Knight Guards will become almost useless once survivors learn how to play againts them.

And stop being scared of triggering them,a good swf will take aggro of the guards and leave the Knight with no power.

Not only because they are really weak and slow,but the main issue is that survivor can see the aura where a guard is patrolling.

Imagine if Nemesis zombies had a similar aura where they patrol and survivors can see it,they would be even more useless than they already are without addons.But at least Nemesis has a reliable power you can use anywhere on the map unlike the Knight that feels so slow and clunky with his power.

He has my least favorite power to use because every other killer I played,they have a power that can be used anywhere without any difficulties,but with The Knight,if you are in certain spots,it just doesn't work.

Its really frustrating when you are in a chase and need to make a quick decision,you have to move around to be in a certain spot just to use your power that wastes time and an m1 killer like him with limited mobility,cant afford to.

I am suspecting he's gonna be buffed but i'm sceptical they gonna make him be strong enough to be worth playing considering it takes a lot of effort to do good with him and in a lot of cases requires survivors to do a lot of mistakes and its just unfun for the amount of effort it takes,just to be decent.

He feels mediocre and subpar at everything he does and as much as I love his design,his power is just too underwhelming and weak at least in the current meta to make me wanna play him.

I also heard his guard summons take a half second more now,nerfing one of his most important part of its kit.

I dont think this killer is worth playing in the current state as not only he's very weak,but he's also very boring to play and unsatisfying even when you do good.

Comments

  • Or instead of wining about it, you should try to find a counter to their tactics.

    Learn to play this killer normally (not just tapping his power at loops).

    If you find him boring to play as, it's because you play him the boring way.

  • I bet you can just jump into the snowman for free protection. Bye bye guards!

  • What? They are ALREADY borderline useless. A strong SWF isn't needed to beat him, just a group of half-decent survivors who know how his power works.

  • Problem is his power also completely denies loops causing super stale gameplay. Literally just go from loop to loop without playing any pallet because he doesn’t let you without getting a free hit

  • Sorry, but I honestly disagree with the title.

    It is useless without learning how to play against the Knight Guards.

  • @Grigerbest said:

    Or instead of wining about it, you should try to find a counter to their tactics.

    Learn to play this killer normally (not just tapping his power at loops).

    If you find him boring to play as, it's because you play him the boring way.

    Ok,tell me how you use his guards properly.

    If The Knight is chasing someone,a survivor can simply take the guard chase and render the Knight as an m1 killer with no power.

    If you put a stationary guard in an area,it can be easily dodged because they can see the patrol aura so please tell me the hidden tactic of how Knight is so amazing and fun with an amazing power.

    @Phasmamain said:

    Problem is his power also completely denies loops causing super stale gameplay. Literally just go from loop to loop without playing any pallet because he doesn’t let you without getting a free hit

    The downside is you get no pallets,and it takes an awful lot of time just to get a single hit.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284190#Comment_3284190

    Ok,tell me how you use his guards properly.

    If The Knight is chasing someone,a survivor can simply take the guard chase and render the Knight as an m1 killer with no power.

    If you put a stationary guard in an area,it can be easily dodged because they can see the patrol aura so please tell me the hidden tactic of how Knight is so amazing and fun with an amazing power.

    https://forum.deadbydaylight.com/en/discussion/comment/3284267#Comment_3284267

    The downside is you get no pallets,and it takes an awful lot of time just to get a single hit.

    I do have a post with tactic and almost everything about this killer, since I was having a blast with him recent days.

    Tho I have to admit, you don't seem to me like you're interested of getting better with this killer... I don't even think you're gonna read it, but I'll drop it anyway.

    @Grigerbest said:

    So for these 6 days, I've been playing mostly the Knight (other killers here and there), so in what conclusion I've become... In short: This killer is pretty strong. Fun to play as. Consistent. (Ai sometimes buggy, but Developers working on it)

    I just want to point his strong sides and weak sides, considering my gameplay and the tactic I was using against the survivors I were getting with him (same with Hag):

    This is the build: (Sometimes I use BBQ instead of FOR)

    https://us.v-cdn.net/6030815/uploads/HOCUI9IR819N/1.png

    Tactic:

    1. After beggining of the match you go near to the gen they are working on, using Lethal pursuer. (power distance)
    2. You quickly putting a guard from sides of this gen, not directly at the gen (If you put orb a little to the right, they will obviously try to avoid the radius by going left for example), make sure the orb is out of their los, with map of the realm addon (almost impossible) for survivors to avoid the radius.
    3. After the haunt started, carefully keep a close eye on the guard on which direction he's chasing a survivor. Don't get fooled - survivors can go through your guards, while they "floating" to place a banner.
    4. Depending on the direction, cut short the distance between you and survivor, keep watching the direction of your guard - if you lost los on that survivor. You've got plenty of time with "dried horsemeat" addon.
    5. Move ahead of this survivor to the point of a "sandwich", and hit. You might even end up in a situations where you can double hit a survivor at the pallet or window.
    6. If survivor trying to loop your guard (you will notice by guard aura), watch your banner, don't let them get it. (Most likely they will hold W against your power, so it's a pretty niche scenarios)

    In the middle of a chase:

    1. After hitting a survivor, keep an eye on where they're heading, use your ability and put a guard ahead of their movement, don't forget: they can see the orb and they will try to mind game this orb, hear closely for footsteps and put a guard a slightly further. Start the haunt and use points 3, 4 and 5 from a Tactic. (Repeat)
    2. If they go into you while you a "green orb", quickly place a guard and move forward.
    3. If you missed, don't forget that you can hit the guard to reset your power, and try again.
    4. You can use the ability to zone survivors out, or cut their movement (make them go other way) to receve a hit without starting a haunt.

