Did knight get any changes in PTB?

or is everything still the same?

Comments

  • He got a few changes:

    1. Guards kicking a gen remove 5% progress, up from 2.5%.
    2. The orb survivors see when a patrol path is being created shrinks with distance. After 10 meters, it disappears entirely.
    3. When creating a patrol path, if your path is longer than 10 meters, the Knight temporarily gets 5% Haste after you finish creating it to help catch up faster (duration depends on the path length, anywhere from 2 to 6 seconds). Additionally, for paths longer than 10 meters, guards that detect survivors will take anywhere from 10% to 25% less time to move to where they first saw the survivor and begin chasing (depends on the length of the patrol path).
    4. There is now a 10 second limit on creating a patrol path, you cannot just stay in path creation mode indefinitely anymore. This was changed to prevent Knight players from using it to hide their terror radius for excessive amounts of time.
    5. The Healing Poultice addon's duration was increased from 3 seconds to 5 seconds.
  • @sizzlingmario4 said:

    He got a few changes:

    1. Guards kicking a gen remove 5% progress, up from 2.5%.
    2. The orb survivors see when a patrol path is being created shrinks with distance. After 10 meters, it disappears entirely.
    3. When creating a patrol path, if your path is longer than 10 meters, the Knight temporarily gets 5% Haste after you finish creating it to help catch up faster (duration depends on the path length, anywhere from 2 to 6 seconds). Additionally, for paths longer than 10 meters, guards that detect survivors will take anywhere from 10% to 25% less time to move to where they first saw the survivor and begin chasing (depends on the length of the patrol path).
    4. There is now a 10 second limit on creating a patrol path, you cannot just stay in path creation mode indefinitely anymore. This was changed to prevent Knight players from using it to hide their terror radius for excessive amounts of time.
    5. The Healing Poultice addon's duration was increased from 3 seconds to 5 seconds.

    That's it? All the other addons are untouched? Lol. I guess I'll be farming green addons then.

  • @faithfulknight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323329#Comment_3323329

    That's it? All the other addons are untouched? Lol. I guess I'll be farming green addons then.

    "That's it?"?

    That's some pretty fundamental changes.

    Longer patrols are now worth setting instead of just dropping at a loop. With faster guards and haste.

    Survivors don't see the orb.

    5% regression!

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323330#Comment_3323330

    "That's it?"?

    That's some pretty fundamental changes.

    Longer patrols are now worth setting instead of just dropping at a loop. With faster guards and haste.

    Survivors don't see the orb.

    5% regression!

    Sure, they're nice buffs. But Knight will still be a pretty awful killer. They could've made some more significant changes. Especially considering his playstyle is extremely boring for both sides.

  • Did he get changes? Yes

    Do they change basically anything? No

    He's still very bad.

  • another hidden nerf that he received in the latest released patch was that now he can't bodyblock anymore once he summons his minions (farewell double hit tactic)

  • He got some pretty noticeable changes but ultimately they're unlikely to do much to help him. 5% Haste isn't enough to make up for losing so much distance when creating a longer patrol, you're still just gonna want to insta-drop a guard at a loop most of the time.

    Oddly enough the thing that's likely to make the most change is giving him a maximum time to set patrols so he can't abuse Make Your Choice anymore.

  • @Tostapane said:

    another hidden nerf that he received in the latest released patch was that now he can't bodyblock anymore once he summons his minions (farewell double hit tactic)

    He has never been able to bodyblock a survivor chased by a guard. Not even on PTB.

  • I think the buffs will help him a lot.

    People in this community kinda make the mistake of only looking at the highest level of play. The best become good and everything beneath it awefull.

    He's not going to be the best but he will fill a niche playstyle that people can enjoy and they will be able to perform well against the mayority of survivors.

    He's not here to be a viable pick against the top level of play, he's here to add variety to the playstyles available.

    Not every addition of the game should or can keep up with the competitive level. If you did that you would have to sacrifice a lot of variety and in the end variety beats balance when it comes to the longevity of a game

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323459#Comment_3323459

    He has never been able to bodyblock a survivor chased by a guard. Not even on PTB.

    Then why I remember otherwise? I did that trick more than once before they fixed the knight for the 1st time (those fixes also shadownerf his minions regarding destroying pallets: in the beginning destroying the pallets with them granted you half charge of spirit fury, after the update pallets destroyed by your minions won't count as token for spirit fury)

  • @Blueberry said:

    Did he get changes? Yes

    Do they change basically anything? No

    He's still very bad.

    This guy gets it. Knight is garbage.