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If you hate Knockout, Lockers are your best friend

MrDardon
MrDardon Member Posts: 4,060

I've seen many people complain about this Perk now and yes, it needs to be reworked. But at the same time, it's quite easy to counter. Just jump into lockers, Knockout requires a down with a basic attack, and when the Killer grabs you out of a locker, those conditions aren't met, thus preventing your Aura from being hidden.

It also counters another popular Perk at the moment, Surge. It has the same requirement as Knockout, so using lockers will hard-counter half of the Killers build.

If it's hard for you to use lockers in that case, just imagine you're playing against Tombstone Myers every game.

Comments

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,428
    edited January 12

    While I do hop in lockers when I know the Killer has Knock Out, you also have to consider the fact that Knock Out is significantly stronger against SoloQ and practically useless against SWFs.

    Let's say someone goes down across the map, I wont know that the Killer has Knock Out until they have already downed someone, and even still, sometimes people use other perks to mask Knock Out so it's not even 100% certain. The only way to really confirm that they have Knock Out is to go down to it, which means feeding into their slugging playstyle.

    Likewise, while I can hop into a Locker to avoid it, with DBD's current matchmaking, you get a lot of Survivors with a variety of different skill levels, meaning I will get teammates who wont hop into a Locker to avoid it. Pair it with the lack of communication in SoloQ, and you have a miserable experience that (to a heavy extent) cannot be avoided.

    Keep in mind as well that Knock Out isnt the only complained about perk. For high mobility Killers or Killers that can use their M2 to great effect, Hex: Third Seal is objectively better for slugging/bleeding out Survivors, and Hex: Third Seal overall sees more usage since you dont have the 16-meter Aura Reading on downed Survivors that Knock Out has, since Hex: Third Seal completely masks the Survivor's Aura Reading.

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  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    Knock Out is mostly the same for the majority of the games, because only a very small percentage of the games involves 4-SWFs that are all using voice comms for extra game advantages.

    Also, if the game should be changed when something disproportionately punishes solos more than SWF, then the game should also be changed when something disproportionately rewards SWFs more than solos. Because if we have these rules that goes both ways, we can say we're trying to bridge the gap between solos and SWFs.

    But when people say they want killer perks nerfed because they disproportionally punish solos, but they don't want survivor perks nerfed when they disproportionally reward SWFs, then that's a bad double standard.

  • ArkInk
    ArkInk Member Posts: 783
    edited January 12

    I feel like this a nothing solution. Most survivors slugged on the ground for the first time won't be aware of Knockout, and in the context of Solo Q a lot of players won't know the perk is in play until it's already working on them, wherein the annoying part of Knockout is that your teammates don't know where you are and you can't do anything.

    So the crux of the strat already relies on teammates on comms or being psychic. You'd get picked up then hopefully, and now the question is whether the map you're on actually lets you play around lockers or if it's so full of deadzones you'd wish you loaded into a tombstone Myers match. Even then, why does a perks design encourage players to just outwardly avoid the game being played how it was meant to be played? Killers putting survivor into the dying state should be a natural part of how a standard match flows, Knockout turning it into something that needs to be avoided at all costs even at the cost of getting yourself hooked is simply asinine game design.

  • TWS001
    TWS001 Member Posts: 272

    Inner Focus and Unbreakable are essential perks for me to take with this specific Knockout, Mindbreaker, Surge, Sloppy Butcher build going around at the moment. You still get a lot of decent use out of them in normal games which is a bonus.

    Inner Focus shows the killers aura whenever somebody loses a health state. It also outlasts the blindness of Mindbreaker so as long as you stop doing a gen as soon as somebody gets downed, you still get enough of a look at the killers aura to know where the slug is. If you are against a teleporting or very mobile killer it may be advisable to let go of the gen a bit earlier so you get the aura closer to when the person gets downed.

    Unbreakable is pretty self explanatory. Once you use it, you have to be a bit more cautious and use Inner Focus to help stay out the way of the killer for as much as possible.

    Have a good few 4 man escapes against this build in solo queue now. It's satisfying as you know without it, you pretty likely would have got stomped.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    Being able to stack multiple Shoulder the Burden on the same survivor, disproportionally rewards SWFs more than solos, because it is much much easier to coordinate this in a SWF with voice comms.

    In fact, I'd claim the vast majority of the time that multiple survivors bring Shoulder the Burden to the same game, it is in a SWF with voice comms, because solo q survivors are way less likely to want to give up a hook state for a total stranger.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,312

    if every soloq player bring shoulder of burden, it's same as swf.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 605

    It is very strange because lock-in is a common strategy in Asia, but when I watch videos of distributors on Western servers, they are knocked out with no resistance. Why are there so many players who are unresisting against killers and their perks that require countermeasures, such as Chucky, Skull Merchant, and even Alien and Sadako?

