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Knight ptb changes are bad
What Knight really needs are bugfixes and qol updates for the most part. Instead of the ptb version, this is how Knight should be:
Basekit:
- Guard detection range is 8 meters now (Map Of The Realm basekit)
- Call To Arms made partially basekit, increases patrol path length by 5 meters, and movement speed while creating the path is 25% faster
- Minimum distance to draw a patrol path is 0.3 meters (was 1.6 meters)
- The bug where you can get stunned while creating a patrol path fixed
- The bug where the guards touch a vault location a survivor touched, before continuing to follow the survivor directly fixed
Add-ons:
- Call To Arms – Increases the length of patrol path by 5 meters
Comments
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The 10m minimum on his power seems crazy restrictive, especially at loops/breaking pallets.
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You can still break at less then 10m, it's just at least 10m to patrol to stop knight from getting free hits in loops and corners.
Post edited by EQWashu on4 -
why would Knight be dead after a overhaul update?
Post edited by EQWashu on0 -
An overall very hefty nerf to an already bad killer.
Post edited by EQWashu on4 -
His antiloop has been pretty bad anyway, it's just a salt in the wound
Post edited by EQWashu on3 -
I do think Knight could be better with a 5-8 meter restriction rather than 10, but as someone who still dabbles on and off with Knight I think the changes are good and being able to swap around guards will be interesting.
That said, I would need to test it myself.
Post edited by EQWashu on0 -
Yes, if these changes go live, Knight is D tier And there Is no Reason And desire to play him.
Post edited by EQWashu on2 -
The minimum patrol length of 10m is a very necessary change
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why?
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The change goes in the right direction which is nerfing the unhealthy(most viable) play style and pushing him towards the healthier (currently unviable) one. The problem is that they when moving him towards the healthier play style they didn't actually buff it enough to make it viable or good. It still suffers from all the same reasons it was bad before.
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they're not nerfing his zoning. they're adding variety in which type of knight you can play. The jailer can still zone because if you land full distance guard, 1.5x duration add 12 seconds to jailer timer. 36/3 = 12 seconds. that is same amount of time that jailer current chases for. The 3x penalty only applies if your in 8 meter radius. 8 meter is very small radius. Play all-seeing blood wraith will tell you how small 8 meters is. So most of the time, you won't be in radius for this penalty to apply for Jailer. You can still zone but you have to use Jailer. Add-on may improve Jailer's ability to do pincers. For example, a good add-on would be that knight gains 3% haste when Jailer is chasing the survivor. He has something like that in his purple add-on but it is kinda weak. add-on may improve this play-style.
Assassin: This guard was arguably the knight's worst base-kit guard. He moved at 4.4 m/s but he could never hit a survivor at base-kit and could only barely hit a survivor at max distance with dried horse meat. with 1.5x duration 12*0.5 = 6, 12+6 = 18. He is finally going to be useful guard at base-kit. The knight is getting add-on rework, so he might get some add-on to buff assassin if you want to use this guard who was previously really bad. In practice, if your good at tracking survivors and predicting movement, the assassin can get hits on his own
The main concern for Assassin is whether they fixed Knight's bug. Currently there is bug with Knight that makes his guard go around pallets when the pallet is dropped. this huge problem for Assassin because the guard are suppose to be able to phase through pallet. Hopefully they fix this bug as this bug really hinders Assassin ability to get hits.
Carnifex: This guard is mainly used to break pallets quickly. He will still be good guard for this. He will not be good to summon for chasers anymore but his identity to kick pallets/gens will remain the same. I kinda wish that if Carnifex is used to kick gen, it applies killer gen-kick perks.
The knight will be able to played the same way. You just have to use right guard for right job.
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Let's hope it is going to work this way. Carnifex will be nerfed heavily otherwise
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You're basically just pointing out that the nerfs to his zoning aren't as extreme as people are acting like. I agree. However it is still overall a nerf, even if the degree is exaggerated. A lot of your improvements you're referencing are also hypotheticals on addons that we haven't even seen yet, so I think it's unwise to assume specific improvements there until we see them.
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yes. the knight change will be good or bad based off add-on changes. If they design add-on to specialize each guard's play-style than knight be good.
Like if there is an add-on to reduce depletion time+Jailer increases m/s of the knight when in chase then Jailer is still good.
Assassin needs add-on that increase Assassin's M/S and Call to arms to increase how far you can draw path so that you can pressure survivors on gens with him. Longer flag time would also be good add-on for Assassin.
Carnifex. He used to have an add-on that granted aura reading for every pallet on the map. Otz got this add-on nerfed. The carnifex is utility guard so he is suppose specialize utility effects like better gen-kicking %, Exposed, Losing chases to apply exhaust+Hindered, Mangled, Undetectable, Aura reading, Screaming, etc. He is suppose to be the utility guard.
Knight needs good add-on changes for his changes to be good.
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