The Knight's 10 m minimum patrol path rule - Is it necessary?

Hi, I want to add my comments about the new 10 m guard's minimum patrol path rule.
  The Knight was one of my mains (I also bought a lot of cosmetics), but after the rework I just stopped playing him. Just not fun, there are better killers.
   He lost his dynamic, he is slow, predictable in chases. Even low-medium level survivors knew how to avoid the guards before, and now the Knight is being punished while using his own power, it's like adding such a rule for Spirit, like "you can phase in only after moving enough meters after you phased out". I would very much like to see this 10m rule being removed. I don't see any problems with removing this rule, will the Knight become more powerful like Nurse, Blight, Vecna? I think no... Make the Knight great again!

Comments

  • Instantly dropping a guard at a loop and shutting it down entirely didn't really take any effort at all. Now you have to actually predict where the survivors are going to go. For that reason, I think it's pretty necessary.

  • This discussion has already been had, its incredibly cheap and unfair when the knight drops the guard right next to the loop.
    What new arguments are there in this discussion?

  • I am fine with this after changes they are about to do...

  • It feels clunky but I understand why they did it. The hunt decay timer feels worse imo.

  • @ReverseVelocity said:

    Instantly dropping a guard at a loop and shutting it down entirely didn't really take any effort at all. Now you have to actually predict where the survivors are going to go. For that reason, I think it's pretty necessary.

    except it is not rewarding. what is the point of using assassin if the assassin get outplayed with 0 thought process. you fake vault, AI bug out. no hit.

    Now you can't even use him because 30 second cooldown.

  • @Emeal said:

    This discussion has already been had, its incredibly cheap and unfair when the knight drops the guard right next to the loop.
    What new arguments are there in this discussion?

    You mean like how skull merchant can just put a drone down on a loop and shut it down?

    Or how trapper can just place a trap? Or hag?

    Or how Freddy can put down a snare?

    Or how clown can just throw a bottle on the ground?

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731

    You mean like how skull merchant can just put a drone down on a loop and shut it down?

    Or how trapper can just place a trap? Or hag?

    Or how Freddy can put down a snare?

    Or how clown can just throw a bottle on the ground?

    if trapper is setting a trap you can safely leave the loop since it’s not just button press and trap is instantly placed. Depending on the tile you can even still run the loop for a bit before getting hit eventually if the vault is trapped. Some trappers place the trap poorly and you can actually still play trapped pallets just fine.

    freddy snares? lmfao what? No one is feeling any pressure from Freddy. You can’t blindly set a snare and guarantee a hit

    clown still has counter play at a loop albeit you have to be very smart about how you play it. Not a fan of his power but you can still play a loop.

    knight would just spawn another killer and chase you from the opposite direction to get a guaranteed hit. That’s pretty brain dead

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785662#Comment_3785662

    except it is not rewarding. what is the point of using assassin if the assassin get outplayed with 0 thought process. you fake vault, AI bug out. no hit.

    Now you can't even use him because 30 second cooldown.

    I don't really get people using the distraction mechanic against me often. Even so, it's tough to use while the Knight is chasing you as well.

    @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731

    You mean like how skull merchant can just put a drone down on a loop and shut it down?

    Or how trapper can just place a trap? Or hag?

    Or how Freddy can put down a snare?

    Or how clown can just throw a bottle on the ground?

    Skull Merchant needs to tag you 3 times with a Drone to do anything (and people tend to hate playing against her + she's getting reworked down the line anyway).

    Hag is 110% (and again, people also generally hate playing against her). You can also mindgame a Hag trap by skirting the edges of it. It also has a longer setup time than just dropping a guard.

    Trapper can only realistically block one interactable with a Trap, not necessarily the entire loop. He also has to take much more time than Knight did.

    Freddy…. is Freddy. I kid, but both Clown and Freddy's ability don't do direct damage. They both make it harder to loop, but don't directly kill you like the guards do.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785841#Comment_3785841

    I don't really get people using the distraction mechanic against me often. Even so, it's tough to use while the Knight is chasing you as well.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785844#Comment_3785844

    Skull Merchant needs to tag you 3 times with a Drone to do anything (and people tend to hate playing against her + she's getting reworked down the line anyway).

    Hag is 110% (and again, people also generally hate playing against her). You can also mindgame a Hag trap by skirting the edges of it. It also has a longer setup time than just dropping a guard.

    Trapper can only realistically block one interactable with a Trap, not necessarily the entire loop. He also has to take much more time than Knight did.

    Freddy…. is Freddy. I kid, but both Clown and Freddy's ability don't do direct damage. They both make it harder to loop, but don't directly kill you like the guards do.

