Darth_Avr
Darth_Avr
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- Darth_Avr
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@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.
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@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.
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@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.
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@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.
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@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.
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@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.