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The Knight requesting guidance

I just brought this killer and i’m getting creamed. Maybe 1-2 hooks per match.

What’s the tactic with him? If Survivors see you use your power the just run. Same at a pallet.

Help

Answers

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735
    edited February 2024

    Knight's power can be used in many different ways:

    • To anti-loop: This will force Survivor to run away from the loop (if possible) or take a hit most likely. This works best in "sandwich" scenario where Survivor is cornered, you put guard on one side and you stand on the other, making it almost impossible to escape. However it is quiete easily countered by running away to next tile. This usualy involves just drop Guard on the loop you are currently in, which Survivors usualy see you doing and its very predictible to do from Knight.
    • To multitask: You can chase a Survivor and send Guard to push away other Survivor near by doing a Gen, to kick a Gen, to kick a pallet mid-chase and not losing much distance. To chase two people at once, etc.
    • To gather Intel: This is best done with Jailer (that one with biggest range and always the 3rd in the rotation of Guards). You can scout a portion of the map if you want to know someone is near gen or in some open space.

    Some basic tips:

    • You can use Carnifex (the big guy who is always the first) to quickly eat dropped pallets. If you time it well, you can eat it as they just dropped it, making it almost like Spirit Furry+Enduring combo where you just walk pass by their pallet. This can be pretty chase winning sometimes.
    • Best Guard to chase people with is Assasin, since he moves at 4.4 m/s (10% faster than Survivors) and other Guards btw move at 4.1 m/s so tiny bit faster than Survivors but than almost never catch someone unless the Survivor does a mistake or is cornered.
    • I highly reccomend using his brow add-on that increases the Guard detection range by +4 meters. It is so important that I run it every single time because it offten makes difference between detecting a Survivor or not.
    • Using your power to camp a Survivor isn't really effective as it could seem. Whenever a Survivor even touches a hooked Survivor, if they were detected by the Guard, they will auto despawn. However there are still some Survivors that feel insecure when they see Knight's Guards near camped Survivor and it might push them away or slow them down, however experienced Survivors will just run pass by, ignoring it since it is no real treat.

    Here are some usefull and my favorite add-ons that will be always usefull every match:

    Hope this at least bit helps!

  • MalekithHatesSnow
    MalekithHatesSnow Member Posts: 253

    Knight is unique in that he only has one addon slot, because he's nearly unplayable without Map Of The Realm

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    He's frustrating as hell depsite being fun. Survivors can easily abuse him and 2 of his 3 lacklustre guards. If survivors hold w away from the action areas or circle back for the flag, you've had it frankly. If they try and loop you, even at shack, you'll do well, but he's very easy to get the better of.

    Map of the realm is mandatory, as is dried horsemeat.

    Even in lights out, with those two addons missing, he felt very underwhelming as guards chase less and often miss spotting the fleeing survivors.

    Best strat is to try and pincer survivors. Fire guard at gen, then watch the guard chase as you cut them off. Do it properly and you can be standing still when they run into you.

  • RFSa09
    RFSa09 Member Posts: 901

    actually 0 addons slots, call of arms and map of the realm are already basekit at this point

  • Sandt1985
    Sandt1985 Member Posts: 400

    My time to shine. Knight is forever my go-to killer. I'm a firm believer that he is one of the strongest killers in the game. I'm currently working on a in depth comprehensive Knight guide that I'll upload to the forums at some point in the near future.

    First off, a great many people will tell you that the Knight's greatest strength is shutting down loops. While the Knight is able to do that, there are other killers who are far better at loop denial. So while you can play the Knight in this manner, I would advise against it. In my personal opinion, you gotta play to the greatest of the Knight's strength, which is the ability to be in two chases at once.

    I value a killer that can be in two separate chases at once. No other killer can keep half of of the survivor team busy at the same time quite like The Knight.

    My build is as follows...

    Addons: Dried Horsemeat, to increase the chance of getting an injure with a guard, Call to Arms, to better sneak up on survivors on gens.

    Perks: Lethal Pressure, to guarantee early pressure and synergize with my other perks; BBQ and Chilli, to know where to go whenever a get a hook; Discordance, to know which gens to head towards to get two chases at once, and Nowhere to Hide, to kick a gen and potentially find a hiding survivor (which happens a lot) so I can either start a chase or send a gaurd to do the heavy lifting.

    Give it a try. It may change your opinion on The Knight

    Lastly, I understand why people like Map of the Realm, but I value the two addons i always use MUCH more

    Sincerely yours....

    Sandt, The Knight Main

  • GreyBigfoot
    GreyBigfoot Member Posts: 954

    I remember when this used to be the Trapper's joke since a bag was required. In a way, it still applies to him lol.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    The patrol lengths are plenty long enough without call of arms imo. 4 seconds of extra chasing for 2 useless guards is handy as it keeps them occupied a bit longer. I don't use the 2 chases tactic that often as 2 of the guards won't catch sod all, so need to double up on marked survivors to be more effective.

  • StereoGang
    StereoGang Member Posts: 93

    I'll just add a tips : don't over use your power while chasing someone as you will most likely loose them while drawing your guard's path. Drop them instantly at a loop to force them to leave, but that's about it during a chase.

    Insted, you wan't to use your power to surprise survivors. Draw it to a gen and listen carefully when close to it : if you hear repair noise, left clic it to make them chase, if you don't hear any repair noise, ask your guard to kick the gen.

    Map of the realm is outstanding at this because not only it make the guard radius bigger, but it also make is spand quicker, making it impossible to dodge for the survivor.