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How do you feel about Singularity and Knight changes?

Its been some while since these changes came so what is your experience with these changes? As for me:

Singularity

  • Good update

Knight

  • Sad update that just made Knight worse in every way just for extra QoL buff that isn't good enough for the nerfs
  • Lost identity in chase

Comments

  • UndeddJester
    UndeddJester Member Posts: 3,318
    edited July 29

    Yeah the individual cookies for each guard was far better from the PTB. I feel going back to that and removing the 14s global CD, and Knight is good.

    The PTB version would mean the unga bunga dumb cut off loop and hard zone style of play doesn't work for free, but he can still make it impossible for a survivor to loop on their desired path enough to grant him a hit. The important part is he has to think about it now rather than doing it brainlessly.

    He also has a reason to use each of his guards, a Carnifex breaking a pallet in 1.8s while the Knight zones is insanely good, but has no value now with his 14s cooldown. Understanding their strengths and weaknesses in various scenarios gives meaning to his guard decisions, but his current version doesn't achieve any of that...

  • supersonic853
    supersonic853 Member Posts: 5,541
    edited July 29

    Agreed. The ptb knight had the perfect design for his downsides. You could throw out a assassin. If it missed. You could throw out a jailer and it removed the assassin. Made him a lot more fun and skillfull then the current design that's just basically weaker old knight with longer hunts.

  • Ayodam
    Ayodam Member Posts: 3,111

    I like the changes made to Singularity. I dislike the changes made to Knight. I understand the Knight was changed to give survivors better counterplay. Is that correct?

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,528

    Both reworks are very good overall.

    I want to see cooldown improvements for Knight, though, then he's basically perfect.

  • Dustin
    Dustin Member Posts: 2,306
    edited July 29

    Singularity changes are amazing - It feels great all around and the penalty reduction was long overdue.

    I haven't played Knight yet but admittedly I don't plan to - I don't even like how the rework looks on paper so I don't find it worth my time to try something I'm pretty confident I'm not going to like. If I'm recalling they removed every good thing possibly coming from the update from the PTB when they pushed the update live. The main thing I don't like is the guard disappears faster if you chase the target the guard is chasing. That seems so stupid especially for guards like Assassin who specifically I feel should be helping you in a direct chase. I understand the other two and if I'm understanding this incorrectly someone proficient in this character correct me.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    Knight is a dumpsterfire.

    3x depletion rate should go completely or be reduced to 2x or 1.5x.

    12m carn assassin 18m Jailor should be base.

    Extra chase time should return to carnifex to give him a reason to be used in hunt.

    Call to arms is borderline essential.

    Delete global cooldown.

    Singu changes are cool tho :3

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,528

    I have to admit I was initially really worried about the proximity change, but in practice it is not a big deal.

    Since it's based on proximity with the Guard, and not the Hunted Survivor, all you have to do is back up from the Guard a little bit, and you can still zone them. You go in for the hit once you know it'll be guaranteed, and the penalty doesn't matter.

    Take that into account, and he's better overall at what he does, since the Hunt time is greatly extended. I've been doing better with him overall, and he takes more skill to play effectively now. It's a win-win.

    Just bring back the individual cooldowns (maybe with a shorter duration than on the PTB) and maybe give Carnifex a little something extra.

    Maybe an increase in maximum patrol length path (only when Carnifex is selected) and a +2.5% damage penalty when using him to kick a gen, since the 5% the Guards previously had is basekit now.

  • Langweilg
    Langweilg Member Posts: 1,242

    Singularity is easier to play, but is weaker. I would prefer the older version.

    I don‘t know about Knight, but his guards are very strong in soloq and my soloq mates constantly die through them.The duration buff is very strong.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 763

    as singu main, i like how the new version turned out.

    not addon dependant, worse at all unhealthy things he could do, better at all healthy things he could do, actually has fair counterplay for both sides, much smoother to use.

    it has a few rough edges (soma's family photo), but the basekit / low tier addons are peak balance.

  • Inosennatoki
    Inosennatoki Member Posts: 65

    The knight need rework again.

  • Langweilg
    Langweilg Member Posts: 1,242

    His power runs out so fast. I would prefer removing the haste he got basekit, but bringing back overcloak skalling.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 763

    that's the point, it should run out just barely before you hit a person if they're running in a straight line away from you.

    that encourages you to actually play smart and catch survivors out of position instead of just bluntly pressing m2 & m1 and guarantee hit almost any time like you would with soma's photo.

    3% haste is actually enough to catch up in most tiles, but not enough to guarantee hits, UNLESS you somehow make survivor lose distance when you TP.

    in other words, you don't need scaling overclock if you actually know how to outplay your opponents.

    it's perfect balance between not being useless and being consistent hits unless your opponent instantly predrops

  • Choaron
    Choaron Member Posts: 363

    Singu: Unnecessary buffs to an already strong killer with low pickrate that still remained strong and with a low pickrate (what a surprise). Being able to self-destruct pods is a great addition albeit it buffs his 3-gen potency which is not so great (for survivor experience).

    Knight: More than enough has been said about this rework. They turned him into an M1 killer who gets punished for using his power in chase… The ability to change guards at will was much needed but not at the cost of basically everything else.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 763

    what exactly about him was overbuffed, again? apart from obvious soma's photo rework lol

    self destruct pods is not contributing to 3 gen potency in any meaningful way btw. you can always just get back your old pods by using recycle mechanic.

  • Langweilg
    Langweilg Member Posts: 1,242

    I never played somas photo before or rarely, so I don‘t care about the haste.

    It is just frustrating to play him and his power runs out right before the pallet drops 99% of the time. Before the update his power lasted a lot longer.

    How am I supposed to outplay my opponents when all they have to do is run in a straight line and when I have to take my first chance in his cams, because otherwise I can‘t see them anymore?

  • SkeletonDance
    SkeletonDance Member Posts: 341

    Knight is dead to me. Singularity changes are good

  • squbax
    squbax Member Posts: 1,491

    I really want to understand how my soloq teamates play, like after the rework I have gotten hit by knight guards like 4 times max, but I see my teamates going down to them and literally chocking and easy loop. Like I do not understand whats going on, he is so easy to counter.

    I hate facing knight now, not because of the knight which was the case before but because know I see how awfull my team can be.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,771

    Singularity is weaker. lost -2% haste and less duration on overclock. Easier to play for Console players? Not sure.

    Knight is harder to play and stronger. Only suffers from cooldown's.

    agree.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 763

    well in that case you should've noticed the impact from 3% haste which is quite significant in helping to catch up to survivors.

    f/e they cant really loop shack against you, they're forced into 50/50s.

    and they cant w key predrop forever or really leave the tile bc they can only w key forward for like 20 meters before you hit them which is really not a lot, they'll have to play tiles against you, in which case you have multiple tools to get a hit.