The Knight needs a complete power rework. His optimal playstyle is unhealthy for the game.

Remove the AI from his kit. AI's implementation into DbD has been a massive failure. Nemesis' zombies were okay because they were fairly unintrusive and seldom useful. Knight's entire power being based on using AI to chase is terrible.

If you use the Knight to chase, he is incredibly easy to counter-play by just holding W. If you use his power to camp a 3-gen or zone hooks, it's insanely strong and incredibly boring to play against. Knight is a bad design and he's not healthy for the game.

DbD's playerbase has been in a sharp decline since the last chapter. And with the overwhelmingly negative response to the unreleased chapter, there's going to be 2 dud chapters in a row. Give your community reason to continue to have faith in you, recognize your mistake (The Knight) address his core issues and totally rework his power.

Comments

  • Knight's Guards are not AI, its a pathfinding system.

    Why else you think they have to Yell Out, Fly to the Survivors location and then start running? Its just a system building a path. I have played the Knight for the last 3 Nights and I must say I really enjoy the Killer and I would be very unhappy if they reworked it.

    You see you are not supposed to use it to chase a person, rather I use it to Occupy a Survivor. Its like a free incapacitated but the Survivor is running away. You can also use it to flush out survivors and cut them off cause you can see them running around from the Guards.

    As for Three Gen'ing sure it works, but it also works on many other Killers. But its not as popular as you think, cause its very boring to do as Killer. I have not done it and if Survivors end up in a Three Gen anyway, its their design not mine honestly. I don't think that 3Gen Knights is optimal

    Does that mean Knight is stellar? nah, but hes far from a Rework.

  • @Johnagon_Infinity said:

    Remove the AI from his kit. AI's implementation into DbD has been a massive failure. Nemesis' zombies were okay because they were fairly unintrusive and seldom useful. Knight's entire power being based on using AI to chase is terrible.

    If you use the Knight to chase, he is incredibly easy to counter-play by just holding W. If you use his power to camp a 3-gen or zone hooks, it's insanely strong and incredibly boring to play against. Knight is a bad design and he's not healthy for the game.

    DbD's playerbase has been in a sharp decline since the last chapter. And with the overwhelmingly negative response to the unreleased chapter, there's going to be 2 dud chapters in a row. Give your community reason to continue to have faith in you, recognize your mistake (The Knight) address his core issues and totally rework his power.

    No.

  • Blah blah blah "unhealthy" whatever that means.

    I like knight. A lot of other people like knight. Changing how he works entirely at this point would alienate his current players. Your post doesn't even have a solution except to "remove ai" so I reckon the guards would just stand there until they despawn.

  • He doesn't need a rework, just some tweaks.

    1. 95% of his addons are trash. Please fix. Addon fixes here: https://forums.bhvr.com/dead-by-daylight/discussion/363129/the-knight-addons#latest
    2. The few of his addons that aren't trash feel basically required. So even if you did fix his other addons we'd still be required to run these. Those would be Call to Arms and Map of the Realm, most would also add Horse Meat into that. Make these base kit and give the addons a new effect.
    3. Guards need more reliable hits. I know this sounds unhealthy but bare with me. The way we do this is by increasing the guards speed slightly based on how close the killer places his guard to the survivor he detects, but only if they are placed past 10 meters. This rewards the Knight with more potential for guards downing, but only if he is very skilled with reading the survivor and placing them well. This buffs very skilled Knights at high MMR, but doesn't hurt the lower MMR players as bad Knights wouldn't be able to utilize this.
    4. Make the guards green circles disappear on distance like the orb does.

    Most of these changes buff the Knight without hurting lower MMR much at all and also without strengthing his 3 gen much as most all this extra power is based on long distance placements, not just throw downs at loops that people hate.

    The whole idea that guards are meant for wasting time/pressuring another survivor instead of getting hits is flawed and straight up bad. You're essentially giving up your power to be an m1 killer with no abilities in order to keep one other survivor preoccupied for a little bit. I'm sorry that's just bad, really bad. That is not viable against actually good survivors being efficient on gens.

  • @Blueberry said:

    He doesn't need a rework, just some tweaks.