  • MrDardon
    MrDardon Member Posts: 4,060

    Wouldn't Empathy be better then? It shows all injured and dying Survivors within 128 metres no matter if they're hidden by Knockout.

  • TWS001
    TWS001 Member Posts: 272

    So Empathy doesn't get blocked by Knockout blindness? Good to know!

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    Beyond the fact that solo q really isn’t coincidentally bringing 4 shoulder the burdens to the same game….

    1. Unless all 4 solo q survivors announce they all are bringing Shoulder the Burden (in a language shared by all 4 survivors), they might not even know they are supposed to rotate who makes the hook saves.
    2. If the killer is camping and the survivors aren’t using voice comms, they might not be able to coordinate multiple survivors to help unhook, so that someone can bodyblock for the exposed survivor.
    3. It doesn’t change the fact that the ideal number of Shoulder the Burdens in 3, with the 4th survivor having chase and anti-tunnel perks, with the survivors using voice comm location callouts, so the 4th survivor can easily coordinate bodyblocking (or otherwise know where the killer is so they can try to bait the killer into chasing them).

  • MrDardon
    MrDardon Member Posts: 4,060

    No, Knockout hides the red Aura. All Perks showing Survivors Auras in yellow to you (Bond, Empathy, Lucky Star etc..) work against Knockout since it doesn't give you the Blindness effect. It just hides the Aura.

  • KerJuice
    KerJuice Member Posts: 1,956

    You know what’s sad? Most mechanics in this punishes solos more than SWF. That’s why this game can not be balanced properly. What’s a mere inconvenience to a 4 man SWF, can be devastating to solos. Add the amount of ragequitting/go next mentality in solo queue, and you have yourself one big hot mess.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    This is lovely. I still have not argued to the contrary, so I don't really see why you're replying to me with this.

  • danielmaster87
    danielmaster87 Member Posts: 9,798

    Not even that saves him. You are way overrating his strength.

  • danielmaster87
    danielmaster87 Member Posts: 9,798

    The perk was not considered a problem until every other worthwhile killer perk and playstyle was nerfed. On that alone, I'm against the nerf. This is just complaining about killer, again, instead of the game state.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    The argument of “things should get nerfed if they disproportionally punish survivors”, isn’t good because the general mindset of players is that it’s fine if things disproportionally rewards SWFs.

    Your personal opinion on fairness doesn’t change the general mindset of other players.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    Blindness has always been a problem that massively affects solos more than SWF and it's something I've been wanting reworked for a while. It's just a more mainstream problem now, all focused on Knock Out due to the prevalance of slugging, when the actual conversation should be on solos, SWF, and why aura reading is not and has never been a suitable answer to the divide while Blindness remains unaffected. Knock Out is just taking the fall, but it's yet another symptom of an 8 year long problem buried beneath years of bandaids.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    Firstly, where did I say "nerf"?

    Secondly, "the general mindset" is not my mindset, I am arguing for a rework for the most egregious examples, before narrowing scope to fine-tine those which are still a problem but are out outright the issue. I don't care what the general mindset is, because I am arguing for my mindset, following my opinions, using my deductions from my experience playing the game and engaging with the wider community. You are arguing with me over points I agree with and have made before, worded slightly differently, for absolutely no reason.

    That is my issue with why you keep responding to me with things that I have not said, do not disagree with, and do not disagree with my current opinions on the state of the game. That's why I'm so confused about your STB reply, because it has absolutely nothing to do with what I'm saying in this thread

  • Reinami
    Reinami Member Posts: 5,739

    The problem there is that lockers typically (map dependent) aren't near gens unless it is like, killer shack. And if you are getting chased, ideally, you want to run away from gens, you have a little time before your down to plan being near a locker.

  • TWS001
    TWS001 Member Posts: 272

    The confusion I have is that when you are on a gen, Mindbreaker, which is part of this specific build going around, would block Empathy though?

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    You said people can’t argue in good faith that it’s fine if things disproportionally punishes solo q.

