Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
The Knight rework on the latest Dead by Daylight PTB changes everything about how the Killer played…
____
𝗧𝘄𝗶𝘁𝗰𝗵
➤https://www.twitch.tv/tatariu
𝗠𝗲𝗿𝗰𝗵
➤https://tatshop-shop.fourthwall.com/
𝗥𝗼𝗴𝘂𝗲 𝗘𝗻𝗲𝗿𝗴𝘆
Use code: 𝗧𝗔𝗧 for 20% off
➤https://rogueenergy.com/
𝗔𝗿𝘁𝗶𝘀𝘁 𝗖𝗿𝗲𝗱𝗶𝘁𝘀
Render by Tw1sted
➤https://www.twitch.tv/thetw1sted
____
#dbd
source
having 2 guards out at once would be so unbalanced but so fun lol
I’m bringing old YT back. So.
301 squad
FIRST
i thought bhvr giving knight ability to choose between guards as you want like vecna chosing his power
The new Ormond variation is tripping me out! I was like "when did the hut spawn over there?! And the snow plow?!"
God I fucking love this change
there should be an iredescant add-on that you can summon two guards
i hope bhvr takes the "bug" where you can summon a guard while another is active and make it intentional, new knight is so fun with it, just look at the final down tat got at the end of the video
Can't wait to try new knight <3
He seems soooo fun
OMG RIU PLAYING KNIGHT!!
These changes for the knight will hurt him against mid to high level players in or out of swf. He's encouraged to not chase surviors but let guards chase.
Kinda wish the guards either A) can’t be spawned by hooks (like the unknown), B) have their duration shortened if patrolling near hooks, or C) add to the unhook bar to add just a little bit of anti-camping play
It sucks that the ability to spawn a new guard, cancelling out the current patrolling one, is a bug
It feels really good
I'll play knight when they do a berserk collab
Now this is literally like playing chess
1 gen left 8 minutes into the match
17 minute match
So it seems they haven't changed too much about Knight lol
Lithe plus Laura's vault perk is gonna be nutty
now imagine the guard switching but with vecna's spell select
1:16 i be like WTF is this Lara Croft doing parkour what did i miss lmao
Bro, that's a New S TIER killer
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.
So here's my two cents as a Knight main(previously Sadako and Dredge, I sure know how to pick'em huh)
-Changing guards and path cancellation feels awesome, you ALWAYS have something to do
-Map of the Realm isn't required to play anymore, but it should've been 100% of the addon basekit to be honest.
-New addons are really fun, except the ones where the effect comes from Guard hits
now for the bad
-10m minimum path sounds like a good change in paper, but in game it basically removed his power on small loops and on corners, shack, etc. And the path drawing mode isn't fast enough to make reaching those 10m fluid enough, not even with the Call to Arms addon. Before when you instadropped, the Guards would take much more time to start the chase, and the counter was either taking a lot of vaults to slow the Guard down, or try to go for the flag. Holding ''W'' was always the worst option, because it opened you up for an easy pincer attack. Instead of completely removing instadrops, why not simply add a hunt timer penalty if your path is less than 10m? Make it so an instadrop hunt lasts for 30% of the normal time or something, but don't outright removed parts of his power like:
-8m threshold for hunts in tandem with your guard, making hunts deplete 3x faster. This change just boggles my mind. The whole reason this Killer was designed was for you to WORK WITH YOUR GUARDS for a hit, not let them do hits on their own. That's why the scorecard for a hit mid-hunt is ''Flushed Out'', as in, you worked with your Guard to flush out the survivors from bunkering in one spot. If this change goes thru, means BHVR actually wants Guard hits, which only occur if the surv is completely oblivious to the counterplay(Hi Sadako).
-They didn't remove the obnoxious 1.5m minimum distance for summoning, the power is still clunky to use in cramped maps. Try to order a break on a gen/pallet closeup to see what I mean.
-His teleporting bug and getting stunned when breaking pallets fast with your guard wasn't fixed.
-His bug of the Guard completely re-routing it's hunt path if the survivor pre-drops a pallet mid-hunt.
-THEY MADE ONE BUG OFFICIALLY COUNTERPLAY. Faking window/pallet vaults makes the Guard ignore everything else, run to the window/pallet, get slowed as if he was crossing it, then continuing the hunt, with a massive distance deficit. This bug was introduced during Tools of Torment, mind you.
1:06 lara
This is way better. No more boring free hits. Being chased by a guard is suspenseful as a survivor
These changes are so ass