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The Knight + Addon Changes

Blueberry
Blueberry Member Posts: 14,459

How do y'all feel about The Knight currently? Both in terms of power and fun, against and as. Changes you'd like?

He's a killer I've always wanted to like but just feels so incomplete.

  1. Call to Arms still needs to be base kit. I can't emphasize this enough. He actually has some more interesting addons now, but one addon slot is basically permanently closed as you must take Call to Arms. This is even more emphasized now that they have pushed his split pressure play style even more.
  2. I really think Knight suffers from too low of a skill ceiling and needs some form of skill expression added into his kit. I think we could do this by having his guards movespeed scaled based on proximity of detection to the survivor. IE the closer the survivor is to exactly the initial place spot when the survivor is detected the faster the guard is. This rewards the Knight if he better able to gauge the survivors location through his hearing when trying to place it on them. You can even add a stipulation of it only functioning when The Knight is at least 24 meters away or something so this is non existent if he's trying to place it at a loop. This would increase his skill ceiling a lot.
  3. Town Watches Torch really needs to be base kit. Without this addon you're literally a killer that just keeps 1 person busy as you walk around as an m1 killer with no power. Not only is this boring but its weak. Torch actually gives you some play potential from the Undetectable. You can basically never take this addon off.

While we got some well improved addons, there's still many severely lacking I'd like to look at.

Knights Contract - Causes a Guard to linger around for 8 seconds after completing a Guard Order, triggering a Hunt, should he detect a Survivor in that time.

This just feels so irrelevant and I can't think of why you'd want to run this. Give it an additional affect that your guard kicks now apply your perks as well. Now it's solid. We still have a gen kick limit so this doesn't seem overbearing at all.

Blacksmiths Hammer -Causes Survivors damaged by a Guard during a Hunt to suffer from the Broken status effect for 60 seconds.

Guards realistically do not get hits. These effects are irrelevant. Unless we implement my #2 change from above this needs to be changed. Make it so The Knights basic attacks while another survivor is being hunted apply the Broken for 60 seconds. Done. Easy.

Broken Hilt - Survivors damaged by a Guard suffer from the Hemorrhage and Mangled effect for 70 seconds.

Again, same problem. Guards realistically don't get hits. Fix is the same as Blacksmiths Hammer. The Knights basic attack while a survivor is being hunted apply the affects. Done. Easy.

Flint and Steel - After summoning the Carnifex , The Knight can see the auras of survivors within 24 meters of downed pallets for 8 seconds.

Completely useless. Pallets are basically never left down. Keep the effect, reduce the radius substantially to like 8 or 10 meters and make it either destroyed pallets or pallets still up. This makes it either really good early and bad late or bad early and really good late. It's also only 1/3 guards.

Healing Poultice - After summoning the Assassin, all survivors within 8 meters from the guards initial position have their aura revealed for 8 seconds.

This is almost never seeing value. It's again only 1/3 guards as well. The range of reveal needs to be upped substantially.

Jailer's Chimes - After summoning the Jailer, survivors that cross his patrol path have their aura revealed for 8 seconds.

This is literally a meme. Drop the aura reveal to like 4 seconds but make it just trigger on any survivor coming within like 8 meters of the patrol path. Again, we have to keep in mind that this is only 1/3 guards, not them all.

Sharpened Mount - Increases the time it takes for the banner to spawn by 15%.

No one takes this and no one would even if we increased the number. Make it so the banner also emits a 32 meters TR. This would at least give some more perk synergy and allow for more mind games.

Post edited by Blueberry on

Comments

  • Ashy__Slashy3
    Ashy__Slashy3 Member Posts: 41

    I love healing Poultice. I get value from it a lot. Picture it like no where to hide and deadlock in one on a mini legion.

    You can use assassin to damage the gen, preventing survivors from immediately jumping back on the generator to stop the regression like they can with Carnifex, then since their aura is revealed, you can immediately switch to jailer and send him off to attack a survivor

  • Ashy__Slashy3
    Ashy__Slashy3 Member Posts: 41

    As for sharpened Mount I think it's actually enough time to secure a double hit on someone who got unhooked and sorta ever so slightly stopping Hex's from being destroyed. time stamp 3:11 https://youtu.be/NXwF3KryaYs?si=EXyaJJfEPjWq3eoo

  • Blueberry
    Blueberry Member Posts: 14,459

    That was a great play, but Sharpened Mount had nothing to do with that play at all. Like zero.