    1. 95% of his addons are trash. Please fix. Addon fixes here: https://forums.bhvr.com/dead-by-daylight/discussion/363129/the-knight-addons#latest
    2. The few of his addons that aren't trash feel basically required. So even if you did fix his other addons we'd still be required to run these. Those would be Call to Arms and Map of the Realm, most would also add Horse Meat into that. Make these base kit and give the addons a new effect.
    3. Guards need more reliable hits. I know this sounds unhealthy but bare with me. The way we do this is by increasing the guards speed slightly based on how close the killer places his guard to the survivor he detects, but only if they are placed past 10 meters. This rewards the Knight with more potential for guards downing, but only if he is very skilled with reading the survivor and placing them well. This buffs very skilled Knights at high MMR, but doesn't hurt the lower MMR players as bad Knights wouldn't be able to utilize this.
    4. Make the guards green circles disappear on distance like the orb does.

    Most of these changes buff the Knight without hurting lower MMR much at all and also without strengthing his 3 gen much as most all this extra power is based on long distance placements, not just throw downs at loops that people hate.

    The whole idea that guards are meant for wasting time/pressuring another survivor instead of getting hits is flawed and straight up bad. You're essentially giving up your power to be an m1 killer with no abilities in order to keep one other survivor preoccupied for a little bit. I'm sorry that's just bad, really bad. That is not viable against actually good survivors being efficient on gens.

    The survivor player that made the thread thinks that knight is unfun. those changes are positive buff changes. positive buff changes for killer are labelled as unfun for survivor.

  • @Blueberry said:

    He doesn't need a rework, just some tweaks.

    1. 95% of his addons are trash. Please fix. Addon fixes here: https://forums.bhvr.com/dead-by-daylight/discussion/363129/the-knight-addons#latest
    2. The few of his addons that aren't trash feel basically required. So even if you did fix his other addons we'd still be required to run these. Those would be Call to Arms and Map of the Realm, most would also add Horse Meat into that. Make these base kit and give the addons a new effect.
    3. Guards need more reliable hits. I know this sounds unhealthy but bare with me. The way we do this is by increasing the guards speed slightly based on how close the killer places his guard to the survivor he detects, but only if they are placed past 10 meters. This rewards the Knight with more potential for guards downing, but only if he is very skilled with reading the survivor and placing them well. This buffs very skilled Knights at high MMR, but doesn't hurt the lower MMR players as bad Knights wouldn't be able to utilize this.
    4. Make the guards green circles disappear on distance like the orb does.

    Most of these changes buff the Knight without hurting lower MMR much at all and also without strengthing his 3 gen much as most all this extra power is based on long distance placements, not just throw downs at loops that people hate.

    The whole idea that guards are meant for wasting time/pressuring another survivor instead of getting hits is flawed and straight up bad. You're essentially giving up your power to be an m1 killer with no abilities in order to keep one other survivor preoccupied for a little bit. I'm sorry that's just bad, really bad. That is not viable against actually good survivors being efficient on gens.

    That tome challenge to get two hits with the Assassin was just SO much fun. Really, why can't we have one for the other two guards? Hahaha ... *notices that we are only on page 3 of the current tome* .. Oh no no no ... oh no no no no!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357591#Comment_3357591

    The survivor player that made the thread thinks that knight is unfun. those changes are positive buff changes. positive buff changes for killer are labelled as unfun for survivor.

    Well his dislike is subjective so I'm never going to be able to change his mind. If that is the case, the only option left is improvements for the people that do like him.

    I wouldn't try and suggest changes for a problem someone has that I don't think is a problem.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357591#Comment_3357591

    That tome challenge to get two hits with the Assassin was just SO much fun. Really, why can't we have one for the other two guards? Hahaha ... *notices that we are only on page 3 of the current tome* .. Oh no no no ... oh no no no no!

    Yeah I'm enjoying the Knight challenges as well. Not so much the ones requiring us to use his bad perks though, ew.

  • If all you're doing is just dropping your guards at a loop then you're playing him badly


    You're an m1 killer that has a power with a lot of uses. He's not the strongest but you don't have to resort to 3-genning either.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357591#Comment_3357591

    I can agree with 1 and part of 2 (I don't think CtA should be base-kit).

    For #3, instead of speed I'd rather have a decreased slowdown for guards when they are going through pallets and windows (based on your patrol distance of course, stronger the longer it is). First reason is independently, guards suck at both looping around objects and going through pallets/windows. If you ever played The Knight on Lery's you know how futile it is to use your power at all when all it takes is one or two windows to make your power have no pressure on the survivor. Too many times have I seen survivors loop a nearby window and grab the standard when I was too far away to react upon it. Even with the speed given to them as long as the survivor has either a rock to loop around or a window, guards will never catch up independently.

