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Knight's main uniqueness And identity Is getting deleted

Chocolate_Cosmos
Chocolate_Cosmos Member Posts: 5,735
edited June 23 in Feedback and Suggestions

What makes Knight stand out from any other character is that he is the only killer that doesnt play alone in a way. He always has his guards to help him directly in chase or to make busy Survivors or do a simple task for you.

There is no other killer that can 2vs1 chase. Twins dont count since you always play as one from both. There is no other killer with you can chase two different survivors or two killers chasing one ever.

Now after 2 years he is going to be gone. His only uniqueness is going to be deleted. He will be just basic M1 killer that can plant a sentry for short duration somewhere to make busy Survivor. You can't 2vs1 with him anymore.

RIP Knight

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,561

    I really do think they should roll back the "deplete Hunt timer when close to guard" change before live.

    Apart from that, I don't have many qualms with the rework at all, but this is a major concern.

  • FrenchBagels
    FrenchBagels Member Posts: 193
    edited June 23

    The way you described him here is exactly how he will still function, and in fact, match that role even better. It seems like you’re a fan of Knight plopping a guard at a loop and forcing M1.

  • BlackRabies
    BlackRabies Member Posts: 943

    Agree with that I can understand and accept the changes except for the x3 faster hunt depletion while near a guard. Having both the x3 duration depletion and 10 meter requirement pretty much makes it impossible to use his power in a chase unless just summoning the fat guard to break pallets.

  • FrenchBagels
    FrenchBagels Member Posts: 193

    Wouldn’t you still have a reasonable amount of time to catch up to Survivors and force a hit even with the hunt timer reduction? This is something we have to test, because all this seems like is it only ever changes the outcome when the hunt timer is already near its end. If they’re caught by a guard then that should be enough time to catch up as Knight and force a hit before it comes into play since the guard will already by a couple meters behind a survivor.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081
    edited June 23

    This community is so dramatic. It's a test server for a reason. Stop crying and instead make a thread in the PTB Feedback section after testing the PTB and share your opinion. These type of threads needs to stop (I'm talking about the "oh this Killer will be dead, RIP", not the actual constructive criticism).

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    You think when devs put out blogpost with rundown of big changes that will be tested (and possible be in Live game in future), that people will just be silent or don't express their opinions on them? If you see a change that you are pretty sure its bad, you should be silent just to wait out on PTB? Come on now.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    That's not what I'm talking about. I'm talking about the "oh this Killer will be dead, RIP bla bla bla".

  • Ohyakno
    Ohyakno Member Posts: 1,206

    You may not like it, but that's basically his antiloop. A lot of his power is tied up in that. Taking it away and giving him longer chases on guards that don't do anything on their own is not a fair trade.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,851

    Nemesis plays 2vs1 game with his zombies but his zombies are trash-tier bad. He needs full on rework/huge amount of buffs to be relevant.

    Knight will still be pet killer but the % of pincer hits on knight will be less. He might still have some pincer attack moments but not as much as before.

  • BlackRose89
    BlackRose89 Member Posts: 449

    The different between knight and nemmy is that nemmy has a actually chase power. If you remove the zombies from nemmy he would still be decent bc his whip is his true power. The zombies are just there to be pest and you can completely ignore them.

    Meanwhile the guards are the the thing knight has and they make up all his power. When the guards are weak then the knight is weak. I don't think the comparison between nemmy's zombies and knight's guards is a fair one.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,851

    Nemesis in my opinion was always worst version of Knight. Knight even when taking away his guards still has 2 second pallet break with Carnifex. The primary function of nemesis whip is to break pallets. Hitting survivor over loops doesn't work because survivor can crouch his whip. Nemesis zombies are worse version of knight's guards.

    Nemesis will still likely be worse version of Knight. Knight just does what nemesis does but better, in every metric.

  • BlackRose89
    BlackRose89 Member Posts: 449

    Imo nemmy is much better. The worst thing about nemmy is his God awful add-ons but his whip is fine. I get alots of hits with it and I prefer breaking pallets with it. Meanwhile breaking pallets with carnflex has always been hit or miss for me. Especially with the bug where you get stun when a pallet is drop on your summoning orb.

  • vol4r
    vol4r Member Posts: 281

    Zoning will still be a thing with 10m requirement, just saying.

    He will be good with a little more "skill" needed. Those are good changes.

  • NotJared
    NotJared Member Posts: 466

    I would like to put out a reminder that the Guards' chase timer will scale with the length of the path drawn.

    I think a depletion multiplier will also be very helpful for the many perceivably un-winnable situations that players can find themselves in against Knight that usually arrive from being chased against the edge of the map or a corner, and promote Knights attempting to find cut-off routes; we should test this on PTB and give it an earnest try to see if this healthily addresses the most complained-about aspects of playing against Knight, I think.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    Guards can chase all day, it doesn't matter because without intervention from the knight they'll never get a hit.

    You can literally try the cut off thing right now. I almost exclusively get max range snipes and it doesn't lead to a hit. It's tracking with the same tools as spirit with many times less of a reward.