  • Blueberry
    Blueberry Member Posts: 14,459

    I mean a Deadlock for like 3 seconds? I think calling that even a mini Deadlock is an extreme stretch. Also there's a very high cost in what you're giving up for that, not just in what the perk offers. Like that isn't even giving a fraction of the value you're getting from say Call to Arms or Town Watches Torch.

  • EzenDBD
    EzenDBD Member Posts: 10

    I feel like Knight is in an overall fine spot, just personally I find going against him dreadfully boring because running away from an AI that just chases in a straight line is pretty uninteresting to me, especially when it results in a hit at the very last second. I just wish there could be a bit more interactivity on the Survivor side that feels more engaging without it resulting in any kind of nerf to the Killer's side as a result.

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 13

    I mean most people put Knight in C or D tier, that's really bad and needing significant improvements imo. Unfortunately by his core design I don't know how to improve the experience of being chased by the AI.

  • Ashy__Slashy3
    Ashy__Slashy3 Member Posts: 41

    I use healing Poultice with call to arms. I personally like the add-on as is.

    3 seconds of gen stopping is enough time to get Jailer to chase away another survivor because assassin doesn't disappear while Jailer is out because he's damaging a gen and the aura from assassin allows you to flank better or go after any other survivor if they were doubling up on a gen

  • Ashy__Slashy3
    Ashy__Slashy3 Member Posts: 41

    Darn. Well if that's the case then it could use a buff then but until I find out the timing behind it all, I just can't help but feel it did help summon the guard faster for a Roxbury hit xD

  • EzenDBD
    EzenDBD Member Posts: 10
    edited April 13
    Post edited by EzenDBD on
  • Philscooper
    Philscooper Member Posts: 273

    i genuinely wish canceling his power if you ######### up or dont find anyone should give a cooldown

    that means you cant no longer just spam your power until you hear a generator being worked or vice versa, even artist has a cooldown if you place a crow but refuse to use it, for a few secounds, knight doesnt have that

    i would also wish that he would have more of a universal cooldown per power since, he got 3 major that he can somewhat always use, especially Carnifex being 20, its honestly pretty rare to find a knight killer and either have them not spam any guard possible 24/7 or never be on cooldown since, why wouldnt he?

    he doesnt really get punished for using them and failing besides a cooldown which he doesnt get effected because he got two other guards he can always use. and at 20-30 sec later he can redo it all over again

    if there wouldnt be so many other horrid killer designs, knight wouldnt be so high on the light, im just glad its not a singularity or kaneki killer

    the only real problem i have is his oblivious addons, i never can tell if its the perk or addons since its so spamable. maybe both.
    give it a cooldown so not everyone is constantly oblivious just from his addons.

  • sanees
    sanees Member Posts: 846

    I agree, the knight feels a bit clunky, and coupled with the fact that you are literally tied to certain add-ons makes it more boring.

  • Blueberry
    Blueberry Member Posts: 14,459

    So you’re wanting to nerf an already bad killer with more cooldown? Also nerf his Undetectable addons? Town Watches Torch giving him Undetectable on guard hunt is the only thing making him barely functional. Without that addon you’re literally just an m1 killer with no power trying to run people down while they hold W from a mile away.

    What would you be giving to compensate for this loss?

  • Blueberry
    Blueberry Member Posts: 14,459

    If that addon did function that way and sped up the guard hunt activating that would be a good addon, unfortunately it does not. We also probably can’t do that because people would complain about more AI guard hits for no skill.

  • Callahan9116
    Callahan9116 Member Posts: 396

    C tier killer.

  • Philscooper
    Philscooper Member Posts: 273

    hes not a stealth killer, hes more of a varsetile lethality killer that has one guard for every situation

    so i dont see why he was even given such addons in the first place, if he actually needs those to be good because "survivors hold w the moment they hear their tr" (not like thats kind of every killers problem who even have a tr), then i dont know why hes giving such addons and not every other killer aswell like clown or unknown.

    besides that, you can easily just put a guard around or infront of where they are going to run. i dont see why knight should get such treatment in that apartment. Knight mains use that addon and kill just fine so idk why you think its a "must have"

    if you want stealth addons, sure, but dont make them spammy or stronger then perks are, huntress undetectable addon after a reload for 30 secounds is honestly the perfect example, you know what triggers it, its only one addon and, while spamable, its not as easily abusable as the knights addons.

