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Knight needs some adjusments
Hi! Hope you guys are doing fine!
I've been playing the Knight for quite some time, and i think some issues should be adressed.
- The first ones, of course, the AI bugs: sometimes when the surv drop pallet/jump a window, the guard does not pass through the pallet, but go the other way around the loop, giving the surv so much time. And the times when the guard get stuck in some places. Anyway, fix the AI Bugs plzz.
Well, the second type of changes is: Knight is quite addon dependant. The addon "Map of The Realm" really changes how knight can use his power, as if you're playing without it, you need to pinpoint the location of the survivor while drawing the route or you just waste your power.
If entering a hunt would garantee a hit, i wouldn't mind, but having to get the hunt, zone the surv and then MAYBE get a hit makes me think that the guards patrol FoV should be larger (and also would make sense a guard be very watchful of his surroudings).
For those change above, i think most of the players of knight agree with that.
But i also think that Knight would benefit for more changes, like:
- Having a 3% to 5% speed buff while a guard is in a hunt. This would help the Knight be more opressive while in a chase, and would help in situation where a survivor "steal" the guard from a friend being chased.
- I think the addons Call to Arms (the speed boost in patrol path mode) and Dried Horsemeat could be part of his basekit also. I know they are not "must have" addons, but they are so good for the knight that any other addons feels worthless, as buffing a certain guard is not worth near to increasing guards chase time or increasing the patrol path mode speed.
- Guards should have a small speed boost as long as the hunt is going. So, for every 2s, a guard in a hunt could get 0.05m/s faster (maybe a smaller boost for the Carnifex). This would help counter the "Hold W" strat against the guards, as getting the banner or jumping through windows is enough to make guards lose the hunt.
Thats it! I would like to hear your ideas around the Knight. I know is a killer quite hated by the comunnity, but i love playing as and against it!
Comments
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Outside of map of the realm becoming basekit knight doesn't really need any change.He is already a very strong killer if used correctly.He can guarantee a down on someone eventually with his strong antiloop,he is one of the best campers in the game,he can bypass bodyblockers while tunneling by haunting said survivors,allowing you to both pass through them and keep them busy for 12-24 seconds.
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Only change id make to him would be the feature in which hitting a hunted survivor ends the hunt. To get a double hit for the down, you end running alongside the survivor waiting for the Harry Maguire speed guard to catch up to the survivor, instead of being able to hit them, leave and allow the guard to continue chasing them.
Another issue is the clunkiness of his power when close to objects. Having to move backwards in order to fire a guard at a pallet/wall is bloody irritating.
Apart from that, he aint too bad. Guards could be a little quicker as the hold w completely negates them.
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I understand the reason that hitting a survivor ends the hunt: as BHVR once said, you're supposed to work with your guard to get a survivor hit. So if you or your guard hit the surv, its the same thing. TBH i think double tap shouldn't be more common, its fine the way it is.
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I disagree with Call to Arms and Dried horsemeat not being "must have" add ons. I refuse to play Knight without using both at once. He feels awful without them
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I think map of the Realm are even a greater need for the Knight, as you can miss a hunt for inches without it.
But i agree. I think that even with these addons basekit the Knight would not be overpowered, when compared to high tier killers, like the Plague/Wesker/Pyramid Head
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Dude being chased by a guard while the Knight is already on you is oppresive enough
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Also this ^
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"One of the best campers in the game..."
...are we playing the same Knight? They are FAR better campers than him... his power isn't even that good at camping, only scaring Survivors away who are unaware.
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People who claim this usually don't know that touching the hook canceled the hunt
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Besides some of the add-ons feeling mandatory to play (call to arms, map of the real, dried horsemeat), I would want one big QoL change: highlighting a palette or gen in close proximity (like 10m), press E and send the guard to hit it, without needing to go into specter mode.
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He's definitely top 5 campers.
(In no particular order) I'd say these are the ones best equipped to camp hooks
Infinite tier 3 myers
Bubba
Clown
Twins
Knight
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Nope, you forgot important killers that are far better campers:
- Trickster
- Hillbilly
- Oni (with power ready to go)
- Plague (with power ready)
- Executioner (depends)
All you need to do is touch the hooked Survivor to remove his guard or one person take the guard away (bait), etc.
and how could I or you forget Hag lol...
