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The Knight needs new changes
I was excited to test the changes on Knight during the PTB and found him to be a complete blast to play. Cycling guards, canceling guards to set up a different guard mid-patrol, the add-on updates; all welcome and enjoyable to use.
Hoping the live release would at least be similar to the PTB release, I was in for a rude awakening.
As others have stated, this live version of Knight is absolutely miserable to play. I've put in a lot of hours on the Knight since his release so I have some idea on how he can be played. This update, however, is just a mess. I can't cycle and cancel guards mid-patrol (yes I know this was officially "a bug" but dammit, it felt like a welcome feature). Once a guard has completed an action, it takes forever for the power to refresh leaving me as a powerless M1 killer for 10+ seconds which in DBD time is forever - gens fly and players heal up while I'm waiting for my power to come off cool down. With the way the power has been implemented in live with a global cool down and no ability to hot-swap the guards the way you could on PTB, it feels like I have ZERO incentive to switch between the guards. Just pick one and stick with it for the duration of the trial. If I try to use my power in chase, the x3 power degrade PLUS the "totally intended, not a bug" guard-window tech means the survivor just jukes my guard, avoids getting hit by the guard, makes it to the next tile and I'm left without a power while maybe
getting a hit in.
So my question is, is it possible that we will get a reworked knight in the near future?
Comments
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I wonder if they didn't figure out, how to fix the "distraction" for guards, so they decided to call it a feature.
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PTB Knight was fluid and powerful and felt like you actually had a power you could use.
Live Knight feels clunky and underwhelming and the arbitrary cooldowns are horrible.
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they didn't have distraction on his release. This was a bug that occurred 2 weeks after he was released. it is horrible bug that makes his guards useless in chase. Nobody cares about this because Knight were only Pincering but now that your expected to get isolated hits with guards, it is a problem.
PTB had no punishment for placing his patrols poorly. Live Knight is passively punished for using his ability with constant cooldown's. The cooldown's limit his power and skill expression.
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After Knight release guards worked as they should – followed survivor and not his pathing, went through pallet instead of going around. So at very least their code worked well for some short time. Knowing they can change killer by a lot without saying a single word about it (hello Plague), I think they just keep nerfing him.
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We told you that the Knight was going to be absolutely a pure garbage when it will be available on the current version after the ptb, because the bug to switch all the time your guard was a bug, and most of the completely lame bugs that harm the knight and guard AI have become "features", as will as the many shadow nerfs like the fact that survivors can now HEAR the sound of your power when you created a path towards them outside of a chase (among others), or we still need the 2 add-on you increased the distance of guard spotting and the increasing their speed during a patrol because the 2 effects has been divided , no one believed us.
You got what you deserved, now enjoy the Knot, the equivalent of what the frustration of playing twins was before their buff2 -
The worse part is every time bHVR does not at least take our feedback into close account, its not bhvr who suffers, its us who gets to have a worse of Killer for like 6months until bHVR can scramble enough to see, what they did is a inferior Killer product.
We told them on the PTB forum and I did not see a single response to that critique.
I wish bHVR had a more indepth dialogue about the Killers with us on here.
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That's mostly impossible for them, they wouldn't do anything else...
But I wonder if there was a conversation with their consultants on this topic.
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