Grigerbest
Grigerbest
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I'm not sure, but sometimes I find survivors healing speed really suspicious.
"Didn't I just hit you 4-5 sec ago?" - kind of thing. But who knows...
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Wait so... You were playing the game while it was free, and you were buying stuff in game at this time?
And now the game is higher in price or something? I don't get it.
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@GentlemanFridge said:
Asks for anti-slugging mechanic.
”Devs are so killer-sided”
Shows picture of them having given up as killer.
Huh??
Yeah, me too buddy, me too. xD
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3284190#Comment_3284190
Ok,tell me how you use his guards properly.
If The Knight is chasing someone,a survivor can simply take the guard chase and render the Knight as an m1 killer with no power.
If you put a stationary guard in an area,it can be easily dodged because they can see the patrol aura so please tell me the hidden tactic of how Knight is so amazing and fun with an amazing power.
https://forum.deadbydaylight.com/en/discussion/comment/3284267#Comment_3284267
The downside is you get no pallets,and it takes an awful lot of time just to get a single hit.
I do have a post with tactic and almost everything about this killer, since I was having a blast with him recent days.
Tho I have to admit, you don't seem to me like you're interested of getting better with this killer... I don't even think you're gonna read it, but I'll drop it anyway.
@Grigerbest said:
So for these 6 days, I've been playing mostly the Knight (other killers here and there), so in what conclusion I've become... In short: This killer is pretty strong. Fun to play as. Consistent. (Ai sometimes buggy, but Developers working on it)
I just want to point his strong sides and weak sides, considering my gameplay and the tactic I was using against the survivors I were getting with him (same with Hag):
This is the build: (Sometimes I use BBQ instead of FOR)
https://us.v-cdn.net/6030815/uploads/HOCUI9IR819N/1.png
Tactic:
- After beggining of the match you go near to the gen they are working on, using Lethal pursuer. (power distance)
- You quickly putting a guard from sides of this gen, not directly at the gen (If you put orb a little to the right, they will obviously try to avoid the radius by going left for example), make sure the orb is out of their los, with map of the realm addon (almost impossible) for survivors to avoid the radius.
- After the haunt started, carefully keep a close eye on the guard on which direction he's chasing a survivor. Don't get fooled - survivors can go through your guards, while they "floating" to place a banner.
- Depending on the direction, cut short the distance between you and survivor, keep watching the direction of your guard - if you lost los on that survivor. You've got plenty of time with "dried horsemeat" addon.
- Move ahead of this survivor to the point of a "sandwich", and hit. You might even end up in a situations where you can double hit a survivor at the pallet or window.
- If survivor trying to loop your guard (you will notice by guard aura), watch your banner, don't let them get it. (Most likely they will hold W against your power, so it's a pretty niche scenarios)
In the middle of a chase:
- After hitting a survivor, keep an eye on where they're heading, use your ability and put a guard ahead of their movement, don't forget: they can see the orb and they will try to mind game this orb, hear closely for footsteps and put a guard a slightly further. Start the haunt and use points 3, 4 and 5 from a Tactic. (Repeat)
- If they go into you while you a "green orb", quickly place a guard and move forward.
- If you missed, don't forget that you can hit the guard to reset your power, and try again.
- You can use the ability to zone survivors out, or cut their movement (make them go other way) to receve a hit without starting a haunt.
The Knight is a killer about predictions, zoning and working with your guards (sandwich tactic). Knowing the behaviour of the guards and the pathing (map knowledge) you will get hits and downs pretty consistent.
The things you don't do while playing the Knight:
- Never go the same path as your guards (unless you really close to that survivor), try to move to the direction this survivor is trying to reach and cut them off in a "sandwich".
- If you missed the ability, don't leave the guard wondering the area, if you can easily hit him and remove cd from your power. Leave them only when you chasing a survivor on completely other direction, don't lose distance.
- After downing a survivor, don't rush to pick them up, you most likely will want to use a power before picking up and create a haunt before hooking. Or to prevent a flashlight save (pallet stun). Make sure the area is safe to pick up, with his power it's easy to do. Or you just want to use a guard to brake a dropped pallet or a near gen before picking up.
