I Tried Out The NEWLY Reworked Knight in Dead By Daylight



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In this video I’m going to discuss my thoughts on the new Knight rework in the PTB that will be coming with Lara Croft in the TOMB RAIDER chapter for DBD that is set to release on July 16th. Did they ruin the character, is he buffed or nerfed. Get in here and watch the video.

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48 thoughts on “I Tried Out The NEWLY Reworked Knight in Dead By Daylight”

  1. Hell he got 3 good things outta this and one of em is a "bug" that's gonna get patched before live. Swap guards at will, better add on choices, and can spawn a guard before the other has despawned

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  2. I feel like he's doing everything to slow down. He spawns a guard and the camera switch time for the patrol path is too long. He spawns a guard and the slowdown after switching back to his camera feels bad. On the patrol path, it feels too slow and doesn't have enough range, and the turning speed feels terrible.

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  3. So it is close to succes or mostly bad? Cause you said it like it's almost perfect (well you didn't said that exactly but you said that devs could fix the bad before getting him live) but people in the comments say it's total trash and i see… Everyone say it, so em… My 2 braincells can't really think too much so who i listen to? Or did i even get the entire video wrong?

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  4. I seriously hate how big creators are completely oblivious to the fact of how good survs will play against Knight and how you acknowledge that “a good surv wouldn’t let me do that” which is why noobs make Knight look S tier because they simply don’t know how to play against him

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  5. I also do understand why Jailer has a longer hunt time now, but there was just something so threatening about seeing Carnifex right behind you knowing he will not go away anytime soon and how his banner was the most important to get because it was the hardest and something about having both Knight and Carnifex chasing you and you finally see that banner spawn and the skull icon on it makes it aesthetically the coolest

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  6. My idea to make knight good. First, you can send a guard to interact with objects without having to enter patrol. (Simmar to the invitation pallet breaks)
    2sd all guards move at 110 except assassin moving 115.
    The carnafex will break any pallets in the way of his patrol path when he walks to it including pallets dropped during a hunt.
    When the jailor lands a hit he Will give that surivor an incapasated effect untill the surivor removes the shackles he puts on them
    And the assassin will ingore the slowdown from walking through windows

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  7. This video made me realize how much i love watching videos about The Knight in dbd. I love hearing the effort of yall trying to pronounce his name right, even though the language is extremely hard to pronounce for foreigners.

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  8. I love how instead of fixing the AI pathfinding bug where touching windows makes the guards uselessly waste time they just now a little glow as a warning that you did the exploit right lol

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  9. I think the banner duration should increase for longer patrol paths to proper encourage snipes. The 3x depleting hunt when you're near the hunted survivor is silly, the variable needs changing. Also, the exploits with hugging windows and predropping pallets during a hunt still exist and are MASSIVE counterplay. Its insane how strong it is, also the guards like you mentioned in the video are already easy to counterplay. If the knight isn't there directly, just grab the banner.
    Much love though friend and for you voicing your thoughts, God bless you, seek the holy spirit as well.

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  10. "Feeling like you are punished for using your power"
    This is how I feel about pinhead. I like the knight, but I hate killers where using your power most of the time is no better than just holding down W and M1ing. Powers should fell strong and like you are lucky and almost cheating to use it. Chucky comes to mind, Dredge even a little.

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  11. As a former knight main, this is what I would do. I would make all the guards faster (like 2 or 3 percent), let the knight see survivors while making a patrol path, let the knight have multiple guards out at once (if a hunt is initiated, then the other guards patrolling despawn and if you summon while a hunt is active, then the hunt will be canceled), and make call to arms base kit and rework that add-on.

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  12. I went into the PTB somewhat scared for the Knight, as I used to main him as one of my favorite. When I did find out he wasn't absolutely butchered as a Killer, I ran with the idea that he was super good now, when in retrospect, I was just having more fun and was more engaged with him.
    I agree with almost every bit of this video, and I do hope he gets the necessary tweaks required before the update goes live.

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  13. Imo I wish you could always have 1 Guard patrolling ~indefinitely, until they detect a survivor as Map-Control. Then you can use a 2nd Guard in a chase without cancelling your patrolling Guard.

    I do REALLY like the iri addon that allows a Guard to perform an action, then patrol in place. Carnifex can do it for the fast pallet break, but you can use Jailer or Assassin too to cause some damage if the survivor stays at the loop. It makes his power have some identity beyond "I break pallets faster" like ~1/3 of the killer roster.

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  14. Amazing commentary, I feel as though knight should be able to spawn in multiple guards at once however. It would open up so much amazing macro gameplay and really increase the fun factor. Although I think that two guards should not be able to chase the same survivor, as that might get a bit OP.

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  15. I think being able to cancel the guards through placing another one is a design issue. As a knight player I do love it, but to be unbiased this removes all punishment from a bad play. There’s no commitment to the active guard anymore so why not spam them all crazy? It’s necessary. I shouldn’t be able to instantly sick another guard on you even though you’re about to outrun the first one.

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  16. All the REAL Knight mains that didn't play him cheesy will barely even notice these nerfs! All the bad Knights that crutched on dropping a guard at every loop are now gonna go play Skull Merchant!!

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  17. If it nukes him into obscurity good. Im just gonna say it, his gameplay is trash for the survivors and idk how anyine enjoys their power being you let a AI play the game for you.

    The killer is just bad and if this rework/patch just makes him not played, sucks for knight mains but ill be happy and i wager more will be happy he will be gone than sad.

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