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New Knockout (And Demogorgon)

Iron_Cutlass
Iron_Cutlass Member Posts: 3,866
edited April 2025 in General Discussions

Some of you Forum regulars are probably going to know where this is going… I am a Demo main.

In all seriousness, Ive been trying the new Knockout with Demo to really see how it compared to some of the alternative perks I have been using within my builds and honestly the new Knockout is… (drumroll please) meh.

Okay, the concept of the perk is fine but there is are a lot of fundamental issues that prevent this perk from being good.

Very rarely does it make the difference between getting and not getting a hit when it procs, that is, if you can even get it to proc, for whatever reason insta-breaking the pallet with Shred as soon as it is dropped does not proc the effect, since the pallet being mid-drop animation is not treated as "drop". And here is the thing, the Killers that are going to get the most value from this perk are Killers who insta-break pallets and/or zone, and their own powers fundamentally counter the perk from proc'ing.

One of the perks that this is having to actively compete against is Forced Hesitation, which even though it has a harder proc condition, I find that the value is insanely good since it's 20% Hindered for 10 seconds as opposed to 5% Hindered for 5 seconds. Since Forced Hesitation is a sleeper pick (barely anyone runs it), I tend to get decent value from players who do not suspect that I have it, or I get value from Survivors going for Flashlight saves (their own hubris working against them).

"Okay, well the main intent of the perk is to stop pre-dropping/pre-running," would be a fair argument if the Hindered was more substantial or lasted longer, since you hardly get punished for pre-dropping pallets from a long distance away. Nor is it the perk's sole intent since they dont even add a range requirement for proc'ing the effect, so to some capacity it is intended to be a chase perk.

Obviously, I have concerns over this perk being oppressive if they buffed the numbers on it too much, especially with high mobility Killers, so I really dont know what exactly they could do with the perk.

So, for those who want a TLDR; the perk provides minimal value when it procs, but getting it to proc is an issue since there are many things that prevent it from working, and other perks are generally better, meanwhile the perk cannot be buffed significantly otherwise it risks becoming oppressive. Yesh, that's tough.

Also sidenote, can we also get the "flavor text", perk icon, and perk name changed since it really does not make sense for what the perk's current effect is.

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Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,848

    Knockout's effect doesn't trigger if the pallet is broken before the survivor runs away (but it does trigger if they leave during the kicking animation before it's broken). So if you are insta-breaking pallets as they're dropped with Shred then Knockout will never work. So it's actually not good with things that break pallets quickly.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited April 2025

    If the pallet is broken before the Survivor runs away (but it does trigger if they leave during the kicking animation before it's broken)…

    Except it sometimes would? Dont get me wrong, DBD is DBD, so there are bound to be bugs and glitches, but I think it is the lack of consistency that really frustrates me more than anything, since there are times where it should have proc'd and didnt, and times where it shouldnt have proc'd and did. But Ill give it the benefit of the doubt since I sometimes misread perk descriptions (and even in other games, such as YuGiOh I have this issue).

    And even if, Brutal Strength reduces the amount of distance gained more than Knockout does. Ive tested it even on M1 Killers and Brutal just seems better and more consistent. Like this perk definitely needs something because in it's current state it just gets severely outclassed by all perks similar to it.

    I also want to make it abundantly clear that Im not asking for "old Knockout" back, the perk was poorly designed and was long overdue for a rework, but I was just kind of hoping for more with the new Knockout, and I waited before giving my final thoughts on the perk since PTBs are not a good metric of a perk's strength due to the lack of any form of matchmaking.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,848
    edited April 2025

    Weird, and for what it's worth, it is definitely bugged at least in some way because the hinder actually lasts 6 seconds and not 5, so there's that.

    I had a friend kick a pallet normally (immediately after I dropped it) and I waited to leave until it was fully broken and didn't get hindered. Then I tried again except this time I ran away during the break animation and I did get hindered. Wouldn't surprise me if it was inconsistently bugged or something. I definitely agree that the new effect doesn't fit the name or theme of the perk at all.

    edit: just tried like 6 instabreaks with Demo immediately after pallets were dropped and it never triggered

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited April 2025

    I personally would file a Bug Report but the Forums policy on Bug Reports changed and unfortunately my Player Log is not saved since I run the game through Proton and the container which would have my Player Log does not have one.

    Ive posted about this being an issue for many different Linux users but the Forums seems hell-bent on keeping the policy since DBD is technically not designed for Linux despite the fact that there is a Linux build for the Steam Deck. And whenever I bring this issue up with Support or other BHVR individuals, it goes nowhere, so I just straight up cannot file Bug Reports whatsoever. So yippee, I guess. :|

  • Mr_K
    Mr_K Member Posts: 10,350

    They could of come up with something better but rushed it.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    I like the concept of the perk, I just think it needs some aspects of it improved.