- I find "tapping" his ability at loops pretty inconsistent, most of the time by doing that, you just forcing them to move out from a loops, you're not gaining distance, you wasted a power, and they can easily reach another pallet, without being haunted. Instead, try to move this orb slightly away from this loop (forward almost everytime), to get an easy haunt, without caring about a pallet just move and try to "sandwich" them.
- Don't put a guard at hooked survivors. Since unhooking animation removing a guard, it's useless waste of your power. Keep your power to find a different survivor on a gen, or you can use your ability right after unhooking, if you noticed a survivor going for unhook.
- Don't focus on 1 survivor, even if you catch 1 of them in a haunt, if there is another survivor, chase the second survivor yourself. By doing so you're creating a presure and might end up injuring both survivors.
Prons:
- Survivors can't loop this killer. His ability is a hardcore anti-loop, if they try, most likely they will get hit or go down.
- The Knight is a hardcore zoning killer. Haunted survivors don't get much of a choice but leaving the loops over and over to the point of "Knight in front, Guard behind" - Sandwich.
- The Knight can recieve a double hit (out of a sandwich) on a same survivor, in most of these scenarios, survivors getting hit by a guard and moving right into you, when you were out of their los, and you were about to catch them in a "sandwich".
- Ability is easy to use, these addons will help you getting used to it, and get an easy (first try) haunt, and give you more time to "sandwich" them.
- The Knight don't need to use "pallet shredder" perks. In most scenarios (if not all) you just don't care about pallets. If chased survivor is haunted, you can completely forget about pallets, survivors will not camp them, they most likely will hold W, if not, it's an easy hit.
- You can use the power against survivors to get them haunted on a second floor in the open maps by using it outside. (Main building).
- The Knight can brake stuff (gens, pallets), while he's picking up and carrying a survivor to a hook. He can also brake stuff on a distance.
- The Knight is very consistent on the maps like Gideon. With many "dead-ends".
- Despite this killer don't have any "teleportations", he can force survivors out of a gens from a distance (max patrol range).
- The Knight is really good at: "making survivors panic". You will find that even a really good "loopers" while they haunted and chased by you, will make a lot of mistakes out of a panic. They will vault onto you, they will hesitate, they will make a bad movement.
The Knight is a really strong killer, if you get used to his ability on all maps, and if he's played by a really expirienced killer main who knows the maps well.
But he's not ideal due to his cons:
Cons:
- He's №1 weakness - Survivors Shift+w. Even if you consistently catching survivors in a "sandwich", out of sheer W holding you might find yourself chasing 1 survivor for a quite long time, considering the gens speed.
- The Knight's power can be hardly countered by DH. Most of the time, if survivor is cornered or about to get "sandwiched", they will use DH into you, or the guard (most likely the guard), to avoid getting down and prolonging the chase.
- The Knight is map dependant (he feels weaker on open maps), addon dependant (it's really hard to catch survivors in a radius without a "map of the realm" addon and you most likely will not have enough time to "sandwich" a survivor without "dried horsemeat" addon), perk dependant (with the time you wasting on a chases, you must have at least 2 strong gen regressing perks).
- Weak against well-coordinated "swf". Healthy survivors can "take over" a haunt (leaving you without a power for a while), healthy survivors can take a hit by bodyblocking a guard (guards hitting anyone who's in front of them).
- (In the meantime) The guard's AI is buggy, sometimes (really rare) you find them stuck or getting confused at the loops.
After playing this killer for a while, getting used to this tactic, against a vary of survivor's perks, their gameplays, swfs... I personaly think that this killer is pretty strong, fun to play as, consistent.
When Developers fix the AI (to prevent rare scenarios) and some of his bugs, to me it's a solid high B-tier, just because of a DH and time you spending to "sandwich".
This is the last post I'm making about the new killer, now I'm gonna continue to improve on this tactic, gl and hf in your matches guys!
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It's absolutely normal to spend money on cosmetics. Cosmetics being limited is also normal (If you played Smite, you'll know what I mean).
What Is not normal - you have to spend money to play some killers or survivors. P2W aspect is something that I'm not a fan of.
But hey, we have Nurse right? This is a good excuse to not call this game a p2w, right? xD
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Personally I loved that event as a killer, it was so goofy and fun. xD
Survivors hiding in a snowmens imo, hilarious way to spend the "boring routine" of each match.=)
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Or instead of wining about it, you should try to find a counter to their tactics.
