The Knight Has a Few Problems… – Dead by Daylight



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pls don’t be Artist again
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39 thoughts on “The Knight Has a Few Problems… – Dead by Daylight”

  1. The problem is, the guards alone are basically useless. At best they waste maybe 10 seconds of survivor time because it's super easy to just grab the standard and now the killer has done nothing and has no power. The Knight alone is just m1 sword man, which obviously sucks. So you can't spread pressure because your entire power is the guards. If you try to chase with a guard then when you start to use your power the survivor just runs away and the guard won't find them because they take a few seconds to be able to see properly. Then even if they do start chase you have to make sure to not let them loop in a way to grab the standard because endurance + mega speed boost, so you have to spend extra time while setting up your power to account for the direction the survivor will be looping in and push them into YOU and not into the guard because they can just grab the standard almost right away for two of the guards. And if you DO spend that extra time then a smart survivor will just run away, same as normal.

    The knight needs to be much faster setting up his guards because while you set them up, you're useless and you can only set up one at a time. The guards all need to be better chasers, make grabbing the standard a negative and give the survivor hindered (like they took the cowardly way of stopping the guard instead of running them for the full duration) so the knight and his guard is a real threat and the survivor will take a hit if they can't loop two of them for 12 seconds. The bugs definitely need a lot of fixing and the guards need to be better oppressive tools because you waste more of your own time setting them up than the single survivor they'll chase. Survivors can also hold a guard hostage for the full duration if you're not there looping with them so if you fuck up and they capitalize on it then whoops no power for a while, enjoy playing as Sword Man.

    Poor guy needs to be quicker using his power and deadlier, at least Trapper and Hag can create very dangerous zones. This guy can kinda bother 1 of 4 survivors for a little bit and probably only get one hit because if you hit them then the guard despawns EVEN IF THERE WAS MORE CHASE TIME. Sadest part is this is one of the most awesomely designed killers all around. Him and his guards look incredible and the sound design, animations and creativity is incredible. Too bad that much like Dredge, all that uniqueness is gonna be forgotten if he's just Sadako pt 2

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  2. I think his power has some potential. It just need to be buffed a little bit. But why is noone talking about his apperiance? Why the fuck his hair is sticking out of the eye holes of his helmet? How is is even possible to do that? 2nd thing that makes me angery is his sword. It's comically large. He's almost as tall as his sword. It's grip is huge and those spikes on the blade make no sense. This part of the blade would probably be dull, but still it looks silly. And if you look closer you can notice, that the tip of the blade is actually broken off. This means, that this sword was actually even bigger. Based on the shape of the blade I'd say it broke off at least at 1/3 of the length because it does not taper. Also right at the cross guard there is a huge fragment of the blade chipped off. A sword this large and heavy would probably break really fast with this kind of damage. Oh, and apparently it's a claymore. According to various sources, claymores were about 4-5 feet long. Converted to normal units it's about 120-150 cm. And they were heavy hitters because of their mass, even with a beveled groove along the center of the blade that ran from starting of the blade till half way, which this sword lacks. Yes, there were few enormous claymores, but those were used by an actual giants or they were purely decorative. Oh, and I didn't even mention the chains wrapped around him. Basically, The Knights sword would be unwieldably heavy with badly balanced blade. But I actually know nothing about swords. I just like to watch some guy talking about swords.

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  3. So you can use the soldiers either as slightly more consistent Nemesis zombies(which are passive with no setup time on top of an already decent power) or in chase as a worse artist power. Gonna need a lot of buffs to be playable against any survivors with more than 5hrs experience

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  4. I haven't played him yet, but from what I'm seeing, this would be my proposal:
    -Whenever you're within a certain distance of your Guard and they have a short remnant travel distance, they take longer to start a chase with a survivor, but have an extended chase period when there are two or more survivors near it (to decrease loop denial and camping but incentivize pressure).
    +After 5-10 seconds of activity, a Guard can be recalled but will still be patrolling an area until recalled or after 30 seconds of activity. However, when the Guard detects and begins a chase with a survivor, the Guard cannot be recalled until they've chased the survivor for 20 seconds or have been removed in any sort of way (to incentivize map pressure, overall time pressure, and power/chase dynamic).
    +Any perks that apply to the break action (pallets, walls, generators) can apply to the Guard as well, but it takes an extra 5 seconds for your power to return after the action (incentivizes that aspect of the power, but makes sure it isn't abuseable).

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  5. In my opinion, Radius and trail should not be seen and a few seconds is needed to disable the flag and remove speed burst and endurance from it. If that is not enough, I think the guards should be invisible outside their radius.

