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Knight’s PTB to Live is absolutely absurd, and sets a bad precedent for future reworks
For those who don’t know, Knight in the PTB, had individual cooldowns for each guard, allowing you to use all three, while not being able to spam one, keeping the versatility of knight, while keeping the relative power of pre rework knight.
Then suddenly it was changed to a 10 second global cool down for no reason. Which makes knight infinitely worse to play, both as and against
To play vs the knight, he will just spam the same guard over and over again, there is no point in jailer or carnifix if you can just spam Assassin + Horse meat. To play as knight it feels very punishing, a 10 second cooldown is brutal, especially with a medium tier power. Nurse, arguably the most powerful kill has at most a 6 second cooldown, knight having such a long cooldown is brutal.
The main problem with this is that it wasn’t talked about in the PTB, it was untested and shipped to live, which terrifies me about future reworks for Freddy and skull merchant. What if somehow they find a way to give both a good rework, and then make a last minute change to them that completely throws off the balance, it’s absurd and has not been done to this level. This sets a dangerous precedent that I hope BHVR doesn’t do commonly
Comments
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As for Knight, I only have the impression that he is a character that has been abandoned by BhVR. Since its release, it has been riddled with bugs, with guards often getting stuck and making unnecessary detours during chases, and at one point it was left buggy and unusable for over a month. It is very dishonest to release this kind of content as paid DLC.
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I would argue Jailer is the best because he can keep a survivor of gens for almost 30 seconds. And if you chase someone else than half the team isn’t sitting on gens. I win a lot of my games by using jailer to just pressure survivors cross map.
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10 seconds is way too much. Even if they just made it so the guard has a 10 second cooldown but the other 2 only have the original 3 second cool-down I think he would be fine.
Carnifex though will still be bad simply because of how ridiculously clunky it is to get him to break a pallet. Just make it so the drawing bubble spawns inside the Knight rather than in front of him so that the pallet doesn't block me from placing a guard and I don't need to readjust myself constantly mid chase!
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That's probably just survivors being incompetent tbh, as no one should gets down quickly by powerless M1 killer or hit by 4.1 janky bot
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Could be. I would argue most survivors aren't too great so the Knight is fine as is. Since we obviously don’t balance around good survivors. Otherwise killers with a lot of counter play like Slinger, Huntress and Larry would be getting more buffs.
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Yeah, playing him itself really isn't problematic par se, you'd get wrecked by some SWFs but it's same for most other killers anyway
he feels mostly worse than old one to play due to excessive depletion and longer cooldown though…
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Larry? Who is Larry?
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I totally agree with you.
I guess they couldn't fix the “can fall the next guard right away” bug, so they had no choice but to make it a shared cooldown.
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Singularity
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To be fair, setting a bad precedent for future reworks has already been done, thanks to Freddy in 2019. A character that had players who loved him was deleted from existence, and it doesn't get worse than that.
But I agree with ya here. The changes Knight received weren't good.
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Nobody liked the knight changes except the hunt time and banner time increase multiplier
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CarnifeCarnifex should work differently then the others and just appear by looking at a breakable thing within say 6m and pressing E, together with a very short animation slowdown, but then he goes on a 30s rework.
Besides that, all 3 guards could have individual cooldowns and you can summon one basically immediately after the first one despawns.
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Almost all (maps, perks and killers) reworks were already bad. The only good rework was hillbilly. Shure some perks got changed for the better, but more got changed to the worse in my opinion.
Since the Sadako and coldwinds reworks I got constantly disappointed, therefore I have no hope for coming reworks. My only hope is they revert changes.
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true, BHVR doesn’t have a track record for reworking killers THE FIRST TIME, but the main issue I am talking about is the fact BHVR pushed a balance change, this major out without testing it at all, so there was no room to give feedback on the changes.
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Which is honestly mostly countered by anti-pincer mechanics no one asked
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We really gonna act like the minimum path length is a bad change? And map of the realm partial basekit?
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There were equally people who hated Freddy's old form. Forever Freddy was a build that should never have existed.
You might be able to argue that they went too far in some areas, but that killer was absolutely not in a healthy place overall either.
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minimum path length
Is bad, yes.
map of the realm partial basekit
Is worthless, because partial still isn't good enough and guard detection was nerfed on top of it anyway. Along with every other nerf that more than cancels out any slightly good thing he received.
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Unfortunately that means you also… don't have a power for 30 seconds? which is terrible, unengaging for the knight and the hunted surv, I did my adept knight post changes and I mostly used assassin to keep gens off (and rarely carnifex to shred through pallets into a chase), simply because I could get free hits, though I admit I'll have to try the jailer sometime as I've overlooked him.
This essentially makes your power, to waste the survivors time for 24 seconds, every 34 seconds, with the potential for the survs to make the 24 seconds like 12, with the banner.
Boring and lazy design imo, the 3 knight system, where each night can be used seperately with their own CD sounds so cool and I'm sad I didn't get to try it in the PTB, finally I wouldn't have to choose between having a chase power and a stall power lmao.
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The problem with Jailer is if you’re trying to chase a survivor, and Jailer fails to start a hunt, then you’re locked out of your power for 34 seconds.
The patrol durations are way too long, and “you can just M1 a guard” doesn’t help if you’re trying to chase a survivor, and the guard isn’t anywhere near you.
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