    #4 feels unnecessary mainly because most of the time your patrol paths should just be hitting a survivor head-on or nearby for an instant hunt.

    I think the only nerf he needs is a nerf to his anti-loop specifically. Like make guards vulnerable to pallets if your patrol path is less than 10~ (or less). The reason for a change like this is because usually survivors don't get the chance to grab the standard when used in anti-loop, that and there is no counter when The Knight uses his power in corners.

    If a Knight isn't running CtA then I don't think they're playing him optimally to the best of his potential. I would literally even put it as more valuable than Map of the Realm.

    "For #3, instead of speed I'd rather have a decreased slowdown for guards when they are going through pallets and windows (based on your patrol distance of course, stronger the longer it is). First reason is independently, guards suck at both looping around objects and going through pallets/windows."

    I think this is a bad direction to go. If you aren't with the guard pincering them then this does nothing since they're just run in lines without interaction. It is effective if you are there pincering. That's the problem. With this change you're strengthening the play style that we don't want to encourage. This is the play style the devs are trying to push him away from.

    "#4 feels unnecessary mainly because most of the time your patrol paths should just be hitting a survivor head-on or nearby for an instant hunt."

    Exactly, that's my point. That's what you should already be doing. The difference is how good is the Knight doing it? That's the difference between a good or bad Knight which is entirely what I'm trying to emphasize here. Further rewarding the Knight the more skilled he is, but not buffing the bad Knights.

    "I think the only nerf he needs is a nerf to his anti-loop specifically. Like make guards vulnerable to pallets if your patrol path is less than 10~ (or less)."

    The change you were wanting to do above is exactly the opposite of what you're wanting here. Your previous change would be buffing his anti-loop. Yes above I'm sure you're referencing past 10 meters, but that change above is doing nothing unless you're there to anti-loop with the guard.

    There also is currently a bug making them susceptible to pallets, it's quite bad. If you were wanting to make this a feature to nerf his anti-loop we would need significant buffs on his long range guards to compensate...like essentially at least everything I mentioned above at minimum.

    "The reason for a change like this is because usually survivors don't get the chance to grab the standard when used in anti-loop, that and there is no counter when The Knight uses his power in corners."

    There may be no counter to when you're in a corner against Knight...however, there's also no counter play for the Knight when the survivors are just holding W on a massive map. So it goes both way, and I'd argue those hold W moments for Knight happen way, way, way more often.

  • Yes. This trend of awful loop denial powers with the recent killers has been awful and they keep releasing more and more brain dead no interaction versions of it with knight being the apex of the "i press m2 now you have leave loop lol" powers. i'm begging bhvr to stop making zoners in a game when zoners fundamentally hard counter the fun part of playing survivor.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358018#Comment_3358018

    I can agree that the value of CtA is on par with the other two addons (horsemeat and MotR), however I believe that the extra 10 meters and 25% speed granted is too much for base-kit to be added onto. Because of the weakness the guards have in hunts (weak around objects and windows), I believe Horsemeat would be a better choice in general. It usually takes one window for the Jailer and Assassin for surivors to outrun them without Horsemeat. With it there is a fair chance for a hit to occur. Also MotR base-kit.

    I think this is a bad direction to go. If you aren't with the guard pincering them then this does nothing since they're just run in lines without interaction. It is effective if you are there pincering. That's the problem. With this change you're strengthening the play style that we don't want to encourage. This is the play style the devs are trying to push him away from.

    I will both agree and disagree partly mainly because there are three ways for survivors to outlast a hunt.

    • Running away
    • Running around an object nearby, then grab Standard (Optional for Jailer or Assassin since theirs spawns in 5 seconds)
    • Vaulting a window and then grabbing Standard (Same application)

    Your suggestion of increasing speeds well help against survivors who run away, it will not however stop survivors from doing the other two options which has a much more efficient counter to long distance patrols. Especially when using CtA, the time that it takes to reach the survivor is enough time for the survivor to loop an object or window and grab the Standard. Now not every patrol line is exactly 32m straight, there will be objects that hinder how "long" it is but it still is enough time to grab the standard. One too many times have I seen a hunt only last 5 seconds due to the last two options.

    Although I have always loved the idea of more independent guard hunts, both with pincers and just getting hits independently so yeah, i've been convinced having long distance patrols be rewarded with speed is better. If I may ask, what is your opinion on long distance patrols also be rewarded with a longer standard timer? Even just 2 seconds is enough to counter the last two options.

