Does the Knight need a buff?

I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.


He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.

Comments

  • no, he needs to be gutted and reworked. if you don't want to experience people holding W and Prerunning everything then don't play a killer with zero interaction. its just an autopath AI following them and yelling, the only counterplay is hold W. They need to make his power interactive and then you will see variation of counterplay.

  • @DodoSwarm said:

    no, he needs to be gutted and reworked. if you don't want to experience people holding W and Prerunning everything then don't play a killer with zero interaction. its just an autopath AI following them and yelling, the only counterplay is hold W. They need to make his power interactive and then you will see variation of counterplay.

    Not true, there's other counterplay to guards. Such as vaulting tile windows repeatedly since that slows them down just enough for another vault (No entity blockers either since its not a chase). L+T walls are best for this; do it until the banner spawns.

    If you ask me, Knight's undetectable addon is probably the 1 thing that needs changing about him. It shouldn't last the entire hunt duration, it lasts way too long and has too much uptime.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108953#Comment_4108953

    Not true, there's other counterplay to guards. Such as vaulting tile windows repeatedly since that slows them down just enough for another vault (No entity blockers either since its not a chase). L+T walls are best for this; do it until the banner spawns.

    If you ask me, Knight's undetectable addon is probably the 1 thing that needs changing about him. It shouldn't last the entire hunt duration, it lasts way too long and has too much uptime.

    That counterplay is only effective in situations where the Knight is just leaving you to get chased by a guard to keep you busy, in which case he never expected you to get hit in the first place because you can just endlessly vault windows or just run around a rock. There is zero counterplay whatsoever in chase. The window fakes to bait the guards are only useful when the killer is on the other side of the window and you don't want to vault into them, otherwise you basically just have to path in a way to buy just a few extra seconds because there are so many lose-lose situations, and one of the ways survivors deal with this is just keeping distance and hoping the guard's timer runs out because the killer is close.

  • He needs a rework. He’s boring and have zero interaction. Killers hate going against bot survivors? Well, now you understand why survivors don’t like to go against knight

  • @Yoshirama said:

    He needs a rework. He’s boring and have zero interaction. Killers hate going against bot survivors? Well, now you understand why survivors don’t like to go against knight

    We only hated going against the knight because he was the OG 3 gen merchant before Skull Merchant. It was miserable until they implemented that system in on top of being a 2v1 he could do very effectively. After that got nerfed its not nearly as bad.

  • Look up Identity V's "Hell Ember" hunter.

    Its their default killer/hunter. Their trapper so to speak.

    1. He can place down (or throw like clown bottles) two dolls that work as sentry wards, you see the aura of stuff in their proximity and can swap positions with them. He gains some haste speed boost after the swap. The dolls can be disabled like nemmy zombies.
    2. He gathers a resource bar (like myers evil or oni blood ) by hitting stuff, hooking etc that he can spend on two things.
    3. Turn the stationary dolls into ai-killers at like 105% speed, he stilL gets aura for stuff in their field of vision. (Basically better nemmy zombies)
    4. He can spawn a temporary ghost that chases survivors right at his position. Kind like 110% . Lasts like 15-30 seconds, cant remember.

    Knight couldbe been like that.

  • @chaosdragon_25 said:

    I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.


    He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.

    100 %

  • @chaosdragon_25 said:

    I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.


    He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.

    Just a quick note. Knight wasn't nerfed. He was buffed and the AI manipulation was also removed from it's initial function.

  • so the valid counterplay you propose is run in a circle and vault TLs while the knight cuts you off. thats poor design on top of a boring concept that allows for no innovative gameplay.

  • @chaosdragon_25 said:

    I think the Knight needs a small buff for his Guards. He isn't a great killer, and there is counterplay—like touching windows and pallets without vaulting them—but lately, I keep seeing survivors running in a straight line without using that tactic and still not getting caught. Even the Assassin often fails to catch them. And if you don't want the Guard and the Knight both chasing the same survivor, the Guards really need a small buff, because playing against good survivors is getting really frustrating.


    He was nerfed quite a while ago, but he was good before that—though still not an S-tier or even A-tier killer; he was in a solid spot. That’s why, to this day, I’ve never understood why he kept getting nerfed again and again after the rework.

    If Knight uses a guard to chase survivor but then the knight himself goes to do other things, then the sole purpose of that guard is not to get the hit, but to waste survivor's time. Suggesting to make guard hits be more likely to happen isn't a good one, as the action of being chased by a guard isn't the most fun thing ever.

    With current Knight design, there is just no wiggle room really. He is good at macro, but his macro is very simple, and therefore boring. Basically his entire looping gameplay is: Spam a Guard -> Guard chases -> Chase with guard via different path -> get the hit -> repeat.

    Macro is a bit more interesting, as it's at least where choice is made, and survivors can in theory, outplay it by hiding behind objects (Ignoring the whacky ways Guards can sometimes still see you through said object regardless).

    Imo, only a rework which would make the killer much more complex would make it a possibly fun to face killer, and maybe even more fun to play as.

    Personally, I enjoy knight, but that is entirely because I got the medieval kid in me being very fond of Knights and all about them. His gameplay however, I can't take more than 1-2 games at most before switching to another killer. I would love a macro heavy Knight, where you really have to think hard to get good payoff, and naturally, the payoff being worth it

  • All the knight needs is to be able to use his Guards in independent situations, 1 Guard for chase 1 Guard for action.
    Should be able to set a guard to chase and have one break pallets at the same time without the pallet break Guard despawn the Guard in chase essentially.