Knight's Contract is not a good addon at all

While Iridescent Company Banner is a pretty good addon, Knight's other Ultra Rare, Knight's Contract, is very bad and probably a contender for one of the worst Ultra Rares in the game.

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This addon has a multitude of issues that make it extremely underwhelming:

First, the fact that it only activates on every fourth guard summon makes it very inconsistent in when it will activate. It only has a chance to activate on 25% of your power uses. This also causes it to change which guard summons the effect. If it was every third guard summoned, it would always trigger with the Carnifex (provided no order-changing addons were used), who probably has the best synergy with this addon, as the Knight would be able to quickly break a pallet with him and follow up with an instadown.

Secondly, 8 seconds is pretty short, and doesn't offer much opportunity to hit a survivor with a Basic Attack. This problem would be alleviated a little if it activated only on the Carnifex by default, as a lot of Orders are done close to survivors in a chase. However, it could probably be upped by a couple of seconds.

Thirdly, there is no indication of when the addon actually activates. If you lose count of how many summons you have done since the last activation, then you have no way of knowing when this addon activates. This would be a lot easier to remember if it triggered on Carnifex every time, but it's still a consideration for QOL.

TL;DR: Make this addon activate every third summon so it has a niche of making Carnifex's pallet breaks more deadly and up the exposed time a tiny bit.

Comments

  • Most of his addons are trash for that matter.

    While a couple like Map of the Realm and Call to Arms are required to make him function as he should at base kit. Many would even throw Horse Meat in there as well.

    You're solution for the addon I don't like though. It's still trash. It needs to be something entirely different.

    In my opinion it should instead now allow you to see survivors while drawing your patrol path and increase placement distance by 10 meters similar to Call to Arms. This allows even more of the type of game play they want from Knight as well as increasing the mind game potential with his placements.

  • With how Legions BFF addon gets stacks you would think this addon and others like it would also have a stack system to remind you how far you are from activating it

  • @Blueberry said:

    Most of his addons are trash for that matter.

    While a couple like Map of the Realm and Call to Arms are required to make him function as he should at base kit. Many would even throw Horse Meat in there as well.

    You're solution for the addon I don't like though. It's still trash. It needs to be something entirely different.

    In my opinion it should instead now allow you to see survivors while drawing your patrol path and increase placement distance by 10 meters similar to Call to Arms. This allows even more of the type of game play they want from Knight as well as increasing the mind game potential with his placements.

    I mean you could entirely rework it but these are just simple numbers changes that give the addon a decent use. You could slip something like this into any major update.

    I think Knight's addons in general are mostly ok apart from a few bad ones (this one included), it's just Map of the Realm feels borderline necessary.

  • @ReverseVelocity said:

    While Iridescent Company Banner is a pretty good addon, Knight's other Ultra Rare, Knight's Contract, is very bad and probably a contender for one of the worst Ultra Rares in the game.

    https://us.v-cdn.net/6030815/uploads/H1U1P9T04L55/image.png

    This addon has a multitude of issues that make it extremely underwhelming:

    First, the fact that it only activates on every fourth guard summon makes it very inconsistent in when it will activate. It only has a chance to activate on 25% of your power uses. This also causes it to change which guard summons the effect. If it was every third guard summoned, it would always trigger with the Carnifex (provided no order-changing addons were used), who probably has the best synergy with this addon, as the Knight would be able to quickly break a pallet with him and follow up with an instadown.

    Secondly, 8 seconds is pretty short, and doesn't offer much opportunity to hit a survivor with a Basic Attack. This problem would be alleviated a little if it activated only on the Carnifex by default, as a lot of Orders are done close to survivors in a chase. However, it could probably be upped by a couple of seconds.

    Thirdly, there is no indication of when the addon actually activates. If you lose count of how many summons you have done since the last activation, then you have no way of knowing when this addon activates. This would be a lot easier to remember if it triggered on Carnifex every time, but it's still a consideration for QOL.

    TL;DR: Make this addon activate every third summon so it has a niche of making Carnifex's pallet breaks more deadly and up the exposed time a tiny bit.

    if you cycle guards to 4th guard, every single guard is an exposed guard. it replaces knight anti-loop with instant down however it has setup because... you have to summon 3 guards, then hit them. the add-on itself would better if the it did not require any guard number because once you are on 4th guard, you do not want use your ability unless your certain that your ability will grant you an instant down. by removing drawback, you would be able to freely spam exposed. Personally add-on is too easy counter because all you need to do to counter is to just let guard hit you if the knight will hit you.

    I do not think knight needs exposed status because if the guard is reliable at hitting the survivor, then you can double-hit the survivor for an artificial instant down. I think it would be better if the add-on made survivor inflicted by 5% hindered during guard chase as this would make guard more reliable at getting hits and therefore allow you to double-hit survivors more reliably resulting in an instant down.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357579#Comment_3357579

    I mean you could entirely rework it but these are just simple numbers changes that give the addon a decent use. You could slip something like this into any major update.

    I think Knight's addons in general are mostly ok apart from a few bad ones (this one included), it's just Map of the Realm feels borderline necessary.

    At least it's common and not Iridescent, like trapper's bloody coils

    Feels terrible to play trapper without that addon

  • Most, if not all, of his add-ons are based around his guards, which are basically the weakest part about him.

    Everything about this killer needs to be changed.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357579#Comment_3357579

    I mean you could entirely rework it but these are just simple numbers changes that give the addon a decent use. You could slip something like this into any major update.

    I think Knight's addons in general are mostly ok apart from a few bad ones (this one included), it's just Map of the Realm feels borderline necessary.

    Agree that map is a must have.

    Other addons are ok, but yeah that Iri its F, no way i use that one instead of map/call to arms/ dried horse meat.

    Other iri at least have that end game surprise trap.