Learn to play this killer normally (not just tapping his power at loops).
If you find him boring to play as, it's because you play him the boring way.
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@Toaster427 said:
At this point I literally don't even care how much you buff her to make up for it. But this BS where everyone is spending half the game on the floor has just became completely annoying. It's getting to the point where I'm just going to DC every time I see it, the match is going to last longer than the penalty anyway, what's the freaking point in bearing through that?
is this really what you envisioned the game to be? half the lobby just sitting there waiting?
It's really unhealthy tactic for both survivors and Sadako. This is why:
- As a Sadako, you're not receiving hooking points. -pips and bp.
- As a survivors, you're not receiving unhooking points. -pips and bp.
- This tactic feels completely out of place. You basically playing a different game, which is not good.
Personally, I'm a fan of playing the game normally. Down a survivor --- Safely hook them --- Go for a different survivor. Tunnel or camp only when all 5 gens been completed. Thats it.
Slugging from the beggining feels like a waste to me... And tbh... Disgusting. (If this is her best strat, I'd rather not play her at all)
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3283325#Comment_3283325
Read the instructions again, Click once for Ghost Orb, click again for summon. But now there is a 0.5 delay, where before there was none.
As you can read we use those really fast after each other.
I did it. xD
Sorry, I've no idea what you guys are talking about, but I'll upvote this for Behaviour to take a look, maybe something indeed wrong with his power.
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Amm... Right now testing the Knight with bots...
I've no idea what are you talking about, I don't see any delays.
You mean "tapping" his power at loops?
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@BillsHere101 said:
They have added a 0.5 sec delay to fix the 'sound issue'. The Knight is unbearable to use right now and I'd advise not to play him besides being a punching bag for survivors.
I think you need to clarify where they exactly added 0.5 sec. Because I personally didn't noticed a thing.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3283265#Comment_3283265
I will never understand why people say this all the time. Some people legit quit and don't come back and that just hurts everyone overall as the player base slowly dwindles. Its not even like tc doesn't have valid criticism. Everyone who plays the game should be demanding that we get to see ping in the lobby. It shouldn't even need to be asked for since we already had it and it was taken away from us without a single valid reason as to why.
I my self am tired of getting killers with massive ping issues and getting hit half way across the map. I am also tired of survivors teleporting away with their red ping shield.
If you're going to leave the game just because you unable to see "other side" ping... I've no other words to say: "Okay see you next update"
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Pretty weak, most of the time feels miserable.
You can't use teleports while in chase, survivors will go other direction.
You can't mindgame with your power, they just holding W to a next loop.
Basically M1 killer who can teleport around to start a chase.
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I live in Russia and playing DBD without any bad connections. Welp, sorry if you've expirienced something like that, be sure to come in and check the news.=3
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With some killers I would.
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In short: "separated from the herd".
@RpTheHotrod said:
Well, scab USUALLY means someone who does the norm when others want something other than the norm to happen - usually involving protests. In real life, when a group of people protests at a job, someone who gets paid to go in and continue to work during the protest is referred to as being a scab. Not sure how that might relate to DBD unless the survivors were wanting to quit but you were still repairing gens or something.
Let's say 3 survivors are trying to "bully" a killer, and one of them is doing gens. These 3 survivors got downed, 4-th survivor hiding for hatch.
These 3 survivors will call 4-th survivor a "Scab" at this point.
Never heard that in my matches tho. "I hope I will not."
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With my expirience with both killers - The Knight is way far stronger than Clown:
- He don't care about pallets.
- He's more consistent with getting downs.
- Survivors only have 1 option to avoid his "sandwich" <_<. (It's DH)
- He's not spending much time to brake stuff. (Orders)
- Potencial to chase 2 survivors at the same time.
If you play the Knight correctly (not just tapping his power at loops), he's just very slightly weaker than Artist. Only because he needs more time to hit\down.
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DH work only 0.5 sec.
If you're already in "deep wound" - DH will not work.
Some killers have a high ping.
Other than that it's working.
Thats all I could say...
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If they purposely body-blocked you to get you killed... It's a 100% reportable offence.
I've no idea why you've had such reply, since you brought a video with a ticket.
Usually developers taking action.
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Honestly... You say?