    And I’m saying people can argue that in good faith, because the general perception is that it’s fine when things disproportionally rewards SWFs.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    But in all fairness, if you're letting go of the gen to see the killer's aura with Inner Focus, you're letting go of the gen to see the Survivor with Empathy. Inner Focus will give the reliable intel re: which killer, where they're going, etc. while Empathy will give much better and reliable intel on the slugged survivor themselves. Think of IF as the jack of all trades, while Empathy is far more specialised for the task at hand.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    I actually said you can't argue in good faith that it doesn't deserve a rework for the overall health of the game, because it disproportionately punishes solo and actively encourages a playstyle which bypasses the game's mechanics. I said 'disproportionately punishes solos more than SWF & actively encourages a playstyle which bypasses a large majority of the game's intended mechanics' because we are talking about Knock Out, not because it reflects the end of my opinion. When discussing a single perk, I am going to talk about the single perk. I do not think Knock Out in it's current state is healthy for the game, and will gladly take a return to far older metas (can we bring back 200% RuinDying, actually, now that Tinkerer's been buried) if it means the perk gets a rework, alongside other things such as Blindness as a whole, for the overall health of the game. My point is not just 'it's fine'.

    You are arguing with someone who agrees with you, because the general perception is different. Glad we cleared that up.

  • TWS001
    TWS001 Member Posts: 272

    Thanks! I do like what Inner Focus does against it. Hopefully the build disappears soon so I don't have to even bother protecting against it!

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,957

    Slugging survivors isn’t bypassing game mechanics.

    The problem with slugging is that both sides of the game are sometimes stuck watching survivors bleed out on the ground.

    And this is why I keep saying that if a survivor is slugged for 60 seconds, they should get teleported to a 2v8 cage. That fixes slugging for the 4k, it fixes extended Knock Out slugging, and it fixes survivors that purposely place themselves in situations where the killer can’t reliably get them to a hook.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    slugging, in and of itself, is not bypassing game mechanics. extended slugging is because it completely ignores hooking. knock out is but one way this playstyle is encouraged - there are others, from the community and from the developers themselves - so is deserving of a rework alongside the other ways this is encouraged alongside further base-game changes, such as your caging idea. I do not personally ever believe Knock Out currently can be healthy - but I've been saying this since 2018 - and wish BHVR would slow down on new content and focus on making the current content we have fun

  • Mr_K
    Mr_K Member Posts: 9,293

    Blindness affects solos more than SWFs.

    We take that to mean that blindness affecting solos is bad. Instead, it just show SWFs breaking another game mechanic.

    Also, I find it odd people didn't know Empathy was a direct counter to this perk. But I guess I shouldn't be. Lack of empathy is normal in DBD.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,887

    This is bait, but I’ll bite

    In what universe does a perk designed to let you remove yourself from the game faster equate to voice communication? Because that’s the primary benefit of SWF

  • Devil_hit11
    Devil_hit11 Member Posts: 9,312

    coffeecrashing says that you need to be 4 man swf to get use out of the perk. my counter-arguement is that you don't need to be a swf. you only need to equip the perk. Killer tunnel your teammates, once they hit 2nd stage, you use the perk on them and take a hook state off your teammate. now the killer gets **** in time management. a single usage of this perk is still decent value since a killer has to additional chase to get your teammate out. 4 man swf only removes the risk aspect of the perk because typical mindset to counter this perk is to proxy camp survivors on death hook then hook the fresh hook person into 2nd state. if everyone has shoulder burden, you can eliminate the downside of the perk and rush gens by hooking trading.

    the perk gets even stronger vs killers that hook 1 person and slug. the 1 person that gets hooked has 3 additional chances instead of the 2. teams that run shoulder of burden+anti-slug perks are really tedious to play against if you adopt a hybrid play-style as killer. so this perk has now made me only slug or only hook and avoid hyprid play-styles. my problem is that i dislike slugging because most of the games that i have pure slugged, i have lost to good teams with 2E, 2 kills. so i don't favor said strategy but the perk punishes hooking. the teams that use the perk are kinda undefeatable.

  • alpha5
    alpha5 Member Posts: 458

    Yes. Generally, there aren't any lockers whatsoever around filler tiles.

  • TonTon
    TonTon Member Posts: 152

    The same could be said on killer perks that got gotta your just bias for your side

  • JonahofArk
    JonahofArk Member Posts: 60

    Imo knockout should be a hex kinda like third seal is.

  • hermitkermit
    hermitkermit Member Posts: 485

    I see what you did there. lol.

    Yeah I’ve been using empathy for a really long time as I find it to be a reliable source of info. Especially since it’s a free perk. But yeah it’s nice to see the survivor in chase so I know where it’s happening, I can see their animation if they threw a pallet down, I can see them working on gens or which gate they’re on and can take body blocks if need be.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,839

    Please read the rest of this thread before replying that I'm biased, thank you <3