Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Knight in question: https://twitter.com/TarsalRanger439
http://www.twitch.tv/ScottJund
source
Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Knight in question: https://twitter.com/TarsalRanger439
http://www.twitch.tv/ScottJund
source
I haven't even seen anyone hate on Knight in weeks (other than Scott and a handful of other contect ctreators), yet I see daily posts from players lamenting the saturation of Wesker's on the game.
This occurs, for those curious, because the Guardia Compagnia are programmed to always move toward loud noise notifications as a priority. This even overrides pursuing the player in chase because someone forgot to set a special boolean for that.
Dont they go to the sound notification that triggers them if they dont have line of sight on you first? So vaulting a window or locker or blowing up a gen would potentially achieve the same result? Or is it just pallets.
Knight counterplay revolves around the knight player being braindead, thus it's almost always viable.
Also, I'm not sure that I agree that this is only going to work until Knight players learn about it. I've learned about this exclusively through knight mains up until this point. Pretty sure they know more about their killer than we do.
Allowing survivors to be able to 360 the guards could be some valid easy to implement counter play that allows skill expression ( by changing how the hit works to not be guaranteed I guess )
as a knight main i think keeping this in the game is 100% fair. you are essentially just using a finite resource to avoid taking a hit which is just how the game SHOULD work. It’s a completely fair exchange. plus it probably feels a thousand times better than wasting a pallet on a particularly obnoxious nemesis zombie because you didn’t happen to bring a flashlight
"We've received several reports from players that the AI programming allows for counterplay; this has since been patched"
3:58 "it's a very casual killer where you don't have to learn much" there are some god-tier knight players out there
Scott Jund be like: "Hey guys, I've paused the video exactly one frame shy of this survivor getting hit by rites of judgment. As you can see there is simply no counterplay; they will get hit no matter what they do. The hit's gonna come next frame, and that's all there is to it. The fact that the devs allow Pyramid Head to put survivors in these unwinnable situations is just bad killer design."
"not an intended mechanic" – cue most of wesker's techs, blight's techs, etc
That explains a lot of why the guards seem really derpy sometimes, you can also touch a window and it will force them to also touch the window if you run at it, making their pathing not optimal.
It could be absolute galaxybrain foresight to include on purpose as means to heavily incentivize the banner as an urgent secondary objective in a chase in order to stay uninjured. Does BHVR think that far ahead?
It might be cool if the Knights that are spawned are considered 'blind' and will chase survivors while prioritising loud noise notifications; so if you drop a pallet, vault a window, throw a Diversion rock etc. then the Knight will check (walk to) the last loud noise notification the chased survivor made before they continue the pursuit? idk aha
as a killer main, Knight will be greyed out on my roster until this killer is changed. This killer is such a botty piece of trash, I cannot believe BHVR made him this way.
I'll def be using this as a survivor, most Knight players are inherently bad at the game from what I've seen so there is no question they won't know about this. It will force them to actually have to chase people, which I'm all for.
I dont think its a bug(or well with bhvr we dont know for sure). Was a ""shadownerf"" that was applied a few patches ago. But yeah you need to play a lot of knight to notice this.
Guards can pass over pallets if those were already down.
That's old news. How did he not already know about this
dont know how people feel about this but i would rather fight a pre-nerf spirit(i enjoyed fighting spirit still do) than a knight any day of the week
It will never not be funny how much you guys complain about this guy not having counterplay when this has been a known "bug" in his kit the majority of his time in the game. Like pretty much the only time this didn't exist was in his PTB.
This community is very selective when it comes to caring about learning to play the video game.
Ugh.. am I crazy or if the knight just breaks the pallet, wouldn't they get hit by the AI anyway?
The Knight is stationary while summoning, there is a piercing sound and he loses his terror radius while placing the summoning path. When the guard spots you, it is not capable of interacting with you in any way until it spawns in at the location it spotted you in. I have no idea why survivors wait for the guards to spawn in before making distance.
You can also force a guard to take suboptimal pathing by running against a window and then running past. Guard will stop by the window and then continue towards you.
How do you feel about artist
why not make the knights "guards" "trackers" instead, or something like that, and implement this so the guards follow the survs pathing, and so this could open even more variability to the guards actions, depending on the differentt pathings that could be taken. when the survivor gets spotted by a guard they leave marks on the ground that the guard follows.
Scott Jund not understanding how to pre-run/use the w key. Knight is strong, dont get me wrong. But he has counterplay. I like playing him cuz its not the basic looping, you have to pre-run when he starts summoning a guard. Most knights just place the guard and thats beyond easy to counter. Also, he cant create patrol paths that go down holes or drop off points, so use second stories. Also, if he tries to cut you off with a guard….usually if you pre-run and hold w, he is way out postioned and needa to catch up. Yes he could eventually catch up but it takes so long for him to do that, its roughly the same time as if you looped one tile. Now he is away from the gens, away from your teamates. Plus use the twins rule, if he is chasinf a survior, grab the patroling guard and now he has no power in the chase he wants to take. Theres alot more interacting on this killer then people realize, and I like that cuz its not braindead basic looping
Guards should be easily distractible by things. Guards should prioritize kicking nearby objects over targeting players when they are near them. I feel it would cause a window of “counter play” to be accessible.
It depends on the tile. Knight does have counterplay but it mainly is about leaving the tile around just before he uses his power. Depends on the tile but it is very doable and all killers have tiles where they just destroy. He also has pallet drops create the guard hard respecting a pallet where they'll go around all of shack.
I do feel people kinda just make up their mind that there is no counterplay really early and that stops them from trying anything to the point where they then feel reinforced that there is no counterplay.
In the clip, the surv reached the flag like 1 second earlier than the knight, so if he just do what you said it will clearly be a hit
Crazy how long this killer has been out and just now we found out some means for 'counterplay' knight lol
Was this not known about before? I’ve known about this for months. I thought everyone knew they’d go around the loop and touch the pallet before continuing the chase
so his counterplay is exploiting a bug, nice
Wanna know a great way to counter him. DISCONNECT:)
I wish the knight actually could set patrols like a massive map appears and he draws a line for his gaurds that are just sectioned off. Instead of chase type knight. I love killers who can 4v1 at once, legion, artist for e.g
Still don’t understand saying knight is bad for giving free hits when blight can do it just as fast without help he still gives no choice you will get hit if they are using mouse and keyboard