The new killer is pretty cool and fun to use, but you really have to learn him first.
New survivor is hot.
Some of their perks are great to use.
Now for the bad stuff:
Overall pretty buggy update. New map is bugged, some killers are bugged, tiles and loops are bugged... But hey, a big "Bug-fix" update coming next so...
I'm positive.
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Did you just created a "Killer rule-book"? xD
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I think Trapper need a bazooka in order to fit in the current meta.
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Tbh, I don't even want them to release a new killer anymore. I think we reached the point where it would be much better to have some big QOL improvements and new features, and gameplay mechanics with which you can interract.
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@mischiefmanaged said:
This is a well thought out and helpful post. The things mentioned here are also the same things I've been finding effective with a few extras. Although I will say that I've found the responses in this thread to be mostly disappointing. A person takes the time to write out a long post about what they've found works and doesn't work with the new killer and the first thing someone does is, instead of reading it, just say "Knight sucks trash killer."
There's also this insistence that the only way to use Knight's power is to just drop a guard on a tile to zone and then chase as an M1 killer and the insistence that's the only way to play him but also it's not very effective and sucks. Similar to OP, I've found this is commonly the least efficient way to use his power except in certain circumstances (also it can be pretty effective with the Jailer).
While you can't necessarily choose which specific guard for a specific circumstance, having a realistic understanding of what they can do is pretty helpful. I have found that they are different enough that it matters which one I use and how I use it.
Carnifex: While he's unlikely to get hit during a hunt, he's pretty good at harassing a survivor. Due to the long amount of time it takes to grab the standard and how long his hunts are, you can send him to harass a survivor while you take care of business somewhere else. They'll usually just be forced to waste at least 10 seconds of time and possibly 24 seconds if they don't come back for the standard. If they come back for the standard, that usually means that they stayed in the same area and you can flank them to get a hit.
Assassin: The only guard that can do solo chases. His detection range and hunt duration are a bit weak (fixed by the addons OP used), but he'll be the most efficient in chases. The other guards require the Knight to usually be the one to get the hit but the extra speed does help. I thought he was the weakest at first, but have changed my mind to believe he's the strongest for chase oriented playstyles.
Jailer: The trickiest guard. When using this one, you MUST be certain a hunt will start or use him to break a pallet. He patrols for too long of a time and you won't have a power during that entire time. It's tempting to use him as a detector for those on the hook, but I generally find that to be not very useful. He can be useful to hold a 3 gen with the longer patrol radius. At the same time, his larger detection radius makes him the easiest guard to use by just dropping at a pallet.
Thank you for your time to actually read the thread.=)
Don't pay attention on such comments, such comments give no explanations, no reasons to confirm what was said - "Knight sucks trash killer" and thats it. I don't find such "replies" irrelevant.
I think in november 22 and 23, I actually was trying to play him by tapping his power at loops (pretty much like Artist), I was using green addons on movement speed with Jailer... That didn't work tbh. xD
Whenever I was tapping his ability at loops, survivor getting enough time to move away, leaving you without a power on a next loop. (You can only reach with Jailer)
I don't really paying much attention on which guard I have if I'm chasing someone, to me it's most likely to actually start the haunt, with no matter which guard. If I got the survivor in a radius - all I need to do is sandwich them, I don't find much of a difference in which guard is better at this point.
I'm only paying attention to this:
- Carniflex is chasing for much longer - you have more time to "sandwich" them.
- With Jailer it will be easier to start the haunt.
- With Assasin you could possibly get a hit with him, if this survivor hesitate against the Knight's movement, or make a mistake.
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You can't play at high MMR with more than a half killers "population".
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@CrowVortex said:
In my opinion i disagree, by the time he's acomplished something while utilising his power in his current state, whether that's a hit or a down or wasting a specific survivor's time, you've already lost 2 or even 3 gens. Other killer's such as Artist and Dredge do what he does but better, in terms of getting results as Anti-loop. C tier maybe, in current state.
