Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
basically just Artist without the cooler long range snipe potential
http://www.twitch.tv/ScottJund
source
Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
basically just Artist without the cooler long range snipe potential
http://www.twitch.tv/ScottJund
source
Can't they just make it so survivors can't see the path like maybe see when the killer enters ability but not see the green orb.
This would be my suggestion, the summoned guards have unique abilities once you reach a use threshold like 3 secs or something. Firstly no path aura trail it is stupid and makes no sense, second each of the guards have a unique ability not just breaking things quicker, deep wound or lasting longer. With that in mind I have two versions, first one is the strong version they keep the whole endurance speed boost if you break the banner thing but make it actually a priority for the survivors to break the banner. Guards place their banner down where they initially spawn and do not disappear for a full 30 secs and when they spot someone they do not disappear until either the survivor is injured/down or banner is destroyed. You can disable the original guard at any time and if enough time elapses you can summon another one that is different from the original while the other one still roams. The Carnifex will do the other stuff such as breaking stuff quicker however when it chases someone it is much slower but it can go straight through walls, obstacles anything . If it hits the target he disappears and place a banner down where they originally spawned its location glows white to the hit survivor (so if it spawned ages away sucks for you) the person hit is unable to be healed by anyone till the original banner is destroyed. Assassin, is invisible up to a certain distance and if it spots you will eventually catch up as it will bloodlust including having bamboozle, so either you drop a pallet on the assassin or you find a way to the banner, while the assassin is chasing someone the banner will glow white to all survivors so that hopefully someone can save you. The jailer creates a aura around them that locks down all nearby generators, they take 20% (probably needs tuning but idk) longer to repair and start to very slowly regress until the jailer is removed. If the jailer spots someone the aura effect magnifies in size and effect, making all gens unable to be worked on at all while making the regression much worse. When this happens it’s banner glows white. The jailer is around medium speed will eventually catch up but takes awhile mostly you want to not be spotted or remove him due to aura. If the jailer catches the player and downs them it will place the survivor in a cage where it will take the fellow survivors longer to get them up if they wanted before you get back and teleport back to its banner where it will continue to patrol its original location for a renewed duration. This makes using your power farther away stronger as placing the banner farther away from yourself more rewarding as it makes the banner harder to find and it’s path longer. The more guards you have out the slightly slower you are and you can pick between the guards (idk about this one but I like the idea losing some chase power for map pressure). The second less interesting version is just add the effects I mentioned before but lessen the duration for how long they can stay out also remove the banner and aura of the path. I personally like the first one more as it fits the general of the dead aesthetic more.
I do think The Knight it's self needs a few changes like removing the green orb and the detection ring for survivors and by removing the green orb and make it audio cue but non directional cuz the guard is gonna have a delay before he can go after the survivor
I think it would be great if they made a separate button to place a guard immediately at your position or order it to break a pallet/damage a generator without putting your sword to the ground.
5:10 this has always been an issue with dbd, I feel like this killer just emphasizes it in such a way that it's even more noticeable.
Feeling the Pinhead issue here, where even if I use my power as intended (landing a chain or getting the guard to lock on, which are both quite difficult to do AND incredibly punishing if I miss), I was left standing still for so long that I’ve lost most of the distance I was trying to cover with my power and now we’re back to where we started.
Haven’t played DbD in a month and it’s precisely for this reason, the maps. No matter what new killers and bandaid perks BHVR releases, the maps remain to be dog shit.
