IS THE KNIGHT GOOD? Dead by Daylight Forged in fog



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30 thoughts on “IS THE KNIGHT GOOD? Dead by Daylight Forged in fog”

  1. In my opinion (nobody attack me please)
    He's good and all, but it would've been nice to have the Jailer and Assassin be a little bit faster, since they seem to be running, and the map for him in general seems so cluttered up, but overall he's slightly fun, not as fun as Wesker though

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  2. normaly i get easily adept achivments even with killer that has bad perkz but with this killer it was annoying to do that , and he has 1 op perk . this killer sucks , artist is much better at patrolling . so why bother play bad version of her that is knight xd

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  3. I’ve been saying this since ptb, he is a D killer but can be buffed to a A. I know bhvr won’t do that because they always side with survivors but if you remove the green line when in spirit form and the green circle from the guards he can be a threat. Now you just have to guess since you won’t know where he’s going or the path of his guards. Right now survivors being able to see everything is pretty bad, they can just dodge or just out run you by running in a straight line. It seems like he was made so survivors can bully him, pretty sad because the concept is cool. Again remove all the green bs and that would drastically make him a better killer.

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  4. He definitely relies on at least 3 regression perks to keep some kind of map pressure. I've been using him with oppression, eruption, overcharge & nowhere to hide. Double jailer and increase minion detection range seems to be his best add-ons. He's okay on indoor maps and medium maps with low wall tiles and dead space. He really struggles with large maps and maps with a lot of connecting pallets & tiles.

    He's basically a noob stomper & any good survivors or competent team will easily evade his weak zoning on larger maps and crap Ai bots.

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  5. I swear to God, if the devs love to make it so survivors get to see or hear everything. Examples: this killer's guards and their radius, you can pin point exactly where the Spirit is when phasing, you can hear when Deathslinger aims at you, certain killers can't even use stealth to their advantage because of their sounds ( Wraith, Billy, etc). If you as a survivor have a bit of a brain and are not deaf, you can easily know when you are in danger.

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  6. I really like the idea of having one or three ghosts. Also the idea of three different „powers“ is nice – but it’s nothing I wanna have in DBD. If I’m playing a single player game like Diablo or other mystic game it surely would be good to have three ghosts with different powers. But here, as you have to decide quickly how to use the ghost it’s getting to much cause instead of concentrating on the chase you have to concentrate on which ghost is next, what he does and where to use it best. It would have been better to have ONE ghost that combines the power of the three ghosts that you don’t have to think about which one to use in which situation to get the best effort.
    And also the fact that you have to wait for the right ghost for the right situation doesn’t feel good cause if you want to break a pallet fast and this one is the third in the line it doesn’t help you …
    Perhaps this killer needs a massive rework.

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  7. This is how they should buff the guards imo

    Crucifex – Whenever he's the next guard, he should automatically break pallets without needing a patrol route

    Assasin – He should be a guaranteed mend hit, super fast guard but CAN'T DOWN

    Jailor – He should insta spawn and insta detect, meaning there's no delay you set him down and he automatically chases the closest survivor without needing to detect him.

    To compensate for the stronger effects, give him a longer cooldown – should be much better imo.

    Reply
  8. I have tried so hard to like Knight. wanted to make him my next main. He's fkin useless. So slow and clunky. By the time you have popped an add path they are 4 miles away. By the time you've taken 10 steps from spawn they have popped 2 gennies. The blokes useless.

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  9. i think the changes to the patrolling and chase time are pretty significant. Personally I have noticed chases taking place more often than in PTB. they can get away with shift W reacting fast enough but in dead zones it feels like a good power to utilize. and that's without addons. once his counters are all figured out im sure it will be more difficult than now. but so far, he's better than he was. One more thing I wanted to add for those who play him. if you want to initiate chases more often bait them to a pallet and act like you are going to brute force. then stop a little farther than normal and deploy when you see them run back around to drop. works every time. i just run the trail through the pallet where they are standing and they cant get far enough away.

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  10. So I did what I always do, and tried the new killer on release, and I can give one thing to the devs, they know how to surprise me.
    Surprise me on how stupid and submissive their killer design can be.
    I can't believe how bad this shit is.

    Reply
  11. I'm liking the Knight. I run a lot of regression perks, so I find survivors working on a gen, I kick the gen to give it COB and Overcharge, then I leave a guard and run off to either chase the survivors or check another gen. Since there's a guard there the gen will keep regressing for a bit until I come back, maybe a lot if a survivor gets too close and is chased away by a guard. I also leave a guard at any hooks I get to make it awkward for rescuers. And I like that I can mess up strong loops like shack, they have to run away almost straight away.

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  12. New Survivor Perk like he always have Brand new part more OP than new killer
    New killer weak because Skill take time to spaw and move speed to slow and Survivor can see green aura to Android
    And one more thing If Survivor hide in killer skill range they can't start a chase because they can't see but still in range

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  13. He needs better add ones. Besides the iri flag one, everything else is so blaaaa. Should of made one where the survivors can't see the trail when setting up your power, at least.

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  14. It'd be possible for players to be likely more welcome about The Knight if Bhvr began by releasing him at his strongest, then adjusting every little points till he's good to go.

    Their excessive attempt to make a "balanced" power by the start ended up with another uninteresting killer.

    The fact i saw so much potential in that character drives me crazy when seeing his current state, containing a great animation pack, badass aesthetics, skins and a ton of choices on power variety. The sound of his armor colliding while the killer walks puts a smile on my face, but that's just it.

    We have The Knight, cool name, right? His sword and armor look formidable as well:
    -Getting a killer to PTB.
    May i say this killer is interesting? Strong? Presents tons of things to be tested? Is it fun to test them?

    There's something i've noticed which is the way new killers are getting thrashed through their release while a killer like Nurse remains existent on the game.

    I just hope the game doesn't come to a state in which it has to rely solemnly on licensed chapters.

    Reply
  15. 0:25,4:24 Why you didnt tyr to use your minions to catch up to teh survivor .Like activating it and go bit past teh survivor and then quicly exiting and let the minion strike/cath. Tyr to make that play where when in coridors and there is just one exit you isneatd of chasing you activate yoru minion and quicly go a bit past survivor so taht when minion manifets it can cathc onto survivor and not waste tiem on animation and lose survivor while at the same time you will blocade the exit so teh survivor is forced to eigehr go past minion and still get hit or go back and let you strike.

    Reply

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