About the 48m limit hunt for the knight
That means the time limit for hunts is 11,50 seconds now? Or did i got it wrong? Jailer runs 4.2m/s, in 11.50/12 seconds he reaches 48 meters, if that's the case, whats the point of having the banner at all?
That means the time limit for hunts is 11,50 seconds now? Or did i got it wrong? Jailer runs 4.2m/s, in 11.50/12 seconds he reaches 48 meters, if that's the case, whats the point of having the banner at all?
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The 48m only applies around a pallet. Guards phased through dropped pallets previously which removed some counterplay opportunities. We had to readdress how Guards interacted with them so that players could counter. 48m is the range in which the pathing guard will give up the chase to give the Knight his power back, and does not change the hunt time.
Knight already had so much counter play. Why does he need more?
Hmmm i get it
Glad I could clarify!
How we have such strong killers in this game that force you into 50/50s or even less. But knight has to pass a Essay to get one hit with a guard is funny to me.
I'm not sure I understand...the Banner is the baked in counterplay for survivors should that not be the thing to tweak/look at if we were looking to help the survivor end rather than the killer power itself?
I feel like this is one the fixes that people have once again blown out of proportion.
If people are expecting the lone guard to get consistent hits on survivors they are expecting quite much. Yes you can get hits with it but the main point to send a guard to chase someone is to tie them to the chase with the guard so they are not sitting on a gen gaining gen progress. Knight's powers two main usage has always been either use it to waste survivors time or do pincer movements to hit them. You getting hits with guards are basically a bonus and do matter but in the end if the guard already is not going to anymore really pressure the survivor in my opinion its better than the guard gets despawned so you can get to use it faster as it starts the cooldown faster. Not to mention 48 meters in this game is like half a map distanse in most cases you are not going to run to pallet areas in many maps that cause that huge distanse to go around. That is like only possible in The Game or some other indoor map.
Also is it not good that the survivors might waste really good pallets to avoid a guard that is beneficial to Knight as now they can be broken and removed from the match?
The ending of the Killer power is to prevent the Knight from being locked out from his power for too long if the pathing is greater than 48m.
But the Knight still has access to his power; He can switch to one of his other two guards and send a new hunt out which automatically cancels any hunts in progress, putting the guard that was previously in chase on cooldown.
The argument of "being locked out from his power" does not make any logical sense with how the Knight has played since his rework.
Still how would you know a hunt on the other side of the map is going to be on a loop that long? Like I said already 48m in some maps is a half a map wide. Like its a huge distanse its not going to happen on most loops and as I also said whats the point of the guard to keep chasing at that point it will not really pressure the survivor as its now going around a long distanse while the survivor can go where they want.
Again I want to point out this seems like a failsafe measure put in to stop guards from having to pathfind around one way pallets. Imagine if you saw a guard running to the other stairway in midwich just because the survivors dropped the god pallet on the other staircase
That wouldn't make sense either.
Or you do it in the one tile in The Game that has the drop down in the corner of the map as quite often on side is closed because of a generator and there might be one of those god pallets on the other. So if survivor runs there and hits the pallet down the guard would have to run upstairs and jump down the hole to get there.
The Knight
What the point of it ?
Knight needs more counterplay than half the high tiers when they get to you i guess.
I think is overkill. Guards have so many drawbacks and ways to counter them that feel pointless. If any i think they should buff them.
tbh Id rather they rework him. He is one of the many current killers that if they get buffed or nerfed they go from either dog water to oppressive with no in-between. Just poorly designed like many others.
Survivors waste resources to deal with you guards, if guard despawns you can just use said guard to break the pallet after right? I see it as a win potentially.
I personally wish the guards were stunnable like nemmy zombies, just coz I want to hear their laughing screaming asses cut short by a plank of wood.
at this point were better off just reverting the initial rework… and just work from there instead of this stuff
That…
Is a very good point, actually.
@GentlemanFridge @Rokku_Rorru
To my knowledge you can still just hug the drop pallets and windows and don't waste any resources so this is pointless
I love Knight's capacity to multitask and play tactically, but devs seem committed to making him bad at actually pressuring Survivors. It really sucks that for a whole category of mid-to-lower tier Killers like Knight using your power in chase slows you down more than any benefit you might gain from actually using it.
Knight is still in a good spot even after adding back counterplay.
Also in case any Knight players didn't know this a little bonus tip being that as long as you aren't within 8 meters of your guard their 3x chase multiplier won't go up, so you can bodyblock doors and windows to force either you or your guard to get a free hit. Also remember to cancel your power if you don't hear any survivors.
Even if The Knight still has strong macro pressure although forcing Survivors to spend pallets is definitely value. My concern is that this change can make the trade too favorable for the Survivor.
Even without the 48m cancellation, a shorter pallet detour can burn a meaningful part of the Hunt timer while the Survivor gains distance. Then breaking that pallet afterward is another use of your power rather than converting the original Hunt into pressure.
So for me the bigger concern isn’t the 48m rule — it’s repeated short detours on pallet-heavy or indoor maps making Guards less reliable at actually pressuring Survivors.
In my perspective, as someone who plays the Knight and plays survivor, before the current nerf Knight was in a better spot than he was in recent times: his power was mostly used for macro pressure, with guards being a real threat if the Knight played right. Now Knight went back to not being good at micro - because he can't pincer attack effectively - as not being good at macro, because guards are, again, far too exploitable.