    I don't really get people using the distraction mechanic against me often. Even so, it's tough to use while the Knight is chasing you as well.

    No it is not. for general survivors, they don't use it but for strong survivor, they do use it. my average knight games are like 2 people have 0 clue what they're doing, 1 person that somewhat knows what they're doing and one person who is actively abusing the distraction glitch making entire guard system irrelevant.

    those type of player are only catchable by pincer which this new knight actively attempts to punish with its 3x depletion mechanic and this silly 10 meter mechanic. The killer should have some say in how they choose to use their ability because often they're using their ability in X way because X way is effective in X situation.

    This whole trying to control how killer uses their ability is bad design.

  • @ReverseVelocity said:

    Instantly dropping a guard at a loop and shutting it down entirely didn't really take any effort at all. Now you have to actually predict where the survivors are going to go. For that reason, I think it's pretty necessary.

    If you are playing the Knight you should know that survivors can run away from guards very effectively. Or to vault away. With this rule the Knight became just m1 killer in chase, no freedom of tactic, no freedom to have control on its own power.

    We always predict survivor movement and even when you drop a guard just instantly - there's still too much time between detecting, moving to the survivor and beginning the hunt. For now, with the new timer (when a hunt ends very quickly when you are in the range of 8 meters from your guard) instant drop is already nerfed (and I don't like it), but with this 10 m rule the Knight is literally bound and can't use his own power.

    So you need Or to loop as an m1 killer Or to drop your guard and draw these 10 meters, and you will find that survivors just run away, you are losing time, you are in the cooldown etc… Then you say: ****, switching the killer for a better one and thinking: oh, why should I play the Knight, it's not fun anymore. Again, with the new 3x depletion mechanic insta drop is already nerfed, no need in the 10 m rule. Devs, let the Knight players feel free please.

  • @Emeal said:

    This discussion has already been had, its incredibly cheap and unfair when the knight drops the guard right next to the loop.
    What new arguments are there in this discussion?

    Is it fair when the Nurse can go through a pallet and hit you? Is it fair when Pyramidhead can attack through the obstacles? Even before the rework, switching from the Knight to the Pyramidhead I felt more relaxed, because it's just more easy to play and attack through the palets and windows then drawing patrol paths, planning, taking brief decisions how and where to draw and drop. But after the rework with all these nerfs… you got the point.

  • @Ohyakno said:

    It feels clunky but I understand why they did it. The hunt decay timer feels worse imo.

    Yes, now we (the Knights) are feeling clunky, as an army's marchal on crutches. The hunt decay is annoying too, what can I say… Before, I wanted some rework for the Knight, I was thinking about improvement! To be able to switch my guards! We got it, but what is the price? Honestly, I would like to get my old Knight back now.

    *anyway, the addons rework is cool.

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785844#Comment_3785844

    if trapper is setting a trap you can safely leave the loop since it’s not just button press and trap is instantly placed. Depending on the tile you can even still run the loop for a bit before getting hit eventually if the vault is trapped. Some trappers place the trap poorly and you can actually still play trapped pallets just fine.

    freddy snares? lmfao what? No one is feeling any pressure from Freddy. You can’t blindly set a snare and guarantee a hit

    clown still has counter play at a loop albeit you have to be very smart about how you play it. Not a fan of his power but you can still play a loop.

    knight would just spawn another killer and chase you from the opposite direction to get a guaranteed hit. That’s pretty brain dead

    Did you even play the Knight? Survivors learn very quickly how to counter play the guards. And each time the Knight fails to hunt a survivor with his guard, he's losing precious time. This "another killer" is very limited in his power and often doesn't work as intended.

  • @Darth_Avr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785662#Comment_3785662

    If you are playing the Knight you should know that survivors can run away from guards very effectively. Or to vault away. With this rule the Knight became just m1 killer in chase, no freedom of tactic, no freedom to have control on its own power.

    We always predict survivor movement and even when you drop a guard just instantly - there's still too much time between detecting, moving to the survivor and beginning the hunt. For now, with the new timer (when a hunt ends very quickly when you are in the range of 8 meters from your guard) instant drop is already nerfed (and I don't like it), but with this 10 m rule the Knight is literally bound and can't use his own power.

    So you need Or to loop as an m1 killer Or to drop your guard and draw these 10 meters, and you will find that survivors just run away, you are losing time, you are in the cooldown etc… Then you say: ****, switching the killer for a better one and thinking: oh, why should I play the Knight, it's not fun anymore. Again, with the new 3x depletion mechanic insta drop is already nerfed, no need in the 10 m rule. Devs, let the Knight players feel free please.

