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Knight only killer now with no 1v1 power?
With the 10 meter patrol requirement and the x3 faster duration drain on guards when your to close makes so there's no viable way to ever use his power in a 1v1 situation. Try to use his power the survivor will just run off gaining a lot of distance if somehow they stay the guard disappears too fast so you can't really do any sort of pincher attack. Guards have counter play with the banner they don't need a stupid ai exploit with windows for another means of counter play that's been a bug that everyone hated.
But the fat guard can break pallets in a chase?! No that's not good enough for a 1v1 situation. Knight can't be too close to the pallet and it has a 10 cool down when we got several other killers that can easily destroy pallets with their power and it barely cost them anything maybe 2 seconds at most.
Knight just feels so awful to play as now. Seriously what was the point of pushing these changes to live when they were never on PBE?
Comments
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simple: because the devs don't really care about their game to put it lightly… it's sufficient to see all the bugs that they reintroduce with the last update, not to mention the GAMEBREAKING bug regarding the generators… a normal company would have released the fix in the same day, but in this case they aren't willingly to do something about it (and no, the excuse of being a small company was acceptable in the 2016, today they have the tools to deal with those problems…).
About the changes that no one asked i can do other examples for that matter… No one complained about Wesker, BUT they changed some numbers about his power: hooking a survivor will reset their infection and when fully infected their movement speed penalty was decreased (from 8% to 4%), when they nerfed the pig or when they reworked billy for the first time (adding the AWFUL heat mechanic)
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Knight WAS the only unique killer who could do 2vs1. He was the only one who could summon backup to help him which was unique about him.
Now that only uniqueness was taken from him and he is overall nerfed and worse to play. F tier rework for sure. This happends when devs put as priority "lets adress survivors issue" and put on second line the player who is playing the killer and uniqueness of the power itself.
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The play of calling the guards incessantly was a good way to make the killer feel less alone. Now the knight is left alone for 10 seconds after the guards have finished their work.
I wish the developers would adjust the strength of the knight by the performance of the guards instead of thinking of adjusting by cooldown.0 -
To be fair about Wesker nerfs : they were some complains about his effectiveness at tunneling. You would get unhooked with half infection, without possibility to cure it if Wesker was tunneling and you would suffer the slowdown on top of it.
That nerf was mostly ok as it wouldn't impact you too much if you weren't relying on tunneling.
Anyway, back to the topic : Knight rework make me think of Trickster rework with buffs nobody asked for, and weirds nerfs. Knight is in a worse spot tho.
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Knight now having to deal with a 10 secs cooldown while Nurse only has to wait 6 secs truly is one of the decisions of all time.
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The knights i face a pretty good and have learned to use the changed power.
So far i have seen map control knights and chase knights and none of them seem to struggle.
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They just play hard because they all love knights.
They would really like to put guards immediately after taking down a survivor to warn or destroy gens and pallets.
I think they should be allowed to at least let the guards destroy any pallets or gens they see along the way.0 -
Problem I'm seeing that BVHR doubles down with multiple nerfs. Wesker cutting the infection to half after a unhook fine, but they also reduced the hindered by half which seems overkill. Meant to hard stop tunneling weskers which is fair, but they over do it with the nerfs.
Knight they tripled nerf him. Unsta dropping a guard I agree had to go the 10 meter draw distance was fine, but then they decided to add the global 10 second cooldown between guards and the x3 faster drain duration on guards an excessive nerf to the point he can't use his power anymore in any 1v1 situation.
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He still has a 1v1 power. I don't really know what you're talking about.
I've been double chasing just fine, you just need to back up a bit occasionally but you'll zone them all the same.
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Sure if the survivor is a potato and runs into the Knight by mistake good survivors just hold W and waste to much of your time.
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He can 2v1 still. It's mainly the extra cooldown that hurts
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global cooldown absolutelly killed this killer. I rarelly played him now i won't even do it ocassionally anymore.
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You can force them to run into you. That's how you play the killer.
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