@Veinslay said:
He's terrible. Worst killer in the game. Trapper is better
I feel like you really over exaggerating his weaknesses. I played him for about 6-7 days from release, in almost all of my games I was consistently making a first hook, when survivors only been able to do 1 gen (not a single gen sometimes). My chases with him are not longer than 1 guard haunt time. (usually it's 15-20 seconds, sometimes 12 seconds chases)
Usually if they using DH on a guard to prolonge the chase, I go to defend a generator they were working on and starting a new haunt with different survivor. DH is the first reason why I can't put him on A-tier, since it's a hard counter and you can't prevent your guard from hitting a survivor into DH.
But still, DH is good even against Artist at that point, it's also the same with Artist that before you getting a first hook, they will be able to do 1-2 gens. Even with Nurse! This is just how the beggining of the match works with ANY killer, first generators are the most fastest to repair, since toolboxes and time they have to make it.
To me, there is 0 ways that Trapper or Dredge is stronger at chases than him. That only makes me think like you're trolling me, or you extremely over exaggerating the Knight's weak side.
@Lost_Boy said:
He's not as bad as I initially thought, but I do find his games really drag on when playing against a decent team or SWF. I've actually won most of my games with him using 3 perk regression build & nowhere to hide, but the games against good teams take like 25 mins because it's basically just running my 3 gen regression and sending out jailers to harass. Eventually I'll wear them down and break enough pallets or land some downs to slowly win the game, but it takes a long time. Most of the time the matches feel quite uneventful and play out the same way.
I've tried other fun builds on him, but he just doesn't have the fast chase potential and map pressure I normally like in my killers to pull these kind of builds off.
As things stand though a good team just outplays any kind of minion interaction on him. Yeah you can force people out of a loop easily, but by the time you've done that they're half way to the next loop. Once you create dead zones is much easier to force them out a loop and get a hit/down, but until that point is better to use his power to lock down certain areas/gens and patrol potential paths survivors might take to go for a rescue. Obviously if you have an easy loop with dead spots it's good to use them to secure a hit on those areas.
Not the best, not the worst. If you enjoy long drawn out games that you slowly wear down your opponent then he's probably the perfect killer for you.
Yes, sometimes chases are super quick, sometimes it's over 35 seconds chases (due to DH and map). Unfortunatelly, you have to use a 2-4 gen regression perks (3 most of the time).
Any time I was tapping my ability at loops, it felt like I was just wasting time. So I started to learn how to use his power correctly to get a consistent haunt.
"I find "tapping" his ability at loops pretty inconsistent, most of the time by doing that, you just forcing them to move out from a loops, you're not gaining distance, you wasted a power, and they can easily reach another pallet, without being haunted. Instead, try to move this orb slightly away from this loop (forward almost everytime), to get an easy haunt, without caring about a pallet just move and try to "sandwich" them." - it's from my first post.
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@Ronibg said:
Yes, it was after the update, it's hard to play with it, I already sent a video to support.
Thank you very much! I hope they fix it asap.
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@ohheyitsbobcat said:
It's an interesting bug. I've had it happen once as killer and once as Survivor. No idea what causes it but it's been a thing for sometime now, though super rare from my experience.
Edit: I'm actually not surprised considering two them are red barring. I'm guessing the bug happens because of the ping/server issue.
In case anyone is wondering, it's the fact there are 3 alive and yet only 2 hook states left. One of the survivors has DC'd but the game didn't change the picture to show it. It's a weird bug, assuming that's what happened here.
That was so weird to me, this is the first time I'm seeing this. I remember having something different... When you have 3 survivors killed, and still need 4 hook stages, yes.
Still I was trying to find her like a dam as* without understanding that she's (Kate) not there. She DC'd after I killed Claudette. I didn't have any notification (noise), and her portrait didn't changed. -_-
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@Aaronseuk said:
What is it with people playing so terribly with this new (I think awful designed killer) killer!?
I have NEVER seen so much camping or tunnelling in this game, it’s pathetic.
and continuously dropping guardians around hook is really not in the spirit of the game.
PLEASE, if you play knight as killer, play with some integrity. It’s making my friends and I not want to play anymore.
How about you tell the devs about the killer being weak, thats why people camp and tunnel as them?
How about not blaming the players for a Knight being so weak so you can't do anything else but camp or tunnel?
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@LSE said:
Also there is a game breaking bug on consoles that (as it seems) affects at least PS4, PS5 and Xbox One and renders DbD completely unplayable. Once you load into a match you have no control over your character, you can only open the options menu to DC if you're so inclined but you can't play until you fully close and restart the game (the bug persists even if you queue up for another match). I don't think it's "pushy" to ask for a quick for something like that honestly...