    The Knight is a killer about predictions, zoning and working with your guards (sandwich tactic). Knowing the behaviour of the guards and the pathing (map knowledge) you will get hits and downs pretty consistent.

    The things you don't do while playing the Knight:

    1. Never go the same path as your guards (unless you really close to that survivor), try to move to the direction this survivor is trying to reach and cut them off in a "sandwich".
    2. If you missed the ability, don't leave the guard wondering the area, if you can easily hit him and remove cd from your power. Leave them only when you chasing a survivor on completely other direction, don't lose distance.
    3. After downing a survivor, don't rush to pick them up, you most likely will want to use a power before picking up and create a haunt before hooking. Or to prevent a flashlight save (pallet stun). Make sure the area is safe to pick up, with his power it's easy to do. Or you just want to use a guard to brake a dropped pallet or a near gen before picking up.
    4. I find "tapping" his ability at loops pretty inconsistent, most of the time by doing that, you just forcing them to move out from a loops, you're not gaining distance, you wasted a power, and they can easily reach another pallet, without being haunted. Instead, try to move this orb slightly away from this loop (forward almost everytime), to get an easy haunt, without caring about a pallet just move and try to "sandwich" them.
    5. Don't put a guard at hooked survivors. Since unhooking animation removing a guard, it's useless waste of your power. Keep your power to find a different survivor on a gen, or you can use your ability right after unhooking, if you noticed a survivor going for unhook.
    6. Don't focus on 1 survivor, even if you catch 1 of them in a haunt, if there is another survivor, chase the second survivor yourself. By doing so you're creating a presure and might end up injuring both survivors.

    Prons:

    1. Survivors can't loop this killer. His ability is a hardcore anti-loop, if they try, most likely they will get hit or go down.
    2. The Knight is a hardcore zoning killer. Haunted survivors don't get much of a choice but leaving the loops over and over to the point of "Knight in front, Guard behind" - Sandwich.
    3. The Knight can recieve a double hit (out of a sandwich) on a same survivor, in most of these scenarios, survivors getting hit by a guard and moving right into you, when you were out of their los, and you were about to catch them in a "sandwich".
    4. Ability is easy to use, these addons will help you getting used to it, and get an easy (first try) haunt, and give you more time to "sandwich" them.
    5. The Knight don't need to use "pallet shredder" perks. In most scenarios (if not all) you just don't care about pallets. If chased survivor is haunted, you can completely forget about pallets, survivors will not camp them, they most likely will hold W, if not, it's an easy hit.
    6. You can use the power against survivors to get them haunted on a second floor in the open maps by using it outside. (Main building).
    7. The Knight can brake stuff (gens, pallets), while he's picking up and carrying a survivor to a hook. He can also brake stuff on a distance.
    8. The Knight is very consistent on the maps like Gideon. With many "dead-ends".
    9. Despite this killer don't have any "teleportations", he can force survivors out of a gens from a distance (max patrol range).
    10. The Knight is really good at: "making survivors panic". You will find that even a really good "loopers" while they haunted and chased by you, will make a lot of mistakes out of a panic. They will vault onto you, they will hesitate, they will make a bad movement.

    The Knight is a really strong killer, if you get used to his ability on all maps, and if he's played by a really expirienced killer main who knows the maps well.

    But he's not ideal due to his cons:

    Cons:

    1. He's №1 weakness - Survivors Shift+w. Even if you consistently catching survivors in a "sandwich", out of sheer W holding you might find yourself chasing 1 survivor for a quite long time, considering the gens speed.
    2. The Knight's power can be hardly countered by DH. Most of the time, if survivor is cornered or about to get "sandwiched", they will use DH into you, or the guard (most likely the guard), to avoid getting down and prolonging the chase.
    3. The Knight is map dependant (he feels weaker on open maps), addon dependant (it's really hard to catch survivors in a radius without a "map of the realm" addon and you most likely will not have enough time to "sandwich" a survivor without "dried horsemeat" addon), perk dependant (with the time you wasting on a chases, you must have at least 2 strong gen regressing perks).
    4. Weak against well-coordinated "swf". Healthy survivors can "take over" a haunt (leaving you without a power for a while), healthy survivors can take a hit by bodyblocking a guard (guards hitting anyone who's in front of them).
    5. (In the meantime) The guard's AI is buggy, sometimes (really rare) you find them stuck or getting confused at the loops.

    After playing this killer for a while, getting used to this tactic, against a vary of survivor's perks, their gameplays, swfs... I personaly think that this killer is pretty strong, fun to play as, consistent.

    When Developers fix the AI (to prevent rare scenarios) and some of his bugs, to me it's a solid high B-tier, just because of a DH and time you spending to "sandwich".

    This is the last post I'm making about the new killer, now I'm gonna continue to improve on this tactic, gl and hf in your matches guys!


  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284277#Comment_3284277

    I do have a post with tactic and almost everything about this killer, since I was having a blast with him recent days.

    Tho I have to admit, you don't seem to me like you're interested of getting better with this killer... I don't even think you're gonna read it, but I'll drop it anyway.

    https://forum.deadbydaylight.com/en/discussion/356325/6-days-of-playing-the-knight-this-is-my-final-verdict

    Good tips,it takes a lot of practice to know when and when not to use his power,but even then,it takes a long time to get a single down againts a decent survivor,and overall you cant pressure survivors enough even if you consistently hit haunts.