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Knock Out Change, Why?

SaltyNooty
SaltyNooty Member Posts: 331
edited April 3 in General Discussions

As the title says, why did Knock Out get changed? This was COMPLETELY unnecessary and EXTREMELY overpowered.

image.png

Do you know how PUNISHING this is for any survivor of any level, regardless of how skilled you are? 5% Hindered Status is completely unfair and unwarranted; this change was NOT needed at all.

This makes ALL Pallet loops unsafe and unviable. God pallets, Killer Shack, anything with a pallet is basically an unsafe loop; or, in often scenarios, a free hit/down for the killer. Especially against high-mobility killers or an already bloodlusted Killer.

6 meters is too small a range to stay inside to avoid getting affected by this and personally, it shouldn't even BE here at all. This is basically just a freebie thrown to the killers and punishes any survivor who tries to use the pallet to make distance.

Who thought this was a good idea 💀

EDIT: Not to mention, this has absolutely NOTHING to do with knocking down a survivor, which was the entire point of the perk originally???

Comments

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 3

    Hard to say. If you stay at the loop, the perk does nothing (ie if you're running the loop). It seems to be aimed towards punishing pre-droppers who just drop and then w to the next loop. I suppose it can hurt if you drop and the killer immediately breaks, but you already have a 6 meter headstart while they are stuck in the breaking animation before your 5% speed penalty begins.

    I'd say it's be a big investment, but Knockout + Game Afoot would be a silly combo. Survivor drops pallet, killer kicks pallet and gets 5% haste, and survivor gets -5% haste once they flee. Yikes. Again, takes up TWO perks to do this and only works vs the obsession, but a combo worthy of shenanigans.

  • upsideinsanity
    upsideinsanity Member Posts: 166

    Yes it was aimed to stop predropping and running but there are pallets you literally CANNOT loop at which is why they are called god pallets. (think bottom of the stairs on midwich, upstairs in ormond, upstairs in Eyrie). There is absolutely no way to loop them, you HAVE TO drop and run.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I'd say it's be a big investment, but Knockout + Game Afoot would be a silly combo. Survivor drops pallet, killer kicks pallet and gets 5% haste, and survivor gets -5% haste once they flee. Yikes. Again, takes up TWO perks to do this and only works vs the obsession, but a combo worthy of shenanigans.

  • SaltyNooty
    SaltyNooty Member Posts: 331

    Yeahhhh…. 6 Meters ain't ANYTHING any killer, lmao. They can close that distance ABSURDLY fast. That isn't an upside at all.

  • Reinami
    Reinami Member Posts: 6,598
    edited April 3

    actually a pallet break adds a lot more than 6 meters. A pallet is about 3 meters in size, if the survivor is on the other side of the pallet, thats 3 meters. Breaking a pallet takes 2.34 seconds. During that time, a survivor moving at 4 m/s can move 9.36 meters, when adding the 3 meters or so it becomes 12.36. Lets round down and say 12 meters.

    The way lunges work in dbd, is that they increase your movement speed to 6.9 m/s for 0.9 seconds, and then you do your attack. (the speed is slighly slightly less for 4.4 killers but it still rounds up to 6.9). An attack extends out about 1 meter. During the 0.9 second lunge, a survivor can travel 4 m/s x 0.9 = 3.6 meters. The killers attack box extends out 1 meter, so to hit the survivor the killer must be within 4.3 meters of the survivor to hit them.

    So, in summary. Breaking a pallet, if the survivor just runs in a straight line to the corner, the killer has to close a gap of 12.36 - 4.3 = 8.06 meters. Doesn't sound like much. But killers gain only 0.6 meters of distance per second of chase. So closing that gap of 8.06 meters is going to take 13.43 seconds.

    For context it takes about 30 seconds to cross from one end of a map to the other. So you can cross 1/3 of the map in this time, plenty of time to reach yet another pallet or loop.

    13.43 seconds is a long time in dbd. Thats 3 survivors working gens for 13.43 x 3 = 40.3 seconds. That single pallet break, even if the survivor just runs to a corner of the map in a straight line, will cost the killer almost half a gen to land that single hit.

  • SoGo
    SoGo Member Posts: 4,233

    Even if you manage to loop around a pallet for 5 seconds, this perk does nothing.

    I'm surprised there isn't more of an outrage about Hex: Nothing But Misery, since it's worse in that regard, but I guess people figured it's trash lol.