There is actually many game-breaking bugs with many killers and maps.
Like junk lie all over the loops, "fat-shaming" tiles, game-breaking bugs with killers, etc...
A lot going on right now.
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Don't show me "naked" breasts in a match, I'm gonna miss M1.
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Ofc it's better. But I think you understand how much time (ages) it will take to move to Engine 5.
We'll probably have a Dead by daylight 2 at this point.
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@Skaels said:
Could it be an internal CD since you just placed a trap and insta teleported? I don't play hag, just trying to help
No, it wasn't like that before the update. You could literally push teleport and instantly place (replace) a trap on a same spot.
Now you can't. The power getting canceled each time after a teleport (Even after a insta-hit). This is irritating as heck.
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@ad19970 said:
In my experience, if you actually create paths with his power, the survivor has quite a bit of time to just run away from the loop. Of course you can cut survivors off, no doubt, but good survivors will often see where you are creating your path, and simply run off into the other direction.
You can't really create paths effectively if you are anywhere towards the center of the map. The only time this strategy can work is at the edges of maps, and even then, survivors can sometimes still run too far away.
In my experience, simply tapping your power at loops is often the most effective way to play him. And in my opinion he isn't actually weak or anything. Not particularly strong, but also not weak. But playing him by simply trapping loops I find to be pretty damn boring.
Tbh, with the way I play him, I find it really exhausting... After each match I just want to smoke a cigarette to collect my "braincells" together. xD
Yes, they do see it, but literally can place it ahead of them to create a scenario of 2 ways only: Keep holding farward and go through the guard, and try to avoid the radius but the Knight might already going right at you (pushing you to the radius). I've had a lot of these situations through the matches already.
Yes he's not insanely strong, you have to have a gen regression perks (probably meta ones), and addons on radius and haunt time.
I don't think I could play against survivors that I'm having with something different tho. So yeah...
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@[Deleted User] said:
I've played a bit like that. Survivors figure out pretty quickly that you don't have to run away from the orb if it's used for zoning like that. You can straight up run towards it and the guards will be slower than you or the killer. By the time the Knight catches back up to you to use the guard for zoning, the patrol is over. I did this twice to a Knight on Dead Dawg. Didn't run away from the orb. I ran *towards* it, proc'd the hunt, and then kite'd the guard away from the Knight because the guard is hilariously slow
Yes, I've seen they were ignoring the radius and just pushed W through the guard. At these points I'm just trying to move as close as possible ahead to the place this survivor is going. These are pretty much the only times that my chases are being too long.
I'm trying to figure out how to do it quicker... On random occasions. But tapping his power at loops is a no-no to me. Feels like a waste.
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@Terion said:
He is bad if you use him how is power suggests he was intended, which is my main issiue with him.
With a little practice and if i commit to knight for several games, i can do the cut off paths mind games and camping gens and hooks with guards, also just press the button short, dont set a path at pallets in loops. You force them to leave the loop, EZ "mindgame."
without his power being seen by survivors, without his standart buffing survivors and without him going blind and not movable people would maybe play him more conservative, meaning: big guy kicks gens, Assassin scouts, jalier hunts. But that also completely goes to the drain because you cant switch them manually. Which i dont understand why that is tbh, i said it in the PTB feedback alredy, give us the option to switch them out instead just making add ons so 1 guy appears 2 times, which i would not see why anyone wouldnt only play jalier at that point.
He is another anti-loop / camping killer, which is ok for todays meta gameplay, but he is also not the strongest in those fields. He doesnt beat bubba or nurse for sure. He doesnt HAVE to beat them in order to be fun. But then again he does what many other killers do aswell, just more predictable.
The problem on the ptb that I was having was the same, like there is no way to catch them in your power currectly. If you can't do that, the only way is to tap it at loops.
Now that they maked his power windup faster, you actually can do that now. If I chase a survivor, I'm always look around to see their options, I use power to put a guard way ahead the place this survivor is going, but slightly left or right at the end. Myself I'm going on a opposite direction right away, if survivor keeps going forward, they gonna get haunted by a guard, all you have to do is force a "sandwich" situation from now.
