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Ok, I think I overreacted a bit to much about the knight rework
(First of all sorry if I was disrespectful with anyone with a different opinion before, I was extremely worried about the knight New state, because of that I got "blinded by my emotions")
Feedback:
The knight, is not necessarily worse than before, he's actually better in a lot of cases, he's a bit weaker in indoor maps but stronger in open maps, the carnifex is useless for Hunts, but the entire point of the guard is the pallet breaking part (which is stronger now) being able to choose your guards makes his nerfs basically irrelevant, in the other hand we have the jailer, he was probably the worst guard in the previous version of the knight, 12 seconds chase, long patrol time, slow pallet break, but now he's really good at sniping survivors, with the new banner nerf (it takes 2x more time if you do a long patrol) he's actually amazing for slowdown, and the assassin, well, I thought he would be the new "useless guard" (only changed opinions like 20 minutes ago), but he's actually really decent, you can still "sandwich" survivors even with the 3x faster hunt if you keep a safe distance
Suggestion:
I recommend going back with 2 decisions
Change the "distraction Mechanic" (was an exploit before)
Make Call of the Arms speed increase basekit
And bring back the PTB bug that allows you to spawn one guard even if another one is currently active
Comments
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Your experience is very different from mine in about five games of live play with the new changes. All told, the new Knight has been an unfun mess to play. They should have kept the PTB "bug" that allowed hot-swapping guards. With that, the lengthy cool down on the guards made sense. As it stands with live, the cool down for the power is far too long to be viable.
10 -
perfect explanation
5 -
I agree with your suggestion
1