NEW KNIGHT BUFFS ARE INSANELY STRONG! – Dead By Daylight



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Knight just got a massive overhaul with these buffs and they are feeling amazing!
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21 thoughts on “NEW KNIGHT BUFFS ARE INSANELY STRONG! – Dead By Daylight”

  1. THESE ARE NOT BUFFS I WISH CONTENT CREATORS WOULD STOP LYING ABOUT IT! It is not a BUFF when you are forced to put ten meaters of trail down for a guard that kills any power use durning chase. or when you want it to guard a sinular spot like around a corner, or near the hooks or gens. The chase degradation is also a GIANT nerf meaning that if you chase two survivors off a gen with a guard and yourself all one survivor that is getting guard chased has to do is stick close enough to you to get the pressure of them. THIS IS A NERF KNIGHT MAIN NOT HAPPY!

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  2. I really hate this rework.

    They didnt adress the main painful points that make playing knight a constant struggle. They didnt fix the stun pallet break bug, they didnt make the map fully basekit (so it still is a mandatory pick), and worst of all: the bug that destroys the guard nav ai by touching a window or dropped pallet is now "an intended feature".

    Pincering with your guards is also gone, one of the few things that made this killer unique. Now he feels more like nemesis with guards that are only useful to break stuff in chase. The 10m requirement also feels bad, with no visual indicator of when you can actually place a guard other than looking directly at the bottom of your screen. If "shitting out" a guard at a low pallet loop is so bad, why not make less than 10m patrol guards take 1s more to begin to detect?

    With the way they aimed for this rework, i might as well drop him because i dont want to relly only on boring survivors to death with snipes (which i think are cool), because i am 100% sure they won't the guards fast enough to actually get hits consistently on their own.
    Oh and aparently, the thing that allows you to spawn a new guard while another one is active is a "bug", nevermind the fact that disbands the old guard and puts him in a cooldown.

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  3. This version of knight with each guard having its own cooldown is really cool. You can set a guard patrolling/chasing whilst you still have your pallet breaking guard available in chase. Unfortunately, Devs said its a bug and all guards should share 1 cooldown. So when they fix that, he will be back to being subpar. In fact even worse then live version due to not being able to put a guard down point blank at a loop.

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  4. 18:30 so I blame MMOs for this mentality in gamers, it started with mmos doing the open betas which got gamers into the mindset of “”oh free game for a month”” instead of your meant to be looking for bugs and testing stuff and giving feedback.

    Then single player games started doing it and now we have like 20% of the games on steam are early access (even though they are charging full price to play them) so it dosnt matter how broken the game is they can say well it’s not finished yet even though there are thousands of players that have played, completed and stop playing the game and all before it’s “”released“”.

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  5. It’s so interesting seeing everyone’s opinions on this change, some people I’ve watched are saying he’s complete dogshit and has been nerfed into the ground, then there’s people saying he’s even better, I’m still under the impression all these videos I’m seeing saying he’s buffed just looks like a bunch of survivors that’s have no idea how to play against him.

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  6. Truthfully do you believe this is a knight buff even against good teams? No longer has an anti loop and an easily abusable AI and a weaker power in chase? Plus the banner makes it way too easy to let guards do anything on their own. There’s many situations where Knight that gets a guard hunt on a survivor cannot remain 8m away from it instantly. That 3x depletion is not good and the more you play the more you’ll see how often that will screw you over in the most annoying ways. It’s such a weird mechanic that if you truly wanna prevent “double taps” you make it 1-2m so you cannot be directly behind them and wait

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  7. ill be honest man your survivors in this video were… below average at best. im happy to see the changes and switching between guards definitely seems like a more fun tool rather than a nerf/buff but for the time being im gonna hold my judgement because these survivors were dookie

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  8. I really hope the “bug” that they’re supposed to share a cooldown doesn’t get fixed. Having them on individual cooldowns feels much more fun and isn’t that much of a benefit

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  9. Idk why people are so worried about these changes being a Nerf to the Knight, when literally people just don't know how to play this killer properly and focus on Dead zoning survivors for free, You and me Red, we understand the vision to this killer, and good Knight players that actually learn how to play this killer properly, make him an absolute menace

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  10. None of these buffs will matter if they dont patch predropping pallets vs guards in a hunt and hugging windows. They're both massive exploits that make the guards even weaker then they already are. Another thing, i think if they really wanna encourage snipes then the banner should take longer to spawn with patrol path distance.

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