If they try to avoid the radius, there is only "left" or "right" for them to go, if I placed a guard slightly to left, myself I'm going right and otherway around. In most times with me, they ending up in a sandwich - Guard from behind, and I'm moving from forward or left and right.
It's a killer about zoning survivors and forcing a sandwich. You can't do that quick tho, this is why I'm telling he's not insanely strong.
Besides, you need to have a really good map knowledge, tiles knowledge, to pull that off, you have to predict their movement based on your previous chasing experiences.
Here's what I've got:
- Never go the same direction with your guard. Let them go farward, you move yourself from the other side and catch them in a sandwich.
- His power much harder to pull off in the open maps.
- Weak map pressure, if survivors doing separate gens. So you have to brake chases in some situations. (Gens are more important)
- Don't forget to use Carnifex* to brake pallets in a small loop, it's almost a 100% hit scenarios.
- Hear closely when you using your power. (footsteps, gens)
- Don't forget that survivors can see your power.
- Use addons to help you catch survivors in your power. (Radius and haunt time)
- Slowdown perks is a must have. (I'm using 2 - Jolt and Pain Res)
- Aura reading perks will help you start the chase from a power much easier.
At small loops I'm never tapping his power, (only when I'm using Carni to brake a pallet) and it works really fine to force an easy "sandwich"...
I'm yet to face a "tryhard" swf tho. Waiting for this moment to test...
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It's called "Lose streak" which leads to "tilt".
From there - Dc's, suicides on hooks, sabo the team, being pissed at the killer (for no reason).
Dear survivors: If you're tilted after a lose streak, please take a brake from a game. Relax and chill.
Your teammates don't want you to play a game while tilted.
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Ofcourse... Why would survivor like any killer?
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Buy dis... Knight...
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Holding shift+w because you can't do anything better in the current situation. I hate it.
I want mind-games. Give me my mind-games!
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It's funny, how killers like Trapper or Hag, feel completely ok and don't give a single SH even being with 1 gen left.
While Nurse, after survivors did 1 gen: - "Oh no, OH NO! What do I do?! *Panic mode* Oh man I need to tunnel! I need to tunnel someone out NOW! I'm about to lose!"
Thats golden.=)
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Considering how many pallets in a row you have in matches, I think for M1 killers it's ok.
At least saving time against unfair rng.
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If you bodyblock to save your teammate - completely ok.
If you bodyblock to prevent someone play a game (hold hostage) - report.
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Overall - yes.
But to each their own tho.
I'd love to face a Nurse or Hag.
But I find Pig, Trapper, Freddy really boring.
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Oh boy... They coming...
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Bots will help you after Nov 22.
But for now I agree, any new killer that you just brought is going to get the "highest mmr" you currently have with any other killer.
And it's not right if you ask me... It's like you have to endure the most insane players that you ever had on this account just to learn a new killer. -_-
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@James4125 said:
The most idiotic part of the Knight is that survivors are able to buff themselves and remove his power simultaneously. Under no circumstances should survivors get any sort of buff from any killer using their powers.
The timer for banner to appear is longer now, but still tho... I don't think any changes that they've made are going to affect his overall gameplay.
The main problem is still there (I think), you just can't use your power as intended, you have to use it poorly and lame (tap it at loops), since it's more effective.
Just because survivors are able to see this green orb...
Well, maybe they know better...? We'll see how it goes on November 22.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270357#Comment_3270357
yep, i might just use reshade and hope it doesn't crash 600 times over, thanks for the help
Playing with such dark and very foggy view is just gonna hurt your eyes. If you can't fix it yourself, create a ticket in a support page.
Don't play like that, take a good care of your eyes, bud.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270352#Comment_3270352
i don't think there is any that could change it but i did hear some players saying Nvidia filters are bugged but i don't even use those, not sure and i don't think i will be playing her again for a while
You literally can change it in a windows Nvidia parameters, but if you didn't changed anything, I don't know what causing this.
I was playing her on any maps before using Nvidia filters, I didn't have the same dark (faded) view on that map ever.
Btw, your drivers got updated yesterday or 2 days before, yes?
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Thats weird...
I'm pretty sure I'm not going to get such dark view, if I will use Sadako on this map without any filters...
Then it must be something in your system, did you changed any parameters in your graphic card?