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Knight's feedback got ignored

Chocolate_Cosmos
Chocolate_Cosmos Member Posts: 5,735
edited July 2024 in Feedback and Suggestions

Even tho the feedback section was filled pretty much with most people saying that the chase duration of Guards while near them should be nerfed at the least if not removed and the minimum distance to create path was bit much when you add these two things together, nothing was adress with this.

So Knight is just basic M1 killer that will camp gens from distance as main power, cool.

My biggest issue with this update is that it just aimed pretty much on Survivor side to adress their issue with the power while outside of giving cycle button on guards, ignoring the player who is going to play the killer and giving them nothing in chase once you get close enough.

RIP Knight.

Post edited by EQWashu on

Comments

  • SkeletonDance
    SkeletonDance Member Posts: 348

    They just added one change and bye 😂

  • Laluzi
    Laluzi Member Posts: 6,226

    Admittedly I'm not that invested in this, because I didn't enjoy playing as or against Knight and I maintain that dropping a guard on a pallet is bad gameplay design… but one thing that bears mention is that his killer power achievement, get a hit on a survivor that has a guard chasing them, is going to be pretty dang difficult when his power is now not meant to be used that way and the guard will dip on him at light speed if he tries.

  • FrenchBagels
    FrenchBagels Member Posts: 196

    I sniped gens with Knight anyway. This changes nothing from my perspective and only heavily nerfs the pop and drop guard play style while slightly making it more difficult to do zoning with the guards, which means you have to put slightly more thought into chasing survivors then running along with your guard until they have no choice.

    If you really want old Knight then use Call to Arms and Dried Horsemeat to extend the guard chase to a reasonable degree that you can still zone.

  • lettuchia
    lettuchia Member Posts: 198

    Maybe because at least half of the feedback on him was just whining that you can't do zero brain starts anymore, thank goodness it was ignored honestly

  • Paternalpark
    Paternalpark Member Posts: 663

    Haven't played the ptb but Knight should definitely be on a watch list as like Sadako.

    Knight mains need a bit more from what it seems.

    But pls don't say Map of Realms cause Otz sed so.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,624

    Honestly the depletion when being close to a Guard didn't affect chases as much as I thought it would. You just have to back up a bit and zone from a little further away.

    I would've like to have seen it reduced a bit, but it'll probably be fine.

  • Neaxolotl
    Neaxolotl Member Posts: 1,479
    edited July 2024

    They made the knight which is eh killer, of course they will make yet another eh killer

    even if I ignore the fact you are blatantly biased and being extremely aggressive for no real reasons, that just means other 45% of feedbacks are also ignored alongside that 50%

    Basically, feedbacks are still ignored, and all you have proven here is that you love strawman fallacy

  • Langweilg
    Langweilg Member Posts: 1,545

    Maybe you get something in the bug fix patch in 3-4weeks. I still wonder how he will feel, I‘m still not shure wether it was a buff or nerf.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,305
    edited July 2024

    One of feedback of knight was that carnifex was bad guard to use. I think carnifex becomes pretty good guard at wasting time if you use Knight contract+Sharpened Mount. You can kick gens and start guard chases at same time from distance. that's incredible for gen control. You can down someone with knight. summon carnifex to kick gen with a survivor on it. begin chase while hooking and by the time you finish hooking. the guard will still be chasing the survivor because they weren't able to use banner to get rid of the guard. 3 gen with carnifex guard and stalling gens is great.