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  6. Honestly apart from trap killers, they should probably remove loose loose situations where the survivor is forced to take damage through no fault of their own, ya know to make killers like Knight and Artist more enjoyable to fight.

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  7. I think each guard should be buffed slightly to show what they're good for:
    Beserk (the big guy): Breaks gens/pallets quickly and gives a slightly weaker version of pop, if a gen or pallet is in it's detection range it will go and break it

    Jailer: biggest detection range, any downed survivor in it's range it will go and pick up transferring them to a hook (can be blinded to save survivor)

    Assassin: Works like legion, fastest guard and applies deep wound.

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  8. I doubt this is intended, but you can farm PWTF stacks really well with this killer because the path drawing power actually triggers chase and forcing a hit with your guards doesn't consume a token.

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  9. In order to counter holding W they could make the movespeed of the guard slower than survivors but the further the survivor gets away from the banner the faster the guard gets to basically ludicrous speed. This gives some counterplay to the 0.5 second power use and also gives pressure to those that hold W.

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  10. I think this killer suffers from the fact that it's just so complicated. To learn how the AI works, learn where it is and isn't useless etc. It puts me off playing it. And then I don't really personally like the idea of having lots of AI involved in a killer power, I find killers feel more fun and rewarding to play when you have full control of what happens.

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  11. Anyone else have a feeling that the knight, atleast the main killer themselves and not their power, may of been a scrapped concept for the old For Honor crossover DBD had? Everytime I look at him I get severe Warden vibes which I don't get with any other armored guy so it's weird.

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  12. I don't get why you can't switch between his summons

    Like I guess they were worried about it being too strong, but all it does is make you spend your ability bar before spending your ability bar to actually use the ability you want

    Cool idea for a killer, but you can't waste time in dbd if there isn't going to be some reward for that time. A setup killer with a mediocre payoff that is dependant on AI just doesn't even sound fun

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  13. I tried him out and I'm a bit disappointed in his current state, also I'd say that he is a LOT weaker than Artist. The Artist has a stronger anti-loop yes, but she can also pressure the entire map and hit people from unexpected angles
    That is what I actually like about playing the Artist, putting a bird at a pallet and putting the surv in a lose-lose scenario is not very fun for either side but sucessfully predicting where somebody is going to go and hitting them through walls is what draws me to her

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  14. You have to think about it more open minded. Like with his ability you can herd the survivor were you want them to go pretty much.

    Example say they are looping a tile near killer shack and drop the pallet or the windows get blocked. You can then use your ability to cut them off from going that direction and move them away to a different area. Either they take a hit still trying to get to shack or they move to a less powerful pallet/loop. Gotta think outside the box.

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  15. If the most effective way of playing him is just instantly placing down a soldier right beneath your feet, then I'd rather have the power function in a way that you can tap for a quick stationary placement and hold for a patrol path. I completely understand the frustrations with the AI of the guards; it's supposed to phase through vaultable objects, yet when it meets one, it decides to avoid it and take the long way around, wasting almost the entire hunt in the process.

    In some circumstances where the guard is literally patrolling nothing for a good 20 seconds, and you're kind of stuck with no power, I'd like to see a QoL change in which you can recall the guard back.

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  16. They gave the knight way too many aspects of his power that Survivors can counterplay: the banner’s speed boost and resilience, the fact survivors can see where you’re placing/routing the guard, the guard taking several seconds to begin hunting the survivor, the fact that the spawn of the guard and the growth of its detection radius can be easily dodged/outran.

    It’s almost become a standard for killers to have some aspect of clunkiness to their power so survivors aren’t completely helpless, but Knight’s power feels horrible to use mid-chase, it doesn’t have enough range, and it already sucks as a utility/slowdown power.

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  17. Just imagine if this killer was based off the idea that he could plant a flag standard and that was what summoned ( or 'called' ) his troops to an area, like they were wandering about like Nemesis zombies but the flag standard would direct the troops ( but on a semi-decent long cooldown ).

    Survivors could break the standard ( some short action to do so ) but it'd be a challenge because it gives the killer information, it was already drawing the troops to it in the first place, and there'd be addons that would alter the speed of the troops heading to the flag standard, or make breaking the standard take more time, or change what kind of troops you'd have on 'the battlefield,' or the number of troops you could have ( like an ultra rare addon that gave you +1 where the standard amount was like nemesis at 2 ).

