Question: How do you counter Proxy-camping Knight?

Now, before I get all indignant I want to ask if there's a counter I'm not aware of.

Situation: Someone is hooked, the knight stays close enough to be aware of unhooking attempts. If someone is going for the unhook he sends a guard that arrives there just after the unhook happened. Whoever the guard catches gets double tapped within seconds; first by the guard then by the Knight who has caught up by then.

Comments

  • Hmm, well, it seems like the best call is just to wait until the Guard is called? Since it disappears as soon as the unhook animation begins, that basically just puts the Knight at the disadvantage of not being able to run up and interrupt the unhook because he was standing still during the wisp mode pathing.

    It also seems like a bit of an assumption that the Guard will actually get a hit, they're pretty easy to outrun most of the time.

  • In any scenario where a guard spots you, you can prevent the guard from hitting you as long as you don't care about the Knight hitting you:

    When the guard yells and begins moving to where they saw you, run in the direction of the guard (the opposite of the direction they are currently floating in). This maximizes the distance you gain on the guard before the chase starts. Once the chase starts, keep moving away from the guard as much as possible, no matter if it's the carnifex or assassin you should have enough distance that they cannot catch up to you, you can even begin looping around a solid object. Just ignore the Knight completely, but be mindful of where you can run to if/when he hits you. If you use this strategy you can never be double tapped, and the Knight will have to hit you since he cannot bodyblock you or slow you down and the guard will never be able to catch up.

  • If a guard is on you, and you start an unhook, it disables the guard. It seems most people do not know this. Knight’s power is pretty useless at a hook once you know this. Just go for the unhook and the guard is useless.

  • @jmwjmw27 said:

    In any scenario where a guard spots you, you can prevent the guard from hitting you as long as you don't care about the Knight hitting you:

    When the guard yells and begins moving to where they saw you, run in the direction of the guard (the opposite of the direction they are currently floating in). This maximizes the distance you gain on the guard before the chase starts. Once the chase starts, keep moving away from the guard as much as possible, no matter if it's the carnifex or assassin you should have enough distance that they cannot catch up to you, you can even begin looping around a solid object. Just ignore the Knight completely, but be mindful of where you can run to if/when he hits you. If you use this strategy you can never be double tapped, and the Knight will have to hit you since he cannot bodyblock you or slow you down and the guard will never be able to catch up.

    As for unhooking in general: If a guard is chasing you, they stop when you attempt an unhook. So if the knight isn't close, you can wait for the guard to start a chase (or provoke one), then unhook and the guard disappears. If the knight is camping, use the same strategy against normal M1 killers - if desperately necessary, try to force them to hit you and then trade (don't get grabbed), or go in with a teammate and block for the teammate while they unhook. Be wary of STBFL and make your choice / devour hope (the latter two can currently be triggered using an exploit even if the knight is close)

  • It's hard to deal with. Like any proxy camping tbf. It'd work best with 2 players doing the unhook. One baits the guard away the other unhooks immediately after. Hopefully knight goes for the first person who triggered the chase and they can stay ahead of the guard and take one hit max.

  • @HoodedWildKard said:

    It's hard to deal with. Like any proxy camping tbf. It'd work best with 2 players doing the unhook. One baits the guard away the other unhooks immediately after. Hopefully knight goes for the first person who triggered the chase and they can stay ahead of the guard and take one hit max.

    Again… read above. The guard literally deactivates when you initiate an unhook.

  • @HugTechLover said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286222#Comment_3286222

    Again… read above. The guard literally deactivates when you initiate an unhook.

    Really? I need to try that. I'd still personally suggest using 2 players. A proxy camping knight can simply double hit someone unhooking with the extra warning they get from the guard.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286225#Comment_3286225

    Really? I need to try that. I'd still personally suggest using 2 players. A proxy camping knight can simply double hit someone unhooking with the extra warning they get from the guard.

    Yessir, it seems most don’t know that. But yea, 2 players for sure as it’s just like any other m1 killer camping. Need 2 to avoid farming a trade.. but yes, unhooking eliminates his power completely.