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The Knight could use a bit of work to his power

Jarred2504
Jarred2504 Member Posts: 19
edited September 24 in General Discussions

Lately some of the killers being released have been surprisingly decent like The Knight and Dracula aka The Dark Lord are quite good and unique killers that have very few flaws, for The Dark Lord his abilities and perks are pretty decent, some add-ons could be better but plenty of good ones to make up for.

Anyways The Knight, one of the few killers in the game to have their own minions to help them wound or down survivors and immediately became a favorite amongst killer mains, being able to summon 1 of the 3 unique guards that each have their own uses. The Carnifex able to break doors, pallets or gens quickly, the Assassin can chase down a survivor much faster, the Jailer patrols and hunts longer and has a wider detection radius. (Also wields a hot iron so extra epic).

His power allows for a lot of area denial especially when got a few gens in close proximity, being able to have a guard patrol around a gen or 2 and easily keep survivors off them, or stop a survivor from being rescued from a hook, even help find a survivor that's hiding somewhere.

Now despite this ability that some salty players are considering OP I actually have to disagree, The Knight to me is one of the closest BHVR has gotten to a "perfect killer" in awhile that has no real annoying catch to their ability and isn't designed for survivors to easily outwit, but again as title suggests there are some issues I see with The Knight and its average performance that I believe needs to be touched up on in future patches.

First issue is a bit better control on the guard summoning, when putting down a path once the meter runs out it automatically spawns a guard which to me makes the summoning a bit annoying cause you might have wanted to say damage a gen or break a door but couldnt because the guard spawned like right out of range or spawn right before could give the order, that i think needs to be reworked to where they only spawn when you press the button, the power meter of course just being the path distance. Rather minor thing to make controlling over where you spawn the guards easier and not accidentally spawn them in the wrong place.

Next is something that many particularly survivors might hate but the being able to stop a hunt by unhooking another survivor has got to go, that is part of where the devs have gone wrong with this killer, apparently this is to stop hook camping but I beg to differ that is still possible with the power setup of having guards patrol and go after a survivor nearby, the annoyance mainly comes from say hooking another survivor while another is being hunted and then that hunted survivor being able to stop being chased by saving the hooked survivor immediately takes away from of the strategic uses of the summoning especially when considering the cooldown time for like the Assassin. If want to address hook camping a better solution would be the guards being in close proximity to the hook also raises the escape chance.

A main feature that should have been done with this killer when he was added is able to summon multiple guards, you should be able to summon at least 2 at a time given default patrol and hunt times of like the Carnifex and Assassin, could say have first guard hit the survivor then summon second guard to finish them, a second guard will not chase a survivor already being hunted and having 2 guards at once would make better area denial in some more open maps. Secondary option to this instead of having 2 guards, a guard should be able to continue chasing a survivor as long as there is still time left, they shouldn't despawn after landing a protection hit or if you land a hit on a survivor while they are being chased, again another feature that completely undermines the effectiveness of this killer when compared to like the Nemesis and his zombies. If necessary make this like a rare add-on if there are balance concerns.

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