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Knight Summon UI Indicator
I propose an enhancement for the knight that involves integrating a UI Display feature. This feature would visually indicate the next Summon to be spawned upon activating the Knight's ability.
Rather than relying on text, this indicator could utilize the summon's splash art or a similar visual cue, making it easily recognizable with just a glance, especially in high-pressure situations where quick decision-making is crucial.
I believe such an addition would greatly enhance the Knight's strategic capabilities during chases, allowing players to effectively determine when to deploy summons for pallet-breaking or positioning them strategically ahead of survivors.
The current reliance on memory to recall which summon was used and when, in order to anticipate the next summon, feels like an unnecessary and weird design choice. After all, other characters like the Huntress and Trickster don't need to keep track of their remaining projectiles, nor does the Trapper need to mentally count his available bear traps.
Implementing this feature would elevate the Knight's effectiveness in chases, making this Killer a more appealing choice for players.
Comments
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His power icon and the icon on his left hand already tell you who is next. Skull is carnifex, sword is assassin, keys is jailer.
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Really? Now do I feel silly.
However, maybe that only strenghten my point because I have been playing Knight for a good while now and only now through you telling me this did I realize this is already a feature. They should really use those splash arts for clear indication xD0 -
I mean no offense, but if you payed proper attention to the killer you would already know xD Nurse has a similar indicator in her hand how many blinks remain, the number of particles floating around is equal to the blinks.
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A lot of stuff in this game has more..... immersive indicators of what's going on. You have to find survivors with your eyeballs instead of them glowing, you have to listen for stuff thru walls, watch sadakos animation for when she's phasing, etc etc. It's one of the strengths of the art design in DBD imo.
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