But it is far too favorable for survivor, specially if we consider pallet density. You can drop a filler pallet in the corner of the map, go in the opposite direction and the guard will never catch you. Knight already has so many in-built counters like the banner, the "bait" in windows and pallets, the 3x depletion rate etc etc. He didn't need another one. I was playing the Knight after the FIX - as they worded - and he was much more solid if played correctly; guards didn't meant free hits, just more pressure.
Its ironically that he has more counters than most of the high tier killers or killers with bigger killrates than his. At this point turning the Knight into another dash or ranged killer in a future rework wouldn't surprise me.
This would be true if we had infinite time in a match. Current DBD is more and more focused on time and resource efficiency. Getting a hit or a down is much more valuable than getting a pallet, specially if its a filler pallet. Also, you probably will break the pre dropped pallets mid-chase, since you probably shouldn't go out of your to break pallets instead of patrolling gens/chasing survivors → So, no time earned, really.
Considering how many pallets exists in some maps and how fast the gens can go if you don't down survivors, i would say that against good survivors you probably would unless they do something very silly or even stupid. Before you get a good amount of "deadzones" the gens will be done and there won't be much left to do.
Because the counterplay was do nothing for a long time.
I am confused… i am dropping pallets against guards for many months now if i was sure about them not being very good/important and the guards already did use another path around the tile when i did it, so what exactly is the change?
I agree that a Guard doesn’t need to get a hit every Hunt for it to have value, and forcing pallets is definitely useful.
My concern is more about the efficiency of the trade. If a Survivor can use a weak or filler pallet to force a significant detour, they gain distance while a large part of the Hunt timer is consumed. Burning a strong pallet can absolutely favor Knight, but trading Guard pressure for a low-value pallet may not.
That’s also why I think the shorter reroutes matter more than the 48m cancellation itself. The question is how often those detours reduce meaningful pressure in actual matches.
I agree that Knight isn’t literally locked out of his power, since he can cancel the Hunt by deploying another Guard.
My concern is the pressure lost before that point. Having the option to abandon a bad Hunt is useful, but it doesn’t make the time already consumed by a long pallet reroute irrelevant.
The guards each have cooldowns and it doesn't say anywhere that ending the hunt via despawn accelerates the timer for the cooldown. You still lose whatever pressure you had against that Survivor and the pallet break order also locks you out of your power for its duration.
It's baffling that making the Knight slightly worse in a very specific interaction is more of a priority than so many of the other bugs and problems that have been in the game for the longest time or have been introduced since the Chorus of Sin chapter release. A mid-tier Killer with a below-median pickrate and a slightly below-average kill rate has a potentially problematic interaction in a highly niche scenario? Better get on that tout suite.
I wouldn't be bothered so much for the nerf if they just compensate it in some form with buffs in other parts of his kit. Maybe it can be unintuitive for begginer players? Maybe, But then we would have much worse cases whose need urgent attention (Lich, Sadako, Legion, Artist, Skull Merchant, etc etc). Why always the Knight?
It feel they've just regret the Knight "fix" change and went back to how it was, despite not being strong as other killers are.
It's seem like kinght be the new Pig
you cannot bodyblock the survivor that is being hunted
You can block them from reaching any resources guaranteeing a free hit.
Also this may be a skill issue on my end, however when I played against knight during the timeframe where his counterplay was removed it was incredibly hard to not get hit. Instead, now I waste more resources but I don't get guaranteed hits if I'm not directly next to a downed pallet, now I can drop a pallet instead of forcing myself to pre drop it before hand.
The pallet drop counterplay already existed before, they removed it a few months ago and have now added it back.
The Knight is one of the most hated killers so anything to make it more than hold W away from a screaming AI is a plus.
Lol why would u hate him, what would you do if he is a top tier killer or has a high pick rate, i feel sorry for him.
It was something that worked before and was removed. Counterplay is relative. Playing against Knight result in huge W against either only guard or Knight and guard themselves which in a lot of situations result in guaranteed m1 hits. Knight is not very strong, but he's defienetly my top 3 hated killers in the game simply by playing most of the game against bots and not interacting with the killer in other way than he cutting you from some angle to get a hit while hunted by guard. Don't forget Knight got a huge amount of buffs - from invisible orb, longer hunts, faster home in guards, longer time to spawn a flag, faster path drawing, ability to cancel summoning, ability to melee guards to despawn them, ability to cycle through guards. Like a lot of nice buffs.
I’ve got around 1,100 hours on Knight according to Stats, and I honestly think this change is pretty terrible.
There was already counterplay against Guards before, such as using window vaults or grabbing the standard. But after this change, Survivors can now easily get away from a Guard just by dropping a single pallet. I wouldn’t really call that counterplay—it feels more like the game is holding their hand.
I’ve seen people argue that you can just destroy the pallets that were used, but there are so many pallets on most maps these days that you can’t realistically win by spending the entire game breaking pallets.
If the ability to simply run around Guards is going to stay as it is, then I think the individual Guards should be made faster, or the mechanic that makes them despawn faster when they’re within 8 meters of a Survivor should be removed.
For some reason I feel like those changes are to test killers bots and the use knight guard a test dummy to see how they work against survivors