Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Turns out, 2 killers vs 4 survivors is very unfair. Who would'a thunk it??

Nos37
Nos37 Member Posts: 4,141
edited January 2023 in General Discussions

The Knight just did hit-and-run, slugged, and then methodically hooked. They had 6 hooks by the time we finished our 1st gen.

The Plague has Fountains to cleanse. The Pig has Macabre Devices to remove Reverse Bear Traps.

The Knight has banners that you cannot double back to because: THERE ARE TWO KILLERS CHASING YOU FROM TWO DIFFERENT DIRECTIONS

Comments

  • Nos37
    Nos37 Member Posts: 4,141
    edited January 2023

    and nerf Decisive Strike; for good measure...

  • CosmicParagon
    CosmicParagon Member Posts: 1,069

    You DO know the Guards are just BARELY faster than you, right?

  • TWiXT
    TWiXT Member Posts: 2,185
    edited January 2023

    Aha, but you have DH!

    I dunno why I said that. Especially since you were talking about Built in counters to the killers kits. I guess it just seems like it's the current "cure all" for anyone's chasing woes these days.

    TBH, even playing as the "NEWLY BUFFED!" Knight, I still can't manage to defeat the Run forward/Hold W meta. The Goons I summon are too slow to act/chase, and Even If It's me and a Goon in the chase, we both eventually end up chasing the survivor in the same direction, and I usually get the hit before the goon does, making my goon feel kinda pointless for the most part. Instead I've adopted Using the Goons to harass any other nearby survivors who might get in the way of my chases or hookings; in which case survivors can totally get the banner anyway, and often do. Otherwise I use them to hold a 3 gen, y'know, if the survivors are silly enough to give me a 3 gen.

    I mean C'mon! If you give the killer a 3 gen, don't get all salty when they take advantage of it! At which point I agree with you that it's unfair, but only because Knight Excels at 3 gen defense, and honestly, If the survivors give me that situation... that's more on them than me.

  • TWiXT
    TWiXT Member Posts: 2,185
    edited January 2023

    YES! Pig is Obviously OP... nErF NOw pLs!

    Nah... DS is actually in a pretty decent balanced place atm, Pig and No Mither on the other hand... those are purely toxic things that only a-holes and sadists use to make the community miserable! They need to be either nerfed hard, or deleted from the game!


    /s

    Post edited by TWiXT on
  • Nos37
    Nos37 Member Posts: 4,141
    edited January 2023

    My point was that survivors have been crying about tunneling since 2016, and since then, Decisive Strike has been nerfed 6x.

    I'm crying about Knight, as a survivor, so the obvious takeaway from this feedback is to nerf the survivors' perks or ability to play against the Knight.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I wouldn't say you're "crying". No need to be self deprecating.

    The solution to your problem is to hold W. Only try to double back to the banner if you're in a complex structure. That's it. That's the secret sauce.

  • Nos37
    Nos37 Member Posts: 4,141

    The map has exterior walls that survivors cannot pass through. They can't hold W forever. They eventually reach a corner or dead zone. The guard follows directly behind, preventing them from doubling back, while the Knight hugs the interior side, following alongside until the survivor reaches the dead end, literally.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    That is, because the community (both sides) aren`t interested in a balanced game and using stuff as intended, by tweeking EVERYTHING to their maximum advantage. You see it with BT and its basekit all the time: unless they are on death hook, survivors aren't using their movement speed and BT endurance to get away asap and reset, they are 86% of the time using it to bodyblock the killer and enabling both survivors to get away.

    Likewise DS for the longest time wasn't used as a safety net in case the killer tunneled you, it was used as offensively and obnoxiously as possible in order to waste as much time of the killer as possible, often leading to lose/lose situations.

    Post 6.1 patch was another round of this bad behaviour: killers were for the first time in ages in a really good spot and regained a good portion of the power that should be their role to wield ... but instead of just gaming on and have fun a good portion of the player base doubled down on their advantage and camped/tunneled like there was no tomorrow in tandem with 4 regression/slow-down perks.

    Players can't be trusted with ANYTHING that could be weaponized beyond its intentions, because if given the opportunity, they frankly will.

  • TWiXT
    TWiXT Member Posts: 2,185
    edited January 2023

    Like I said, Both end up following the same path, Sure they can result in a pincer move, but overall... Either the knight hits them first most of the time which deletes the goons pressure, the goon hits them and the knight gets a second hit in quick enough to down them (very rare in my experience), they outrun the Goons timer and the knight hits em, or the Goon gets a hit but the sprint burst from the hit extends the chase for longer against the knight.

    TBH, no matter what happens, The chase becomes longer than the Knight Player anticipated, and far less rewarding than they realize. Unless they can get a quick pincer combo within less than 20 seconds of releasing the goon, there's no point in using the goon in the first place. In the event that the survivor is injured though, that's all about questioning which goon you release on them, whether or not it can hit them in time, and whether or not you need to keep chasing them too. If the answer is that you need to keep chasing them and not let the goon take care of it, then you are playing Knight wrong.

    Also Who says you only need to Hold W around the boarder of the map? Going across the map works just fine for me!

  • Akumakaji
    Akumakaji Member Posts: 5,619

    I have played a fair share of Knight in the last couple of weeks and by now I think he is OK-ish. His power still feels overtly telegraphed and plastered all over the map for all survivors to see, but its better then at the start.

    Surprisingly, his best add-on combination for me is his brown Map of the Realm (+4m detection range) and his yellow call to arms (+10m pathing and 25% faster pathing). This combo allows me to much better cut survivors off and pincer them and can be quite fun. I rarely use the Knight nowadays to camp a hook or place, but more proactively and its working surprisingly good. Honestly, I think that the +4m detection range should be a basekit buff and the Map of the Realm should have some other bonus, it feels that much better to have your companions notice survivors that much more regularly and I can now rather rely on them spotting the pesky little ones.

    The added and father pathing also helps a lot with shutting down a critical gen mid chase, its not ideal but an Assassin or Jailer wailing for 8s or whatever it was on a gen and throwing everyone else off is pretty cool, especially when combined with DMS it can be a real life saver.

    The Knight got a lot of flak for being not insanely strong from the get go as a tag line as "two killers chasing the survivor" sounds, with a telegraphed attack that coudlnt be more obviously to the survivors, and the knight exceeling at camping hooks and shutting down loops against inexperienced survivors, but now that I sunk a couple more hours into him I actually enjoy playing him. But only with this add-on combination, everything else seems to be way too gimicky, so this indicates that there still is a big problem with his power.

  • Sava18
    Sava18 Member Posts: 2,514

    I mean knight isn't op or anything. He's simply just the most boring killer to ever be designed. Every killer that's been released since I started playing is boring and the killer meta is boring, every map that's been released is survivor sided and thus boring because of the play style is promotes. It's all bad. Thank god there is a 10 second cap of holding w against me or this game would have died for me months ago.

  • solarjin1
    solarjin1 Member Posts: 2,390

    So I'm assuming u had one bad game vs the knight and decided this? knight simply take to long to down someone even with his guards.