    With how this power sound like it operates now it literally gives the Survivors more information that it gives the Killer, the Killer can't use the power as it seems to be clearly intended to be used ( sending a soldier of some type to a certain spot to disrupt gens or help tie down Survivors in a chase ) and if they get his battle standard it gives the Survivors a huge buff?! Needing to 'cheese' your power in order to use it in the first place seems awfully damn counter-intuitive and silly. With my idea mentioned above, were the devs that afraid that the Knight would be 'too similar' to Nemesis and said 'Nope. We cannot do this. At all. Nope nope no never not a single chance?'

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  18. honestly this feels like it was presented as a legion rework and then they just gave it to an entirely new killer lmfao. they should've updated the legion with this power it would've been so fucking cool

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  19. Easy fix: make it so survivors cannot see the killer using the power because as it stands they have too much counter play to the killer. The guards take a second for their ai to activate after spawning its enough time to run, unless it's a jailer. But even then they have this ridiculous overkill banner

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  20. Here are the different guards stats for the knight's power:

    Carnifex
    – Kicking speed: 2s
    – Chase time: 24s
    – Banner delay: 8s
    – Patrol speed: 85%
    – Patrol time: 12s
    – Patrol range: 8m
    – Chase speed: 102,5%

    Assassin
    – Kicking speed: 6s
    – Chase time: 12s
    – Banner delay: 2s
    – Patrol speed: 85%
    – Patrol time: 12s
    – Patrol range: 8m
    – Chase speed: 110%
    – Hits apply deep wound

    Jailer
    – Kicking speed: 6s
    – Chase time: 12s
    – Banner delay: 2s
    – Patrol speed: 102.5%
    – Patrol time: 24s
    – Patrol range: 14m
    – Chase speed: 102,5%

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  21. Would retroactively kicking gens with Carnifex be good? Like when you chase a survivor off a gen you stick to them, get a hit, and then 345% movement speed back to the gen to order a kick and continue on your way. As opposed to kicking the gen before the chase and giving them multiple seconds of distance.
    Sounds like the main crux of the power is being unable to cancel the guards. There really shouldn't be an issue with making that possible. Even if they don't want the killer to be able to bait survivors with the standards, they could just let the standards linger a few seconds after canceling the guards.

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  22. I think that if they want patrols and commands to be viable, while reducing the strength of loop trapping they need to make a couple changes.

    1. Get Rid of LOS requirement and increase their detection radius. A soldier coming your way should make a survivor want to leave the area, not hide behind a bush right next to the patrol path. You can make clever guesses, but if those don't pan out your power doesn't do anything. When a soldier is patrolling, they should want to not be anywhere in the area. The ghost form should be reserved for when they're detected behind walls, but they immediately chase if they have LOS. The ghost form also needs to be faster. It should be a warning, not "leisurely move to nearest loop"

    2. Increase the base chase time by 12 seconds for all solders, and increase their speed from 102 to 110 (115 for assassin). Again, you want the soldier alone to be threatening enough to where they have to use loops or pallets. The survivor can't be able to just run around a rock, or the soldier finding someone is completely worthless. Also, they should be able to break pallets if dropped mid chase. If your power gets a pallet that you no longer have to deal with and wastes time it was a valuable use of your power.

    3. Quick commands. Time is valuable in DBD and having to go into a second camera mode, wait for everything to be ready and then click makes using his power quickly a little cumbersome. He should have an option to just immediately send a soldier to break a pallet, a door or run in a straight line.

    4. Choose for the soldier to start at your location. You should be able to send a soldier towards a location by having them run from the knights position vs spawning where the power ends. Survivors often use the visual indicator to see where the soldier is heading, but this will allow some ambiguity and even let soldiers sneak up on survivors by using the map.

    5. Soldiers breaking pallets or generators should give the same benefits as if you did it yourself. Also, the soldier has the same ability to start a chase if someone is in it's radius as the command finishes.

    6. For the first 4 seconds after summoning a soldier for patrol you move at 80% speed, during this time the soldier cannot see any survivors that started in it's detection radius. This will make it a little less viable to artist trap a loop. It also buffs commands as they don't incur this penalty, as long as both the knight and the survivor aren't immediately in it's detection radius.

    These changes should make patrols MUCH stronger, and make the artist loop trapping a little weaker to hopefully push the killer to use the more fun part of his kit.

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  23. i feel like if his power were designed to be used quickly, he would feel better. like if the goons were spawned from a standard placed like plague fountains, his power would feel better. a bit of rng sure, but his power shouldnt feel as clunky as it is. like, imagine if plague couldnt do brbrbrbrbrbbbbaaaaa with her power, and just had to commit to wide sweeping arcs.

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  24. I really hope they do something with his run animation, because to me it just looks really awkward and goofy, and I struggled to take him seriously when he was running at me, felt like a parody knight

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