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One unmentioned change to the Knight makes him feel absolutely AWFUL!
With the 8.1.0 rework of the Knight, he now gets a 10sec cooldown on ALL guards whenever a guard despawns. This change is not mentioned in the Patchnotes whatsoever and it makes him feel REALLY punishing to play. Missed your guard? Well you have to wait for your guard to despawn AND wait 10sec on top just to be able to use your power again. Decided to use Carnifex to slam through a pallet but the survivor has a good window? Well, youre gonna have to play M1 Killer for the next 10sec before you can attempt to use your power in chase.
Id be fine with a cooldown for each individual guard (10sec cooldown on Carnifex after using Carnifex etc.) But being punished so hard for using your power just feels really unessecary and extremely unfun!
Ive been maining Knight since release and put hundreds of hours into him, but this change genuenly makes me want to stop playing him because he feels even more sluggish than before
Comments
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This is quite literally mentioned in the patch notes and 10s is a standard for other killers cooldowns and is literally fine
4 -
Exactly what I came to say.
3 -
Where does it say that? Its certainly not in the 8.1.0 Patchnotes…
"The Knight - Basekit
- Added the ability to cycle between guards using the Secondary Ability button.
- Decrease the camera push distance when entering path creation mode to 80 cm. (was 160 cm)
- The Knight must create a patrol path of at least 10 meters before being able to spawn a Guard. It's possible to cancel early by using the Secondary Ability button.
- Adjusted the Guards' detection to reduce the likelihood of being detected through walls.
- While The Knight is within 8 meters of a Guard that is actively hunting, the hunt timer will deplete at 3x the normal speed.
- While drawing a patrol path, its length applies a modifier on the base total hunt time:
1-15 meters: 1x
16-25 meters: 1.25x
26+ meters: 1.5x - While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x - Decreased The Carnifex's hunt duration to 12 seconds. (was 24 seconds)
- Increased The Jailer's hunt duration to 24 seconds. (was 12 seconds)
- Decreased the time it takes for each Guard to perform the Order action:
Carnifex: 1.8 seconds (was 2 seconds)
Assassin: 5 seconds (was 6 seconds)
Jailer: 5 seconds (was 6 seconds) - Increased each Guard's detection range:
Carnifex: 10 meters (was 8 meters)
Assassin: 10 meters (was 8 meters)
Jailer: 16 meters (was 14 meters)"
It doesnt mention a 10sec cooldown whatsoever…
3 - Added the ability to cycle between guards using the Secondary Ability button.
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Killer Updates
The Knight - Basekit
- While drawing a patrol path, its length applies a modifier on the base banner spawn time:
1-15 meters: 1x
16-25 meters: 1.5x
26+ meters: 2x - Different Guards now share the same cooldown.
0 - While drawing a patrol path, its length applies a modifier on the base banner spawn time:
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Where did you find that? Because Im staring at the 8.1.0 Patchnotes and its not in there… Neither is it in the PTB Patchnotes…
1 -
They really snuck that one in without telling anyone in any of the dev updates.
4 -
Under "Public Test Build (PTB) Adjustments" and under the section about lara's perks and dc bots within that
0 -
Well they should certainly include something so important in the actual Patchnotes then, dont ya think?
3 -
These are the actual patch notes….
0 -
No, those are PTB Patchnotes. Not "This is what we actually changed in the LIVE GAME" Patchnotes…
4 -
Different killers do entirely different things. There's no reason why they should have a standard cooldown.
9 -
The point is that knight is still fine xd this point barely even makes sense since the killers that share a ~10s cooldown still do despite being different killers! It's almost like manual guard switching being added pretty much makes this neccessary
0 -
PTB adjustments means adjustments from the PTB, look at the other changes within that section and yeah, it's okay to admit you're wrong lmao
0 -
The cooldowns were individual in the PTB and felt so damn good. Knight now has an unnecessary cooldown that just feels awful and discourages strategizing which guards to use in certain moments.
7 -
Yeah, I'm looking there and in no way, shape, or form does it say that the Knight's Cooldown has been intentionally increased. It used to be 3-5 seconds, now it's 10. Are you able to cite your claim that the change is mentioned with a screenshot?
4 -
For proof, here's a screenshot of the changes and fixes from the PTB.
1 -
Says right there that different guards share the same cooldown, and on the ptb it was 20 seconds and now is 10 seconds, so either the complaint is about the change on the ptb not being documented even though we're choosing to complain now all of a sudden, or the complaint is about a buff not being documented which seems unlikely given the context
0 -
Yeah but this is different for old and current version.
Previous cooldown was like 5 seconds, I think. So it's not just a change from PTB.
It should have been stated as:
Increased the cooldown for guards to 10 seconds. (was 5 seconds)
Then just mention bug fix in PTB changes, because that is what changed.
6 -
The issue here isn't that the guards share the same cooldown. Let's put that to bed. Do not mention that again as a part of the discussion as that's not the issue here. It is irrelevant to the discussion at this point in time.
The cooldown for a guard before the PTB and current patch was 3-5 seconds. If this 10 second cooldown change was intentional, then it should've been stated as an intentional change, shouldn't it? Or at least be acknowledged as a fixed bug or intentional bug. Nothing in the patch notes state the 10 second change from 5 seconds is intentional.
5 -
ok so it's the former and we're choosing to complain about a ptb change not being listed after the live version already released for some reason, got it
because this is not a change from 3 to 10 seconds, its a change from 3 to 20 to 10 seconds
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That's still a BIG change to go unmentioned though, you have to agree about that. Either from being on the PTB or as a change from it, something THAT huge should not go unnoticed. It's either a bug or a shadow nerf, either way it makes the character feel slow to play as.
4 -
Given that you can manually swap guards now sure it's a nerf when isolated but in general not really, more like a general rework. Being able to manually swap guards with only a 3 seconds cd would be stupid
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But with the longer path change, and the current 10 seconds, it can go anywhere between 10 to 20, maybe even 25 seconds without your power. Having the ability to swap guards at will as a trade-off does NOT feel good. Lemme give a scenario here.
Imagine you want to use the jailor to chase someone. You snag someone at max distance for the patrol and the jailor begins chasing. You have to wait until he finishes chasing, AND an additional 10 seconds afterwards in order to be able to use your power again. That's near a full 30 seconds without your power.6 -
Why are you counting time the jailer spends chasing someone as time without your power, by that logic you literally never have your power xd
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Taking a cooldown and doubling it between iterations is not a "rework". It is a nerf. It does the same thing but worse.
4 -
You are ignoring what I said, that you should include the fact that you can swap between guards manually now
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I ignored it because it's irrelevant in the context of doubling the amount of time you're without a power.
4 -
It objectively is not xd
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More awfull to verse you ment….ugh..i dont like him, his 3 gen strat is back somehow and can "camp" with guards but from a slightly longer distance
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