Knight feedback in June/2026
Hi! Hope everyone is doing fine.
As i've said in another topic (the one below), i'm here again to discuss Knight balance.
@Rickprado said:
Hi! Hope everyone is doing fine.
I've been playing the Knight for some time and i have some suggestions on how to improve his kit to make him more viable in the current state of the game:
The Knight need some form of buffs while the guard is chasing someone, specially now that guards hunt timer deplets 3x times faster when the Knight is near. My suggestion would be to add a 3% increase and 10% lunge distance whenever one guard is hunting someone. This way you could use guards to delay or hurt someone while you go for another survivovr.
The Assassin should have a smaller start-up time, considering he is the guard with the biggest chance of scoring a hit. Maybe 20% less than the other guards.
For the hunt time, i would suggest:
- 1 to 8 metres: x1
- 9 to 16: x1.25
- 16 to 25 metres: x1.5
- 26+ metres: x2
I also would suggest the same for patrol times: the bigger the patrol path, the longer the guard patrols that area.
A "Quick Order" command would be great, being able to order a guard to kick a gen or break a pallet without going into patrol mode. It also would be an extra tool for the Knight to use in chase.
Addons: make Dried Horsemeat basekit and rework it do something different. Its the only addon that feels "necessary" in the current state of the Knight.
This would be bigger changes for the Knight but it would turn him into a much more viable killer in the current state of DBD, specially after the pallet density update.
Playing him after his buffs/rework (Patch 8.1.0 and 9.1.0.) i feel his design is in the right path but still needs something else to become more viable at High MMR.
I believe the most controversial mechanic in his current design is the Guard Depletion rate if the Knight is close. Although this was a very much needed and fine mechanic to disincentivize Knight players from just dropping a guard into the survivors head to pincer attack, it created a paradoxical situation for the Knight where if he leaves his guards to Hunt alone they probably won't get a hit by themselves because they are easy to counter; but if the Knight goes with the guard to "pincer" he will probably end the guard hunt due to his proximity. So either you leave your guard to waste survivor time or chase as a M1 killer with more steps.
I believe Knight could receive some form of "buff" during the hunt, bringing some reward to a good usage of his power: while the guards are in the hunt by themselves, the Knight gets something. Can be running faster and his lunge increase, or something else. Also, his guards should pose a bigger threat then they currently are, specially since they have very solid counters (jump windows, drop pallets, "fake" window vaults, exhaustion perks, etc).
Also, all of his metrics (hunt duration, guard patrol speed, guard hunt speed, guard spawn speed, etc etc) could be buffed tied to patrol path distance, since this is the most skillful thing a Knight player does. If you "snipe" someone with your guards from a long range (30m+) you really should have some form of reward, more than he currently has.
Thanks for the attention!
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