  • MarbleThrone
    MarbleThrone Member Posts: 962

    The perk's name, description and flavour text all make no sense anymore. They really need to change them.

  • MrMori
    MrMori Member Posts: 1,917

    Knock Out destroyed solo players, and less experienced ones even more so, while stronger players and coordinated SWFs didn't care in the slightest since they already have all the info that knockout takes away from solos. I think it's a fine change. But the perk is awful now, and it definitely should work even if the pallet is broken within 6 seconds of it being dropped. Especially considering Bubba will be doing that a lot with his chainsaw, and now his own perk doesn't even work if he's shredding pallets in chase with his chainsaw as survivors predrop them.

  • MaddieMage
    MaddieMage Member Posts: 691

    Knockout was unhealthy and mainly used to grief people and 4 man slug and bleed everyone out. It needed to be changed and I’m glad they did. I think the criticisms of this new perk are valid but knockout definitely deserved the nerf.

  • SaltyNooty
    SaltyNooty Member Posts: 331

    Right, Right. When you play a match and have to drop a pallet so you don't go down and there's another tile you can go to to keep the chase going, but the hindered status kicks in so you go down anyways BECAUSE YOU COULDN'T GET TO THE LOOP IN TIME, THEN you can tell me what i just said was a "Joke."

    Cause no one's laughing.

    Did Knock out need to get changed? Yes. Was this the way to do it? NO.

    There were so many different ways they could've handled knock out, but instead, they decided to punish survivors for dropping a pallet at all and reward killers regardless of whether that pallet is broken or not.

    This is flawed in 3 different ways.

    1. This is just equating for basic M1 Killers, meaning killers with ranged attacks like Deathslinger, Huntress, Demogoron, Nemesis can still make that.

    2. This is under the assumption that the killer BREAKS that pallet and doesn't include the equation of the speed survivors would travel WITH the hindered status. Not to mention, your whole equation proves my point. If a pallet is 3 Meters, and the range is 6 Meters, you're GOING to get the hindered status if you try to loop around a dropped pallet, meaning you get punished for dropping.

    And, in the screenshot provided. It says "If a Survivor moves 6 Meters away from that pallet within 6 seconds, they recieve a 5% Hindered status."

    So, even momentarily LEAVING the range of the pallet just to tightly hug the loop in the assumption the killer doesn't break the pallet and goes around; You still get hit with that 5% hindered status.

    3. This doesn't account for bloodlust. It accounts for base speed of possibly, a 110% killer (Naturally, i could be wrong on this. You seem more knowledgable on that fact so feel free to correct me if I guessed wrong.)

    All in all, my point stands as your statistics confirm. This makes ALL loops EXTREMELY UNSAFE.

    Ah, yes. Let's buff a perk to further damn survivors for trying to make distance on a loop, knowing full well how oppressive this perk is.

    Wonderful idea. 😒

  • AimsKey
    AimsKey Member Posts: 25

    Not all, but a majority of killers used it only to slug and leave them for a 4 slug or at least make it a 3 player game, keep 1 player down at all times. It was zero fun and unecessary and you couldnt combat it (unless you were a SWF). There are ways to still do similar, but you CAN combat those perks or they have less influence. Thats the difference to me, which makes it more acceptable.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    It needed a change because of the excessive use to just bleed people out.

    And if I had to guess, this rework is designed to combat the "pre drop and hold w" play style that killers constantly complain about. (Which, as an aside, is literally "how comp DbD is played at the highest level of survivor", so I always found this to be an interesting complaint anyway).

  • Bodark
    Bodark Member Posts: 283

    It’s not April Fools anymore lmao. This perk is almost entirely useless and one of the weakest perks in the game.

  • SaltyNooty
    SaltyNooty Member Posts: 331
    edited April 3

    Right, but you know why you NEVER see any survivors using it?

    The answer might shock you… Lightborn.

    Y'know, the perk that came with the 3rd killer of the game? the most accessible, base-kit available, perk for killers and that negs all flashlights, flashbangs, fire crackers and all that…? Yeah. That.

    Also, while you're right, you're also wrong. While Champion of light does give you a haste boost, it only works when you're shining a flashlight…and as most people know, when shining a flashlight, you move incredibly slow.

    So, CoL isn't as groundbreaking as you think it is.

  • SaltyNooty
    SaltyNooty Member Posts: 331

    Oh, wow, someone who chooses to downplay the ability of the perk by what I can only assume is intentional ignorance.

