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The Knight Addons
We've seen a lot of posts for base kit Knight changes and that's definitely topics he needs but I'd like a discussion on fixing his addons as well so that he doesn't turn into another PH or many other killers with tons of useless addons.
These changes would make it to where I could see a situation where almost all the addons could be worth running depending on the build you were running or play style you were trying to achieve as while as giving lots more synergy with different perks. You'll also notice a trend with a lot of these which is trying to incentivize the Knights macro game play. We want to further encourage him to be split pressuring the survivors around the map simultaneously instead of just making it easier to focus one person out at a loop.
Disclaimer: All the numbers are totally changeable so just comment if you think a number needs to be higher or lower and why. Also, keep in mind with the specific Guard effects that it is only on every 3rd use of his power essentually (2 with an addon), so he's not getting these on every use hence some of the strength.
Knights Contract:
New Effect - Survivors are visible while creating a patrol path and length of patrol path is increased by 10 meters.
Allows for some longer distance surprise Hunts and seeing survivors allows you to mind game better.
Blacksmith's Hammer:
Rather than giving the survivor that escapes guard Hunts 15 seconds of Hindered and Exhausted, it instead gives those 15 seconds to all other survivors.
This further encourages the macro game play of Knight and trying to juggle different survivors simultaneously. It also gives him more incentive not to just use the guards to pincer ever survivor which is the game play that survivors don't like.
Flint and Steel:
Is now 5 seconds of aura reading around ALL pallets for survivors within 10 meters of them.
This essentially brings back the old effect it had in the PTB of including all pallets, not just downed ones, except since they deemed that was too strong in exchange I nerfed the distance of 24 meters by more than half. It's live version of just downed pallets is completely worthless.
Healing Poultice:
Instead of the survivors revealing their location it now shows their auras instead for those 5 seconds.
Currently near useless, the aura reading makes it decent though and gives it more addon and perk synergy.
Lightweight Greaves:
10% speed increase for 6 seconds ---> 8 seconds
Actually decent, just making it a bit better. I could see an argument for this being an unnecessary change though.
Broken Hilt and Chain Mail Fragment:
Combining both these effects, but instead of on Guard hits, it is now applied to any of the Knights m1 attacks while you have a Guard actively in a Hunt.
The left over addon without an effect will need a new one.
This essentially makes it a lesser Sloppy as it isn't always active and not as strong of a Hemorrhage effect. It rewards you for being good with your hunts and always keeping the pressure up.
Ironworkers Tongs:
Oblivious status for 20 seconds on escaping a Guard Hunt ---> 40 seconds
Town Watch's Torch:
Survivors escape a Hunt 3 times the Knight gains Undetectable for 25 seconds ---> Every time a survivor escapes a Hunt the killer gains Undetectable for 15 seconds
Gritty Lump:
In addition to its current effect it also decreases the time for the Guard to start a chase after detecting a survivor by 25%
Comments
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i would prefer if bhvr stop wasting dev time on a killer that's gonna get a large rework in the future tbh
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Unfortunately that's gonna be like 2 years out
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problem knight's add-on is that its hard to justify not running map of the realm in his current add-on list. For knight to have add-on variant, they'd need to make map of the realm base-kit, but you know.... you get the "Oppressive killer complaint" when the killer has functional base-kit without need of add-on's. casual survivor might complain that the guards are impossible to avoid if the player is good with placing his guards with map of the realm.
I do agree that most of his add-on are weak and very safe. Look at knight contract. Every third guard grants exposed status effect? Are you scared that I might instant down survivors? haha
Post edited by Devil_hit11 on3 -
Oh I agree.
Part of my changes for Knight would be base kit Map of the Realm. I only didn't mention it here because I was solely focused on addons for this post. I'd also actually add Call to Arms to that list, it's basically required for his new play style.
Because of his required addons I don't feel like I actually have any opportunity to try anything else.
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yep. Sometimes I run blacksmith hammer to counter dh and hindered can help you catch-up but i do agree call to arms and map of the realm are currently "mandatory add-on's" to run.
lots of killer have that problem. my fear though with base-kit add-on is that if killer base-kit is really good, then survivor might try nerf the killer similar to deathslinger. like DS had strong base-kit(Instant ADS) and low tr and casual people complained about it, so they just nerfed it, but they did not give him add-on to counter-act his nerf(Like no wind-up add-on's to revert it back to original) and TR add-on has drawback that he has to hold his gun.
that is my concern with strong base-kit killers is casual complaining the killer is unfair and then killer getting nerfed with no compensation. I do not want that to occur to knight or any killer for that matter. so the way they reconcile is they make killer base-kit weak but invent add-on to "fix" his base-kit(which drains killer fun because they get no add-on variety).
I would say killer have stages in strength in dbd. 4 stages in particular
Stage 4: The killer sucks and has no redeeming factors. No good add-on, zero reason to play them. e.g freddy
Stage 3: The killer has bad base-kit but their add-on improve them to be playable(knight is in this stage of balance).
Stage 2: The killer has decent base-kit, but their add-on are lackluster(Pyramid head is this stage), you can argue a lot of killer here like Nemesis though just because killer has playable base-kit does not mean that their base-kit cannot be improved.
Stage 1: The killer has a wide selection of add-on's they can use and their base-kit is strong. e.g Blight.
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I can see what you mean. I’d like if we had their base kit good enough to not need addons and then make most the addons for changing their play styles and synergies with perks rather than straight strength.
I feel like most these addons all allow for some totally different play styles and different ones make certain perk synergies appear rather than just straight buffs from them.
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Yeah but most of perk synergies that are not meta for killer are not worth it. You can look at legion's add-on list to see what I mean. The typical meta-legion add-on are usually mischief list+Friendship bracelet, Sleeping pills+Mural sketchbook or Mischief list+Iri button. Legion feral frenzy duration is too short to chain hits, so people are forced to run duration add-on to make his power more consistent at being successful but suppose mischief list was base-kit add-on. What other perk combo's/add-on combos could he mess around with?
Fuming tape add 100% regression when being in feral frenzy. this is suppose to have synergy with hex:ruin and before ruin got changed, it did give you 300% regression. now a days, its not worth it.
BFF is an add-on that gives 4% speed when you reach end game if you successfully chain 15 tokens. Its obvious synergy is NOED but now a days NOED is more risky perk to run then it was previously.
Franks mixtape gives you 30% pallet kicking and 30% gen-kicking. its suppose to be used with Overcharge/COB in the middle of the chase, but the value is so insignificant that its impractical even when those two perks are at their top in terms of meta slowdown. Most of the time, it makes you lose distance and makes it easier to shift-w his power(which can deny you 5 hit down combo in certain cases).
I could go to talk about Echt ruler+The legion pin, Susie tape+Dark devotion, stab wound study+that glasses add-on(forgot name) but I rather not go into detail. point being is that killer often run same builds because there is lack of incentive to change and doing so greatly reduces their odds in winning. Killers a lot more strict in what they are allowed to use to gain results and a lot of skill expression to get results on said killer is tied to specific synergies to be relevant(rather their personal skill on said killer).
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TLDR: There are way too many bad addons and we're restricted from trying many because certain ones are too required as we don't want to intentionally gimp ourselves by not running them.
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