine) it's pretty much impossible now regardless of what you bring - simply because you can patrol the gens even more efficiently between applying regression perks.
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How is 5% significantly different from 2.5% in this instance? Stop tapping the same gen.
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ZERO cooldown
There is a cooldown though, plus the time required to activated the power and reach the gen, which most likely amout to more than 4.5s. I think if a knight keeps using guards to kick the same gen over and over they will just waste a lot of time and obtain nothing.
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" 1 gen is deep in a deadzone corner behind the hook"
And why you're not going to work on this one since, as you said, only one gen is left ? If the knight want to come over there, go to save the one on the hook and work on the other gen
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