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If you hate Knockout, Lockers are your best friend
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.
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If lockers were that abundant Dredge would be pretty close to being a god.
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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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You cannot, in good faith, argue that a perk which disproportionately punishes solos more than SWF & actively encourages a playstyle which bypasses a large majority of the game's intended mechanics is not deserving of a rework for the overall health of the game.
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Or - and hear me out - we rework the Status Ailment which always has, and always will, massively and disproportionately punish solo que vs swf into something more universally useful, thus giving the perks tied to it more use in higher-tier play and making playing as solo que slightly less like being in a saw trap? I am obviously talking about the blindness status effect.
"Excuse" implies attributing a blame, a fault, and how something is less deserving of blame because of x, y, or z. "We should not encourage playstyles and perks which actively hinder what is already the weakest role in the game" is not an excuse for nerfing [blank], it's an example of common sense game design. There's a reason why people - not just _ mains, or players on _, or whatever random demographic is the new in-list to complain about (I remember when "entitled survivor main" was commonplace, lmao), but players from across the spectrum - believe the perk, and overall movement back towards the slugging meta like we saw with original DBD when DS was introduced and sabo was permanent - is not healthy for the game. I'm sorry your perceptions of us vs them are so warped you think people pointing out that things are unhealthy is an immediate cry for a nuclear strike from low-earth orbit and not a rework to retain perk strength while increasing usefulness and overall game health.
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If it was at all possible to reliably jump into a locker instead of a down, sure.
But if the argument is "always stay close to lockers to force a locker grab instead of M1" then that's kinda like saying "well, to avoid getting shot in the foot, just hack it off."
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Ah, there's the random demographic we're pulling out of our asses now. Predictable.
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I should not have to go down intentionally inside a Locker to counter a terrible designed Perk which should not have any place in this game.
Post edited by Aven_Fallen on9 -
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.
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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.
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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.
Well, yes! This isn't the "gotcha" moment you think it is, I agree! SWF and Solo should be as equal as is possible, with killers balanced around one far more even survivor power level as opposed to two separate levels. It hasn't worked for 8 years and it won't work, ever. If something disproportionately benefits or penalises solo/SWF, it should be reworked and adjusted to make it healthy for the game. Within the last, like, 5 years I do not remember ever arguing differently.
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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.
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Now why on earth would we want to delete the ability to play with friends in a co-op game, the only thing realistically keeping this game going (even licences aren't having much effect anymore lol) when we could instead embrace the fact that people will play with their friends and balance with this in mind? Solos deserve a ping system (all survivors do tbh, especially to help bridge the comm difference between your average Joe group of mates playing twice a month and the comp team clock callouts) with basic things like "Not that way!" or "Gen over here!" or "I've found a Hex Totem!" or "I've dropped a Pallet!" - you get the gist - and once this exists we can rework core systems accordingly. Mandatory secondary objectives, map rebalancing, killer rebalancing, Status Effect changes, etc etc. Playing with friends in a team is a fundamental part of DBD's identity - if it wasn't intended at the start, it sure as hell is now.
Also, "babies"? Girl I beg you to get more original with your insults - at least come up with something funny if you're going to contribute nothing to the conversation. And where did I even suggest crying about it in the first place?
You forums newcomers are all so reactionary lol
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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.
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if every soloq player bring shoulder of burden, it's same as swf.
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Yeah because killers are never complaining. They never caused survivor nerfs. Bully survivors are ruining all fun!
Now back to topic, you really can't choice where to down. If killer caught you on the area with no lockers, there is nothing you can do about it. This perk need to go, no perk should harm solo survivors more than SWF survivors.
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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?
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Wouldn't Empathy be better then? It shows all injured and dying Survivors within 128 metres no matter if they're hidden by Knockout.
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So Empathy doesn't get blocked by Knockout blindness? Good to know!
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Beyond the fact that solo q really isn’t coincidentally bringing 4 shoulder the burdens to the same game….
- 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.
- 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.
- 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).
0 - 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.
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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.
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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.
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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.
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Hot take the go next/give up epidemic wouldn't be nearly as bad if playing solo didn't feel like grating your own nutsack and if solos got actual QOL updates instead of constantly being shafted over and over by killer, perk, and map designs, and if we focused more on improving the survivor experience (with particular emphasis on solo) instead of shoving new licenced content to the playerbase every 3 seconds the game would be in a substantially healthier place. Recent changes have been focused on making the game feel less fun to play more than anything and when you're trying to make a live service game last you want it to be fun so that people keep playing.
Post edited by GoodBoyKaru on6 -
Not even that saves him. You are way overrating his strength.
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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.
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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.
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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.
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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
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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.
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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?
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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.
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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.
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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.
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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!
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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.
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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
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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.
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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
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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.
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Yes. Generally, there aren't any lockers whatsoever around filler tiles.
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The same could be said on killer perks that got gotta your just bias for your side
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Imo knockout should be a hex kinda like third seal is.
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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.
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Please read the rest of this thread before replying that I'm biased, thank you <3
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