    for the compensation buffs, i would like to give the fallowing examples.
    if you use the jailer to patrol an area, he wont get a cooldown penalty,
    if the jailer finds a survivor, even if the survivor escapes, they get their cooldown reduced by 5 secounds
    remove the penalty and reduce the cooldown for the carnifex for busting down generators, pallets, breakable walls. by 2 secounds
    removing the penalty and reducing the cooldown if the assain successfully hits the survivor on a hunt by 3 secounds

    if you dont use the right guard for the situation, then you should accept that you suffer a longer cooldown since you want to spam a guard on all pallets, this would also counter guard spam patrolling brainlessly or just hovering around a gen/hook without much of a consequence.

    this would also push the idea further that you should use your guards for the proper situations and get rewarded for it. rather then brainlessly spamming them for one thing and one thing only like most people did on the PTB.

  • Green_Sliche
    Green_Sliche Member Posts: 820

    Sadly C is too generous for him right now. He is D- or E+ killer which is a beginner only pub stomper.

    The entire ''idea'' of applying pressure on two survivors does nothing as Guards almost never catch survivor and Knight on his own is an M1 killer. He needs a proper change to be somewhat viable again.

    Old Knight had the ''pincer'' type of playstyle which was also bad but somewhat usable. New Knight has an ability to ''shuffle'' guards but most of the time his power is only good for breaking pallets or keeping someone ''occupied'' for a short amount of time. He isn't really mobile and the ''haste'' effect that he gets while channeling the guard path doesn't compensate the time and distance lost while doing so.

    It's sad sight since aesthetically he is great killer but gameplay wise he is a bad M1 with M2 juggle power which is also quite bad.

  • Blueberry
    Blueberry Member Posts: 14,459

    "hes not a stealth killer, hes more of a varsetile lethality killer that has one guard for every situation"

    That's a very generous way of saying he keeps one person busy while we walks around as an m1 killer with no power.

    "if he actually needs those to be good because "survivors hold w the moment they hear their tr" (not like thats kind of every killers problem who even have a tr), then i dont know why hes giving such addons and not every other killer aswell like clown or unknown. "

    Other killers don't have it so he shouldn't either or vice versa? What? lol. Killers are different. Killers get different things. That isn't an argument for why he should or shouldn't.

    "besides that, you can easily just put a guard around or infront of where they are going to run. i dont see why knight should get such treatment in that apartment. Knight mains use that addon and kill just fine so idk why you think its a "must have""

    Knight is very bad. Knight mains are not doing "just fine" lol.

    "if you want stealth addons, sure, but dont make them spammy or stronger then perks are, huntress undetectable addon after a reload for 30 secounds is honestly the perfect example, you know what triggers it, its only one addon and, while spamable, its not as easily abusable as the knights addons."

    The meme addon that's bad and no one uses? That's the good example?

    "for the compensation buffs, i would like to give the fallowing examples.
    if you use the jailer to patrol an area, he wont get a cooldown penalty,
    if the jailer finds a survivor, even if the survivor escapes, they get their cooldown reduced by 5 secounds
    remove the penalty and reduce the cooldown for the carnifex for busting down generators, pallets, breakable walls. by 2 secounds
    removing the penalty and reducing the cooldown if the assain successfully hits the survivor on a hunt by 3 secounds"

    While these are buffs, they're so minuscule that they accomplish nearly nothing.

  • Ashy__Slashy3
    Ashy__Slashy3 Member Posts: 41

    I just want healing Poultice left alone tbh. But the patrol add-ons need to go which are like 3 if I remember correctly. Jailer's chimes and 2 outta 4 of the brown ones that boost the guards for doing nothing

  • Blueberry
    Blueberry Member Posts: 14,459

    Yeah that's fine and reasonable. Unfortunately his best addons are all green and below imo. His very rare and ultras are all disappointing to me.

  • XDgamer018
    XDgamer018 Member Posts: 698

    i fully agree with this. While the rework was needed it gutted him without any compensation woohoo we can switch guards on will. yeah so can vecna and dracula without the downside of having to spam ctrl. imo if bhvr wants the guards to work on their own they need to be faster, have better ai/pathing and torch should be fully basekit together with dried horsemeat.

  • Blueberry
    Blueberry Member Posts: 14,459

    Yeah I feel like Torch and Call to Arms absolutely need to be basekit. Call to Arms is what enables the exact play style they want and without Torch you’re just the m1 killer with no power walking around as survivor all pre run you from a mile away.