Nash equilibrium
As a survivor main watching this killer they should get rid of the radius ring of the guard and make the power harder to see
Honestly I’m saddened by the knight upon reading his power I had believed it would function more so like an ability you click and activate which then leaves behind the starting point, you then keep moving the ability bar would start to drain / be on a timer ( main reference / idea I was thinking of is like legions ) and whenever it ran out or you officially re clicked the ability button, whatever distance / path / route you walked during that time is what the knight would take spawning at the starting point. if you walked it near gens / pallets that were down it would then attempt to engage ( unless it spotted a priority target survivor ) but instead I find out it’s a channeled ability where you get stuck ( I don’t even know if you have an accelerated speed while setting the path, but the design of that just doesn’t sound cohesive to gameplay let alone like fun gameplay )
The whole "drawing a path" part of the power is deeply flawed, I think. It's like Spirit, but instead of ending up at the spot you phased to and being able to swing out of it, you place a mediocre bot that takes forever to activate.
If time literally stopped while the Knight was channeling his power it might be good, but how do you do that? Add a massive 50%+ hindered effect in a 24 m radius around him while he draws the path?
When I first heard about the Knight's power I thought "Wow, cool. Finally a Killer that micromanages other AI". Then I SAW how the power worked and went"God dammit behavior".
Any power where the Killer has to PHYSICALLY HALT WHATEVER THEY ARE DOING in order to deploy the power is fundamentally held back and weakened by their own mechanics. See, here's the thing: This power could have been as simple as pointing in a direction or at a target point and conjuring his minions to head in that direction at which point they ambiently wander for a bit until their timer runs out. Same mechanic of "See Survivor and start chasing" and everything. Why did they not do this?
Well, here's my theory:
You know how Nemesis zombies get stuck on the map all the time and Behavior never really fixed this or made them useful? The Knight's power feels like a lazy fix for this concept that puts the responsibility in the Player's hands. Knowing their AI can't be trusted too much on its own, they have the player prescript a patrol path FOR them, that way they (generally) don't have to worry about their AI trying to navigate around complex structures to get from point A to point B and can instead just followed whatever path was laid down for them manually.
The Knight, in other words, is Behavior using players as a fix for their technical inability. I say this all the time, but Behavior is a team of really LOUSY devs who hype up minor features they add as a big deal, screw up countless rudimentary things in game design, and haven't added a ton of basic community features like match replay or history. Why? Personally, I think it's because they are incompetent.
So they took a cool concept like The Knight and ruined it by staying within all their safe little comfort zones without actually having to innovate a whole lot, that that holds the entire character back tremendously.
Maybe they make it so only the assassin can hurt survivors
And allow the jailer to block off windows and doorways, also let the bulky one have 2.5 regress on gens.
honestly yeah i love facing wesker because i feel like it's my brain against his, not him just shutting down a loop with a power and i gotta smooth brain hold w away
You know it gets serious if Scott's whipping out paint
Bro I wanna parry a fuckin pallet
interesting and a true statement. one question tho, you mentioned the hag as is the same gameplay, why ?
My idea for the killer would be to have im as a 110% killer that has to more rely on his minions… I think I would scrap the hole mechanic with the Banner so the minions spawn and chase almost immediately. Also he could sommon multiple at a time to make him more of a summoner type character
This strat shouldn't work (at least not at shack). The survivor can stay at Shack, get in a hunt, and loop the whole outside of shack before going in and grabbing the flag. Considering the Knight had to stop (even briefly, I'm pretty sure the Survivor can do a whole outside loop of Shack and still reach the pallet at the very least. If the Knight doubles back to try and pinch you between himself and the Guard, then the Survivor fucks off and leaves the tile, and probably loses chase completely.
As you mentioned seeing the path for the Guards really makes the Knight useless at any tiles in center map. He's really only effective at tiles around edge map where zoning is easier.
perhaps a long shot, but i would add a little radius around which the survivor is momentarily slowed down to a crawl while the power is being used kind of like pinhead. it would do nothing at point blank range to make it harder for the killer to immediately plop down the guard at short loops but some 6 meters away (or something like that) it would kind of grab the survivor (currently in a chase) and slow them down to a snails pace like pinheads chains while the killer can take all the time they need to plop down a path, when the killer confirms a path, release the survivor. that way the survivor cant instantly escape the situation without even engaging with the guard mechanic if the patrol route is a long one.