This Knight Buff Is Giving Him A NEW PLAYSTYLE! | Dead By Daylight



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These Changes are honestly more exciting than people give them credit for.
I hope they change the way The Knight is being played.
I stream 5 times a week at https://www.twitch.tv/hens333

Community Discord: https://discord.gg/MfnbrEVkPQ

00:00 Intro
01:32 Build Explanation
2:15 Gameplay

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49 thoughts on “This Knight Buff Is Giving Him A NEW PLAYSTYLE! | Dead By Daylight”

  1. I’m very excited to see Knight play stronger! Not a fan of the nerf to the Haste effect on collecting the standard. I also still wish to see minimum patrol paths to stop the uncounterable insta-drop strat, and maybe enable more counterplay from the survivor side like with stuns to destroy Guards.

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  2. Gotta say Hens, I really enjoy your content so please take this the right way. I’ve noticed in your games you close chase very quickly and are very efficient at getting downs, and clearly have a great understanding of the game. What I don’t understand, is why you don’t tunnel or camp when necessary? You mention snowballing survivors pressure with Knight, but the most efficient way of snowballing pressure is an early kill from a tunnel, it’s a proven method. So I guess my question is, what steers you away from this play style? Do you not really care about securing the win or are you potentially afraid survivors will boycot/hate your content?

    I don’t wish to make this an open discussion for the entire community of this comment section, I’m directly addressing Hens. Great video though as always buddy keep it up.

    (I also know you won your last game, I was just referencing your experience in pubs in general)

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  3. literally this wont change the knights playstyle at all. all knight players will do is use their power at longer ranges more often for the haste effect. we have to remember that 99 percent of the player base arent youtubers who will switch up their playstyles for content.

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  4. As a Knight main, I will definitely get these changes. Still it would be better if survivors couldn't see patrol path and guards could start chasing as soon as they see survivors but it is okay. I can't wait to play as buffed Knight 🙂 when will this patch be released?

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  5. I think you should drop the Jailer addon and instead use the one that increases the hunt time by 4 seconds. The Jailer to me is easily the worst of the 3 guards. He is slow and doesn't chase for a long time. The only thing he does better is outside of chases.

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  6. IMO i have been playing in a different way before the ptb and found some success and it worked great with this ptb, best addons are still the +4 seconds chase timer and +4 meter detection radius though

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  7. i still think one of the biggest issues is that carnifex is the best gaurd, his chase last so long it covers more distance then the jailer or the assasin, and the assasin does not go fast enough to warent using it over the other 2, and while harder to start a chase then the jailer, if used correctly it can get chases consistantly, mix with the +4 seconds addon and its almost garenteed a hit, which both the jailer and assasin struggle at a ton, not only to mention the break action is pretty much instant with him, IMO they need to make it so you can switch with CTRL but have to wait a few seconds after doing so, and increase the speed of assasin to atleast 110% and make the jailer have a MUCH larger radius, make it so you can immediatly cancel the carnifex and assasin patrol with CTRL, but as a downside to the jailer having a massive detection range is that you have to wait out it extremly long patrol time. ALSO, make it so crouching in LOS and unhooking doesnt alert the gaurds, in case you didnt know unhooking alerts them like a fast action and will alsways start chase AFTER the unhook

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  8. I feel like the add on that gives you a speed boost when using Jailer will be very good now, because if I'm not wrong it was a 10 percent speed boost, so the add on give you blood lust 2 for 6 seconds. With the new boost I believe it's a bloodlust 3 with the add on.

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  9. This definitely makes instant dropping a guard not as optimal for the knight in all situations, and as a result adds actual skill expression in how you use the guards effectively and how you place them. There is counterplay to the knight beyond holding w when the guards are actually deployed, but that wasnt usable when nobody put them out further. Definitely a step in the right direction, and with more time and potential tweaks, the knight might get to a decent spot.

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  10. Call to arms was useless previously what??? It was mandatory addon that got you out of his power faster, to get down a patrol faster and you think it was useless? Uhhh ok. Honestly that quarter increased speed placing down his path feels like it should be built in (the current patch) Oh and Carnifax still looks like the only guard that does anything or is even a threat. Nothing changed there. Map of the realm is an incredible addon. Always has been. The worst part about the Knight is his best addons are yellow or common brown. Horse meat being another along with Pillaged mead. All of his Green addons are worthless except the tongs and that's debatable considering the knight isn't good at being a "Stealth" killer in giant clanking armor.

    I don't see how this changed anything. You're still doing the same "get to loop then place guard" strategy. Even during the "Prebuff predictable boring" section you use a segment from your own gameplay DURING this video of you doing just that.

    I enjoy Knight but this buff hasn't changed anything. A long route being hard to see was a buff and might be somewhat dangerous but I still have my doubts this hasn't changed anything at all. Oh and yes I do play long routes on two gens close together yada yada because I know someone reading this is "OH HE JUST CAMPS 3 GENS LIKE HENS DID AND THATS ALL HE KNOWS AND IT WON'T EFFECT HIM AT ALL" no I do like to chase as the knight as his guards can be oppressively when used at the right time at certain loops. (also certain maps make him OP)

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  11. What if they made it so the longer a path is the quicker a guard starts their patrol? That way it gives more incentive to make longer oaths and makes it less likely for the knight to put down a guard at a loop.

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  12. I'm really looking forward to these buffs. Being able to actually predict where survivors will go without them seeing you will add much more depth to normal gameplay, the 5% regression and haste buffs are a nice touch.

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  13. "Call to Arms no longer being useless"

    Listen, it is still one the knights better add ons for a yellow, and felt like the only thing I could use to make placing guards viable at the time. It wasn't useless before, and now it's just better.

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  14. It would be cool if it was longer than 10m from you but as its path length. Instead of having a guard hook camp for a brief time now it's going to be multiple loops of the hook with haste. I get top tier players don't play like that but I'm more bronze league.

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  15. The Call to arms add-on is far from useless, i use it all the time, it gives the knight the ability to function on larger maps. "The COMPLETE Guide To The Knight | Dead by Daylight" by Choy really tells the strengths of the knight and is a good starting point for players who like the Knight but dont want to rely on the insta guard strat. These buffs just make knight players who already use long paths much better which I appreciate.

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  16. These buffs are really nice because they give the knight the unique feel he was supposed to have, where you cut up a map and outmaneuver survivors with your guards, being able to pressure and chase from a distance.

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