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Knight Suggestions

I'm not trying to spam, but this is a slight repost of some of my suggestions over in the General Discussion area.

I wanna pose some ideas for the knight. I'm not saying these should all be used, at least not at the same time, but maybe, MAYBE these will help with his unfun-ness to go against, and his anti-looping power. For more info and context, see my other post.

  • 1.) The Knight cannot place guards around hooks in 10 meter radius (the Patrol path will not enter a 10 meter radius around a hook). My reasoning for this nerf is that while guards can be disabled if a survivor unhooks, I find that they can be placed so close to a point where a hit is sometimes inevitable.
  • 2.) Guards can only be used to break gens or pallets. I'm not super optimistic about this one, but maybe it'll totally change the knight from being an Anti-loop killer to one that is more chase-oriented. Tension could be made as a survivor would have to quickly flee an area if the Knight renders a pallet unusable. Chases would only be sped up, and not capped off (unless more regular means of ending chase are present like zoning, entering/creating a dead zone, etc.)
  • 3.) Survivors can always see where the Knight's path orb is. Idk why the Devs changed this, as now the Knight can almost always sneak up on a Survivor doing a gen in the form of a Guard. Maybe this was meant to be a kind of jumpscare/surprise mechanic. If it was, I don't think it's worth it. In concept it's cool, but unlike a killer whose jumpscares actually work well (Sadako), its kinda weird or annoying in execution at best.
  • 4.) The Knight has the option to place down guards for an unlimited amount of time around the map, but cannot use them in a chase or create a path with them unless they are either stunned and returned to him, or the 30-second usage timer runs out. Basically, and I know this is ironic, the Guard could be used like Twins, but only for a limited amount of time (so better...maybe...idk...). Essentially, unlike Victor, they could disappear mid-chase, and the player would revert back to the knight's original position. The main Knight would just stand or take a knee while the player controls a guard. Honestly, I feel like if the Devs combined this idea with idea 2, the Knight would be way less anti-loop, and would have to employ more strategy in regards to gaining the looping-oriented side of his power. I we go back to my situation, I could drop a pallet, the Knight could use a guard to break the pallet, I could take the window, and chase could continue, OR if the knight placed a guard somewhere they could take control of the guard, and chase could begin in another fashion. Maybe the Knight could funnel me back to the room where I dropped a pallet and down me there. Does the power still have great zoning potential? I believe so. Does it leave a survivor with some options before all are 100% exhausted? I believe so.

Personally, I think options 2 and 4 are the best, and would work well together.

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