The knight changes just aren't good

Rapid99
Rapid99 Member Posts: 326

I've been playing a whole lotta knight, he's pretty much my 2nd main after Sadako… these changes are just nonsensical, I'm sorry.

The whole problem is survivors can make you feel like you have no power at all with the standard grabbing, they cut down hunts in half. And now you're making it spawn quicker???

It takes more time to get into position and even draw out and start a hunt than the amount of time a survivor wastes running in a circle til the standard spawns. And that's even WITH call to arms.

This is like when you nerfed a bunch of gen perks to fight gen stacking and the 3 gen meta, but then just made gen stacking a requirement to get meaningful value out of gen regression perks.

You're making the standard spawn faster to fight against the double team scenario but in doing that you're just forcing knights to cause a double team scenario since using them to waste a survivor's time while you do something else, is completely pointless???

This is a straight up nerf to an at maximum B tier killer. Carnifex standard taking longer to spawn means NOTHING. You're NEVER using carnifex to hunt because you need him for pallets.

Where's the buff to let him use carnifex to break a pallet without despawning the other guard who's in the middle of a hunt? Where's the buff to let carnifex apply gen perks when kicking a gen, so that using a guard to kick a gen is actually something worth doing?

This just missed the mark entirely. Is this the sacrifice for pyramid head finally getting add-on reworks?

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Comments

  • AdamZ
    AdamZ Member Posts: 200
    edited July 2025

    As a knight main myself, im not sure abt the standard stuff, might be fine might be not, since we still dunno the numbers, and bhvr said "during double team scenarios" so it could mean that it only works once u are in the 8m radious of a guard.

    As for the carnifex buff, im pretty happy abt it, since there are moments where u only have the carnifex and u need to stop the other survivors from finishing a gen or u need to spread the pressure.

    "Where's the buff to let him use carnifex to break a pallet without despawning the other guard who's in the middle of a hunt? Where's the buff to let carnifex apply gen perks when kicking a gen, so that using a guard to kick a gen is actually something worth doing?" i also made a suggestion abt this before and it would be awesome if they implement it.

  • Rapid99
    Rapid99 Member Posts: 326

    This killer is buggy enough, I don't trust bhvr to be able to code in standard spawning quicker specifically in the double team scenario. Especially since they didn't even word it any differently all they put was "assassin and jailer standard spawn quicker".

    And if that's the case, the whole call to arms basekit stuff won't matter because you won't have a reason to make use of those longer range patrols, since it wastes more time than survivors will just running in a circle and grabbing the standard.

  • Abbzy
    Abbzy Member Posts: 2,817

    No they arent knights gameplay was changed with his last rework from antilooper only who spawns guard and then picer them from other side, now he can choose which guard he wants to play but you cant just spawn guard on loop and picer survivors he became harasser. Pincer tactic isnt that good on him because when guard chases someone he has circle around him and when knight is in that circle guards chase goes away 3 times faster so best way is use carnifex for utility and breaks, assasin for long chases, jailor for patrol and pince (he cahses longest 34 seeconds or so).

    The banner mechanic isnt longer needed because you dont chase with guard always as back then with knight and now they want to make it easier for survivor to dont run but to stay near banner and get it (getting banner is like free sprint burst plus timed invincibility), this change is kinda meh same as the one for clown I know knight and clown are annoying to face but they are even in top 15 killers maybe even top 25 strongest killers which doesnt makes sence. With knight there are loops (kinda god loops where guard cant get you either ones where you drop palett and you can vaulted on and on this will force guard to go another direction so its impossible for him to get you he cant go trough paletts like he goes trough window vaults, on some 2-3 level structure/buildings pincer tactic is hard as hell because guards circle kinda works like boon are it doesnt matter if you are on different floor when you are in it the chase timer goes still faster).

  • Abbzy
    Abbzy Member Posts: 2,817

    "Where's the buff to let him use carnifex to break a pallet without despawning the other guard who's in the middle of a hunt? Where's the buff to let carnifex apply gen perks when kicking a gen, so that using a guard to kick a gen is actually something worth doing?" i also made a suggestion abt this before and it would be awesome if they implement it.

    This would be great quality of life changes for knight. Thb I dont main him but in my opinion he was strong only in few moments of dbd history, back when 3gen was a thing and second was bug that you coud place guard on to of the lower height loops making him guarantee chase and hit.

  • AdamZ
    AdamZ Member Posts: 200

    Seems like u were right after all, he got nerfed pretty badly.

    Lets hope bhvr will revert it since i've already seen a couple posts abt this change, and it seems to me that everyone wants it reverted.