The Knight: DBD's best Rework! | Dead by Daylight



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26 thoughts on “The Knight: DBD's best Rework! | Dead by Daylight”

  1. Knight, my beloved. Really and truthfully, I really enjoy Knight even if he's not amazing, as sometimes you can feel weak… though not every killer needs to be some high tier beast. Also, he's just got major drip unlike Vittorio.

    Also, Knight tits in the new rift, y'all, so now we know Kuhssir is a dbd dev.

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  2. Its obvious in hindisght that the hatred for the knight was just the meta at the time, so glad the knight is more loved now, thanks skull merchant you did one good thing and made your predecessor look better

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  3. The Knight rework felt mixed to me only because the Guard switching mechanic streamlined each guard's purpose way too much. On the killer side, I think what was lost was the feeling of working with what you had, which was the guard currently available and premeditating what guard you wanted to use within the next moment. The value of having Carnifex ready for an immediate pallet break in chase or the value of having the Assassin for lethality or the Jailer to harass a survivor from across the map. These guards each had their own specializations which made the moment to moment decision-making much more engaging because you needed to evaluate if assigning a guard to a suboptimal task was more pressing than having the luxury of dismissing a guard in favor for a more optimal guard for that specific situation. For the killer side, current Knight feels too streamlined wherein the only limiting factor is the individual guard cooldown but that doesn't raise the same level of decision-making between convenience, effectiveness, and urgency as the old predestined Guard rotation did. Okay this is all from the killer perspective which lends it self to more bias. I know plenty of people love to have more direct control of their character. I don't even think that wanting more control of your character is a bad thing.

    Though that brings me to the survivor experience. I think majority of the changes for Knight's rework were a net positive for the survivor experience. All of the pain points were addressed in a fair way and the only people who would still be upset otherwise, would be survivors that will never be happy unless they play against wholesome sigma chungus Billy or Demo. Though, the Guard switching mechanic changes the survivor dynamic into what is similar to Vecna's spells, but without the item dynamic to allow you to determine what spells he has used based on your item and his aura. Whatever Guard has been chosen in a previous chase, you as a survivor will not know unless you were in the vicinity of the case or you were on call with friends. You have to assume he has all his Guards available at all times unless you have seen otherwise. The previous predetermined Guard order gave you more clarity as a survivor by allowing you to know what to anticipate next. I daresay that the Knight has too much control, going further by bringing up that he can cancel Guard spawns. Instead of the act of starting a path being a committed action which was fair considering the strength that comes from a Guard existing at a tile… you can just cancel it to clean up any mistakes or to deliberately zone. Zoning isn't something I'm inherently against because well for this game to even be fun for killer, if you don't have mobility or a strong anti-loop, you're going to need some way to zone survivors. But like is this really something that The Knight needed? Like its not something that pushes him to S tier or A tier. No, definitely not.

    I don't even know what to call current Knight. I don't think he's unhealthy or uninteractive. I just don't find him fun to play as or to play against. I have way more fun against Vecna if I wanted to have an experience against a Killer with multiple tools to assist them with during chase. Damn, I've even come to accept Mage Hand's place in society while Carnifex has to be fed a pallet tax just so I know that pallets can exist for the next 20 seconds. Maybe I've become this way because I've seen way way more Vecna players over the course of his release to now, while not even the Knight rework did much to reignite a surge of Knight players. Knight's Guards currently have more counter-play than they ever did before and yet, I think they irritate me more than before because there is more control in how they can and will be used.

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  4. As a P20 Knight main, I have always loves the macro game sense and distraction potential he had before the rework, though his original kit made getting things to work in your favor very gratifying and missing strategic placement even more frustrating. His original kit did not allow the the level of synchronized strategy that he has now EG guard cancelling, guard rotation, special standard timers, etc. To me, the first rework on knight made me quit him for a while, when he had a global cooldown for guard summoning, but when the PTB version of his rework made it to live, it felt like I went from using a glass key to a Swiss army knife in terms of strategic potential. Overall Knight is a character that aesthetic and gameplay wise clicks with me, making me feel like I am playing a RTS in a asymmetrical 'horror' game, great video as always Kuhssir!!

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  5. As a long time Knight player, i really enjoy how he feels to play now.

    Before his rework, going for long snipes was effective, but ultimately felt less impactful then just dropping a guard at a loop and calling it a day. As killer this didnt take much thought, as survivor the only real counter was leave the loop. He was a very low skill floor and mid skill ceiling character.

    Now, after his rework knight rewards good position from both the survivor and killer, and while im not the biggest fan of window tappping its understandable why it was made into a feature. As the knight im thinking about angles to cut survivors off from, if the survivor is running to a corner, where windows are placed that survivors could use to gain breathing room. As survivor im trying to get the knight to chase behind his guard, or if i can get to the banner, or if i can tank a hit for a teamate.

    I know knight is still seen as a braindead/easy win killer, and while that reputation may never go away its nice to know that BHVR is able to introduce depth to characters without utterly gutting their playability (usually)

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  6. I'm genuinely shocked to see positivity for the Knight here. For all the commentary on how Skull Merchant was unpopular, I don't really see a difference in deploying drones to guard an area vs. a guard to patrol an area, except for the fact that the drones do not follow survivors around and force the boring minigame of "press W to maybe not take a hit". I recognize that for killer players, the Knight rework addressed a lot of QoL issues and speed bumps they had, but the actual experience of playing vs. the Knight hasn't really changed much to me. He still seems like a low skill-floor killer that wastes time in the match by just being incredibly annoying to play against. I'm sure there is a lot more in terms of skill expression for the killer post-rework, but every time I see a Knight I mentally check out. It really feels like the only meaningful counterplay outside of chase besides "don't be in an area he might throw a guard in" is to just… not play the game?

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  7. fun and sad fact: knight can still be most anti flash save, you put down your patrol and pick it up survivor will either will choose to risk it all for save leading chase that they wont have time or worse chase the survivor you just saved or dont go for save anymore..this is make survivor die hard mains hate him because of that.

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  8. As a knight main I love how he works now. You actually feel encouraged to multi task which is the way this killer should've been since release. A macro god. He's definitely more skillful than before bc the "drop guard" playstyle got neutered and cycling guards gives an option about what minion you should use in different scenarios. Pretty sad that a lot of people still dislike him tho(probably for the 3 gen meta PSTD) but that was more of a perk design problem in my opinion.

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  9. As a p100 knight main from his release, he has never been more fun to play than he is today. Bhvr has done many mistakes on many subjects, but not on his rework. All he needs rn are just the removal of his bugs and a few passes here and there on his addons, that's it.

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