    I also just want to add that I suggested a reduced speed penalty for vaults would only apply after a long distance patrol (as usual, start from 10, max at 32), making it so guards are less penalized after a repititon of windows. I argue against it being considered anti-loop since this would mainly help get set up for pincers at long distance and independent guard hunts (vaults are a extremely big weakness for guards, even with increased speed), but I just wanted to point it out (still agree with speed more than reduced speed penalty)

    Exactly, that's my point. That's what you should already be doing. The difference is how good is the Knight doing it? That's the difference between a good or bad Knight which is entirely what I'm trying to emphasize here. Further rewarding the Knight the more skilled he is, but not buffing the bad Knights.

    You might have to explain this one to me further. I argue because since most of the time your predictions with your patrol paths both mid-chase or on generators should start a hunt, so I don't see a purpose of adding this into his kit. Combined with MotR you should be getting your hunts almost every time, with exceptions to indoors, corners and high walls. (even then I take advantage of the guard's ability to detect rushed actions, for example midwich)

    The change you were wanting to do above is exactly the opposite of what you're wanting here. Your previous change would be buffing his anti-loop. Yes above I'm sure you're referencing past 10 meters, but that change above is doing nothing unless you're there to anti-loop with the guard.

    I will always argue for some type of counter to one of his anti-loop playstyles of "plop n' go", in most scenarios the survivor will move on from that loop which allows you to get a hit in regardless, in the off chance that the survivor does reach it to the next loop then the survivor will have an option to punish The Knight for a playstyle that takes minimum time and effort to do. In the off chance that the survivor just holds w then nothing changes. But in the off chance a survivor is getting trapped in a corner, at least they will have an option to stall a little bit longer.

    I say one of his anti-loop because his ability to order guards has always gotten me more hits than the previous playstyle. It requires a little more effort to produce beneficial results and has risk if you mess up or if the survivors know that you are preparing for it.

    Regular Orders are clunky and inefficient, what i'm talking about is his ability to break pallets while they're dropping

    https://imgur.com/a/pF70s8b

    I will always argue against "plop n' go" because this has gotten me more hits than it would ever. I've learned to position myself and cycle my guards to get a strong anti-loop with the Carnifex, but I also balance using the Jailer and Assassin to quickly deal with a pallet while in chase (sometimes depending on the loop I even use them to stall a surivivor into staying at the loop until they break it). It is also not completely a strong anti-loop since it's based on your position and survivors know when the Carnifex is ready. I've seen surivvors be a little more greedy due to that (well.. that and they have deadhard). In this example I do have the faster order add-on but it basically doesn't matter (it's comparing a 2 sec break to a 1.5).

    Your suggestion of increasing speeds well help against survivors who run away, it will not however stop survivors from doing the other two options which has a much more efficient counter to long distance patrols. Especially when using CtA, the time that it takes to reach the survivor is enough time for the survivor to loop an object or window and grab the Standard. Now not every patrol line is exactly 32m straight, there will be objects that hinder how "long" it is but it still is enough time to grab the standard. One too many times have I seen a hunt only last 5 seconds due to the last two options.

    there has to be counters to long range patrols. for me, banner as mechanic is meant to serve as alternative option to disable guard chases when the guard inevitably hit you. The problem with the mechanic is that there is zero risk for survivor to ever get hit by the guard. none of the guards can statistically hit you even if knight does full max distance patrol and perfectly summons the guard on top of the survivor. your play in regard to using the power does not matter. only survivor play matters and shift-w is such easy counter that anyone can do it. As long you shift-w. the guard cannot hit you statistically.

    that is why Pincer knight is only correct way to play knight because alternative play-style of long range patrol is completely unrewarding. Their lastest buffs changed nothing in regards to that. If your getting hit from the guards alone with no pincer, the survivor is major misplaying. The only time you get hits with guards is when the survivor purposely dead hard the guard for extra shift-w play.

    The order action is ok with carnifex if you time pallet drops however the survivor can see your green-icon on your hand. they can anticipate the play by going into places where they can chain a tile or window with the pallet break. Blueberry's suggestion would make knight way more mufti-dimensional to play as if the guard has physical hit-threat vs non-bad survivors. Knight is fun to play but he is one dimensional, one-trick pony. the effective part of knight's kit is what OP complains about and that is why I think knight is unlikely to get changes[unfun to play against from survivor point of view].