Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
so what is the counterplay to the unknown?
so i have seen this guy run around, and he has
115% movespeed
aoe huntress axe
a teleport
why was this dude made and what is the counterplay im being 100% serious
Comments
-
Dodge the blobs and remove the fakes. Neither is especially difficult.
10 -
Its not huntress axe, stop people with this wrong take on this power.
Direct hits does pretty much nothing other than tiny hindred that is useless 99% of the time. He can't damage you with direct hits unlike Huntress can way easily.
Teleport can be disabled and the game even tells you if the teleport is near by. It doesnt take long to disable it either.
You look at him and try to predic where he will shot, if he misses once he is prob need to hit you again twice before damaging you.
Huntress is still better than him. He isn't oppresive at all.
Wall shots are easily avoided by you just not hugging a wall while looping him. His AoE is quite small.
4 -
Look at where he's aiming, bait one direction, go the other direction. It's a basic mindgame. The unknown most of the time will always aim at pallets, windows, and anything with an animation. Hes not overpowered, he's just not played enough for people to learn his counterplay.
5 -
ya im not feeling it time to quit another 5 months
3 -
I think he's one of those killers that team cooperation is necessary to face. Kind of like needing your team to place turrets against Xeno, you need your team mates to help dispel hallucinations. I get rid of every hallucination I come across, particularly any near where a team mate is being chased. They'll also usually use their power in spots where they're likely to hit you, so it helps to try be unpredictable. Like if you're running directly at a pallet or window you know that's likely where he is aiming, so last second dodging can help. Won't always work of course but that's the nature of mind games
5 -
You can dodge his grenade spam but usually in doing so you will be so far off whatever path you were taking (especially considering the lingering hitbox) that you'll just get m1'd right after. The amount of time you need to stare at him to lose "weakened" usually won't help you unless he's chasing someone else. In this case, you're wasting time that would be better spent on a gen. Especially considering everyone that plays him runs an add on that gives you weakened status for finishing gens.
Teleport is instant with zero warning so good luck not being tunneled off hook by most Unknown players.
Pretty lackluster options as far as counterplay. Anticipating his shots feels unrewarding and being hit through walls/floors is very unfun.
5 -
ok bye
2 -
Ask for counterplay for a new killer, people give clear and easy counterplay that reliably works, decide to ignore it.
No wonder my soloq teamates even die to meme killers like trapper, the psyche of dbd players is something else man.
6 -
You need to look at him 3-4 times to get rid of weakened, not stare at him because when you glance at unknown weakened starts decaying even if you do not keep staring at them for like 1.25 s, so you only need to get some glances at him. Taking weakened off is extremely easy due to that, so dodging a shot is very regarding as if the killer fails a shot you have enough time for sure to take weakened off and now he has to hit you again 2 times.
Imo unknown is probably the biggest skillcheck killer in this game, as in he literally filters people who are not good. If someone is midly good at dbd they will absolutely destroy this killer in outdoor maps. But supar players will struggle a lot against this killer.
2 -
The innate counterplay is obvious: Look at the Unknown as much as possible when you are Weakened, dispel Hallucinations whenever you see one if at all possible. If the add-on that applies Weakened on finishing a generator is in play (a strong add-on that is of merely green rarity), let go of gens before they pop if you are with someone else so that only one of you will get Weakened. If someone is already Weakened, they should be the ones to finish the gen, of course. General counterplay is abusing distance whenever you can and abusing close proximity if you can't. The latter means getting close to the Unknown behind pallets or windows, because your average Unknown player will have trouble making the UVX connect up close.
That said, Unknown is definitely oppressive in chase, and the teleports afford it good potential outside of chase as well. Unknown is much stronger than the average forum populace will make it out to be, it's another case of a somewhat more demanding killer with high potential that an average player will find too difficult to do well with and consider to be bad and the game imbalanced after not doing well in a handful of matches. If you watch good players play him, you'll see them demolish (such as Knightlight, who is on a 50-or-so winstreak with Unknown as of now if I'm not mistaken, usually winning at 3+ gens left standing - some examples of as much here:
There's also this example of a 1v1 event:
The average and median chase here lasted 50 seconds, only a handful of people going above 1 minute in over 40 attempts. And keep in mind, most of all of the players participating here are already much better in chase than your average pub survivor, as they are not only experienced players but specifically experienced in 1v1 pure chase gameplay, and follow that scene enough to watch and compete. Also notable that they have the entire map and its resources, two health states and two chase perks at their disposal, as well as no previously-spawned Hallucinations around the map, all luxuries a survivor in many scenarios in a normal match would not have. And yet still they on average die in under a minute. It can also be argued that there is more to learn playing as Unknown than there is to in playing against it, the pragmatic skill ceiling is definitely higher on the killer side because they can make crazy shots happen; it stands to be expected that with time, players will disproportionally get better at playing Unknown than they will playing against it (particularly of course in a pub environment, where the survivors maybe face Unknown once in a blue moon while the killer player may even main it). So the fact that Unknown is relatively new only makes this even more impressive.
I think what's particularly problematic in chases is the fact that Unknown can hold and cancel the UVX at will. The zoning and faking potential this affords them makes it nigh-impossible to reliably play around, as dodging may just simply end up netting you an axe in the face. I had various suggestions in my PTB feedback, but BHVR unfortunately deletes that. Simple suggestions were to reduce the time you have to look at Unknown to lose Weakened or to have other means of losing it to do with the Hallucinations, as well as just changes on cooldowns, movement speeds while and after using the ability and so on, while a cooler suggestion was to make it so Unknown can't hold the UVX but that once the player taps M2, they have to commit to the shot, making it much more reliable to play around. Of course there should be some compensatory buffs as well, simple ones being the ability to break pallets with the UVX, a more ambitious idea that of being able to detonate the UVX at-will at any point of its flight.
But I doubt BHVR will do much of anything, and to be fair, I don't think Unknown is in a terrible spot. Fairly oppressive and at times just actually impossible to play around, but not more than solidly A-tier either, with good add-ons yet none that are really busted (not to my knowledge at this time anyway). I do think some slight rebalancing would be in order, but there are much more pressing issues in the game.
2 -
SWF on comms
0 -
There isn't much to add here that hasn't already been said, but it is good to reiterate that removing the hallucinations is a must against him.
0 -
Yeah, the difference is Huntress can try 7 times, if he misses ONCE he's toast.
2