    When you run a couple matches with the "Most weakest perk in the game" and find yourself getting downed before you can get to a pallet, then, you can ride that horse all day long.

  • Yippiekiyah
    Yippiekiyah Member Posts: 588
    edited April 3

    It only needed the blindness removed so that it doesn't shaft solos. The other effects (slower crawling and recovery) could have just got the numbers buffed to compensate.

  • Bodark
    Bodark Member Posts: 283

    This perk has never once made a difference. It will never and I mean NEVER stop you from getting to a loop if you know where it’s at. If you don’t make it, then you weren’t gonna make it anyways. 5% is irrelevant. It should be 10%

  • SaltyNooty
    SaltyNooty Member Posts: 331

    Alright. Seems like you're thoroughly convinced there's nothing wrong with this perk, so you keep telling yourself that and see where that gets you. 👍️

  • Bodark
    Bodark Member Posts: 283

    Just got done using it 10 more times to try and see if I was wrong. Nope, never made a difference at all.

  • MrMori
    MrMori Member Posts: 1,917
    edited April 7

    Alright, the way you're typing makes it seem like the perk is completely and obviously broken and anyone with half a brain known this. I assume you've either played lots of games against new Knock Out and the hinder made a significant difference in chase, or that you've played a ton of matches using it. Because if you haven't then it's everyone's word against yours, none of this means anything until we've tested the perk properly.

    I've at least watched plenty of players use the perk and honestly the effect is incredibly mild. It's 5% hinder and it's only lasts 5 seconds, it doesn't make a difference when it comes to reaching the next tile comfortably. I've tried it myself, but I tried it on pallet breaking killers like Bubba, but it doesn't even work if you instabreak the pallet after they drop it. I'll actually put the perk on and try it out for real on a whole bunch of killers and come back and see if it really is as strong as you say.

    I just don't think the distance lost is that significant, and that the fact that it doesn't work when the pallet is broken removes any synergy it would have with killers that actually could benefit from the perk.

  • zarr
    zarr Member Posts: 1,088
    edited April 9

    I really liked old Knock Out and didn't think it was a problem, quite the contrary (although I do admit that it disproportionally affecting solo groups was an issue). I would take a revert in an instant.

    New Knock Out is boring. It doesn't encourage a unique strategy, doesn't provide a unique effect, appeal or impact like it originally did. And it has nothing to do with its name, icon or Texas Chainsaw Massacre. Just another lazy movement speed-based adjustment.

    Its effect is also lackluster. 5% Hindered for 5 seconds just doesn't do enough, you'd be objectively better off using Brutal Strength in the majority of cases. For reference, Freddy's snares afflict a Hindered effect more than twice the strength of KO, for just under 5 seconds, and it's far from the case that any snare results in a hit. And they can be used whenever and wherever, whereas KO is very limited in its use cases.

    Yes there are a few killers it can be uniquely beneficial on, because they don't have to break pallets (mostly Kaneki and Wesker, but also ranged killers that can play around dropped pallets like Slinger and Huntress), but then the pallet tile has to be big enough to proc KO, and those tiles are usually safe if left unbroken.

    I don't know what kind of experiences you have been having, and as with most posters on these forums you are not providing any footage and evidence, but in my (admittedly limited) experience with the perk so far, it is rather negligible in most cases and not at all worth the slot. Even on Kaneki, the one killer where KO is pretty potent, Brutal just seems a lot better because it's a lot more reliable.

    What really ruins the perk however is the fact that it doesn't activate if the pallet is destroyed before the survivor leaves its range. This immediately disqualifies the perk as useful on a whole range of killers, including Bubba himself, but also killers such as Knight, Demo, Nemesis, …, and it also opens up general counterplay for survivors who could stay within the range of the pallet until the killer has broken it, and only then run away. Mind you, I imagine they'd usually lose more distance doing so than KO would make for (since again 5% for 5 seconds isn't much at all), but situationally it could be beneficial, such as in the regularly-occurring case that the survivor has to wait around the pallet anyway to make sure the killer is actually committing to breaking the pallet.

    To provide something in the way of evidence, here's a Clown main arguing the perk is not worth it and showcasing some gameplay (and Clown is one of the killers it would seem best on, since survivors regularly have to pre-drop pallets against him and he can then play around them stacking KO with his innate Hindered/Haste effects):

    What is more telling than anything else to me here is how rarely Knock Out even procs in the first place, let alone whether it actually is impactful enough in the cases where it does.