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A lot of people don't seem to realise that starting the unhook cancels the Hunt. It makes his camp-game a lot weaker unless he's there too, which... like you could just be anyone at that point.
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Eh trickster isn't bad. I'd rather trickster be around hook than most other killers tbh.
I wouldn't necessarily say Hag needs to camp. She should put her traps around the hook but she can also just run around freely
Hillbilly can be bad but they can just charge across the map so they don't need to hang around the hook. The others are very specific circumstances so I wouldn't count them personally while something like infinite tier 3 myers will just always get a down or a grab. Plus, something like oni with power is more likely to not stick around. If my goal was to camp hook I'd rather have some pretty guaranteed circumstances consistently rather than waiting for things to line up for me (like Plague having her power)
Twins can have victor camp while you run around. You get notified of someone unhooking so you can either grab with Victor to down or stop the unhook, then kill with the other twin.
Clown also has instant down with pinky addon and could easily chase down the unhooked person.
Leatherface can get a guaranteed at least one down with potentially 2 easily.
Knight is similar to twins but you can have two different means to attack at once
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I'm mostly referring to his ability to proxi camp a hook,while still keeping survivors busy.If there is any generator within 50~ meters you can pressure it or you know where a survivors is you can make them waste 12-24 seconds.Bonus points if you get a hit and they need to heal.
Survivors also have to make a quick decision of outrunning the guards or going for the unhook to despawn the patrol(this also gives you a brief opportunity to grab them).
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Bhvr is going to forget knight so i dont think they are going to change anything.
I would love AT LEAST base map of the realm and less clunkyness.
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I wish you could hold M2 with the Knight and then summon a "blink" like the Pinhead, then you release and the guard spawn. This would make the knight so much more dynamic and fun to play as
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Fully agree, however.... some games I find myself being very accurate with the guard placements, so much so, that I kinda questioned using it as im not getting any value out of it. You can argue that if you can keep landing right on top of the survivors, you don't need it. The extra radius is brilliant for catching those that hold w early which happens quite a lot for me.
He doesn't have any other addons worth dropping them for tbh.
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I think the others addons are not worthy because the core of Knight's power needs to be buffed by addons. Like the Hemorrage and Mangled guard attack's addons looks nice, but you would play with a very small patrol radious, a slow specter mode and a short hunt duration.
I wish they add some of those addons in the basekit so we could use other builds
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I get where your coming from with map of the realm, I just prefer dried horsemeat. I value a longer guard chase more then a bigger search radius. Different strokes for different folks
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And huntress. One cooldown add on and it's trivial to camp.
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The only thing knight needs is a nerf to the guards' ability to down survivors. They can get their easy and no brain free injure, but actually work for their down instead of having an AI do the job for them
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Just make map of the realm base kit and he’ll be fine. No need to make him more oppressive in chase when he already is
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Are you really saying that? You know if you just run away most of the times the guards cannot hit you, right?
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Yeah bro just run away i mean bro why did you zone yourself bro this game was totally designed to be chased by two things at the same time
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Ive been playing a lot of Knight since his mid chapter fix. I personally almost exclusively play with his iridescent and very rare addons. Based on that, I don’t think any common or uncommon addons need to be made basekit.
Basically learning when to drop a guard mixed with some sort of pincer move crushes most teams. Really enjoy playing this killer.
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IMO as someone who's played a fair bit of knight the only flat buff he needs is for the vison of the guards to expand faster. Rn it starts at 2m and gets to 8m over the course of a second which is just a joke in practice. Feels like survivors can outrun a guard placed very very close to them pretty easily when you're not using MOTR. He should also have a minimum path length because that zoning playstyle is complete garbage
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I agree with all of OP bottom post suggestions. It would be so nice to get rewarded for landing guard chases over usual hold-w, get no reward guard chases. I still like playing knight, just wish he was tiny bit more rewarding.
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