    I mean you're supposed to zone in tandem with the guards. You're also supposed to actually predict where the Survivors are going to go and spawn the guard there. Both of which you seem to struggle with.

    @Darth_Avr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731

    Is it fair when the Nurse can go through a pallet and hit you? Is it fair when Pyramidhead can attack through the obstacles? Even before the rework, switching from the Knight to the Pyramidhead I felt more relaxed, because it's just more easy to play and attack through the palets and windows then drawing patrol paths, planning, taking brief decisions how and where to draw and drop. But after the rework with all these nerfs… you got the point.

    Pyramid Head has a skillshot, not a big radius, and Nurse is generally regarded as not fair, actually. Even so, she can only blink to a point, and doesn't instantly cut off a large area by pressing m2.

  • @Ohyakno said:

    It feels clunky but I understand why they did it. The hunt decay timer feels worse imo.

    Yes, we (the Knight players) feel clunky now, as army's marchal on crutches. The hunt decay time is annoying too, what can I say... Before, I wanted some rework for the Knight, I wanted an improvement! To be able to switch my guards! We got it, but what is the price? Honestly, I would like to get my old Knight back now.

    * anyway, the addons rework is cool.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787170#Comment_3787170

    I mean you're supposed to zone in tandem with the guards. You're also supposed to actually predict where the Survivors are going to go and spawn the guard there. Both of which you seem to struggle with.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787176#Comment_3787176

    Pyramid Head has a skillshot, not a big radius, and Nurse is generally regarded as not fair, actually. Even so, she can only blink to a point, and doesn't instantly cut off a large area by pressing m2.

    It worked like that before, exactly. With the good old Knight, and I didn't struggle with it. But now I do. Tandem with the guards? With the new hunt depleting timer? Sometimes my prediction tells me to drop a guard 3 meters from me, sometimes 7 meters from me, sometimes 19 meters from me, sometimes instantly. But now, instead of making the right choice I need to play not around the loop points but around the rules I got with this rework.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731

    You mean like how skull merchant can just put a drone down on a loop and shut it down?

    Or how trapper can just place a trap? Or hag?

    Or how Freddy can put down a snare?

    Or how clown can just throw a bottle on the ground?

    @Darth_Avr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731

    Is it fair when the Nurse can go through a pallet and hit you? Is it fair when Pyramidhead can attack through the obstacles? Even before the rework, switching from the Knight to the Pyramidhead I felt more relaxed, because it's just more easy to play and attack through the palets and windows then drawing patrol paths, planning, taking brief decisions how and where to draw and drop. But after the rework with all these nerfs… you got the point.

    Whataboutism is not the way to determine balance for a Killer and just because some Killers have annoying attack which is seen as unfair does not mean they all should have it or that anything goes for Killer attacks. If you have an argument why Knight should be able to do those attacks, make it.

  • @Darth_Avr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787196#Comment_3787196

    It worked like that before, exactly. With the good old Knight, and I didn't struggle with it. But now I do. Tandem with the guards? With the new hunt depleting timer? Sometimes my prediction tells me to drop a guard 3 meters from me, sometimes 7 meters from me, sometimes 19 meters from me, sometimes instantly. But now, instead of making the right choice I need to play not around the loop points but around the rules I got with this rework.

    Nothing about his guard placement changed apart from the fact that you can't place a guard at your feet anymore. 10 meters isn't that long to draw a patrol path.

    If you're struggling all of a sudden, that means you relied on that strategy to play the killer.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785662#Comment_3785662

    except it is not rewarding. what is the point of using assassin if the assassin get outplayed with 0 thought process. you fake vault, AI bug out. no hit.

    Now you can't even use him because 30 second cooldown.

    getting a hunt will still waste the survivors time which has always been their most conistent value

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785844#Comment_3785844

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787176#Comment_3787176

    Whataboutism is not the way to determine balance for a Killer and just because some Killers have annoying attack which is seen as unfair does not mean they all should have it or that anything goes for Killer attacks. If you have an argument why Knight should be able to do those attacks, make it.

    I dont think you know the meaning or proper application of "whataboutism"

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787230#Comment_3787230

    I dont think you know the meaning or proper application of "whataboutism"

    Oh I do and it would be comparing apples to oranges anyway, causeeach Killer is evaluated on their own merits anyway, not others.

  • I never insta dropped guards, even before his post release buffs so I could not care less about the minimum length existing. The hunt decay is fine, too.

    This post was brought to you by Nurses Monitor gang