Pulsar
Pulsar
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Comments
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3275657#Comment_3275657
Great. Now he's approaching Trapper's level of strength.
I'd still put him lower.
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@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/3275446#Comment_3275446
Is that site actually accurate? The average kill rate they currently have for all killers is 6.5% lower than the official ones.
It's self reported, iirc.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274398#Comment_3274398
Yeah and I just had 2 people DC against a hillbilly because of insta downs, I'm pretty sure survivors are just wimps and doesn't apply to just nurse
Other than DC's on death hook (non-impactful DC's) I don't think 60% of my games have DC's in them.
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@Massquwatt said:
I'm very confused to how the guard detection works. Do the guards need direct line of sight to chase a survivor or does it just have to be within their circle? Also is that detection circle affected by height? I swear to god I've had guards see people behind walls and other times not at all. Sometimes they'll jump up or down an entire floor after detecting a survivor and other times just not at all. I feel like I'm going crazy thinking about it.
I don't know that it's been confirmed, but I think they need Line of Sight in order to target a Survivor.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3275590#Comment_3275590
No, of course Devour, MYC, and Monstrous Shrine shouldn't work like that with him. But bar that, his camping is no better than any other killer's.
It is though. He isn't a Bubba but it is my opinion that he is close. He's probably a little worse than Twins.
His Guards patrolling near Hook will always scare away one person. If they lock on prior to them getting to the Hook, they cannot rescue before getting hit.
This means that you need a coordinated effort to get the save. Certainly possible, even easy, in a SWF. Solo's and Duo's however, are getting the short end of the stick here.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3275608#Comment_3275608
Respectable.
i seem to remember most of the community misjudging the pinball wizard.
He was horrific during his PTB. His collision was so bad that he couldn't be played as intended.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/355965/knight-analysis-after-50-games
I’ve respected your in game observations but did it really take 50 games to figure out knight is a dumpster fire? I say that with a smile and a pat on the back.
I've been wrong before. Deathslinger and Blight to name a few.
Wanted to be thorough.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3275595#Comment_3275595
so... maybe they sometimes detect a survivor through a little hole like the gaps in the shack's barred windows?
Well, that's awful for an AI you don't have any control over.
Yes.
That's what I suspect is happening. It would explain the seemingly random nature of their detection.
I was just sent to The Game and in the hole tech room (the one where it drops into the super L-T) I dropped down, realized the Survivor was above me. They t-bagged at me and I placed a Guard who immediately went after them
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Maybe?
Sometimes they do, sometimes they don't, like you said.
If you want my opinion, I think they need LoS.
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@Sonzaishinai said:
So i haven't been able to play much and when i played it was mostly killer
I did not face a facecamping knight
Can somebody explain me just how he is good at facecamping? Cause i don't really see it.
His guard dissapear when you touch a hooked survivor. Seems to me that all you need to do is touch the hooked survivor and then he's just a m1 killer camping that you can easilly trade hooks with.
What am i missing that makes him that much more effective at camping?
Essentially, it's not facecamping per se that makes him strong.
His Guards are REALLY good at camping around the hook and forcing early hits. Likewise, the Orb is apparently the Knight, so MYC, Devour Hope and Monstrous Shrine all work depending on where the Orb is...meaning you can cheese it and camp while still being right next to the hook.
But mostly its the guards ability to patrol around the hook and force early hits.
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@danielmaster87 said:
What the devs will take from this: nerf his camping somehow.
It should be nerfed. And bug fixes will definitely knock it down some. No way should Devour, MYC and Monstrous Shrine work like they do now.
But I would really like to see other aspects of his kit buffed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3275480#Comment_3275480
That's fair, but it also begs the question: why was this killer even made then? Nobody likes defensive killers. Nobody picks them (Hag and Twins have consistently lowest pick rates in the game), and survivors hate playing against them. Why make this killer at all? There are better defensive killers anyway (Twins).
I think the criticism is fair. Players don't want to play the killer the way they're intended because it's an awful playstyle, and trying to play this killer in a remotely fun way renders them completely ineffective. I understand how to play defensive killers. I just A: don't want to, and B: will just play Hag or Twins on the off-chance I feel like doing that. Why turn the game into a 15-20 minute slog when I can just play Billy and have an interactive game?
Yeah.
Unfortunately, Knight is just a worse version of Twins or Hag or Trapper.
Trapper, ya know, traps better. That's kind of his thing.
Hag can create better webs than Knight. Better area denial.
Twins are better campers than Knight.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3275443#Comment_3275443
You need to press „summon guard“, then immediately press it again to quick-place a guard at a loop. You’ll get the hang of it.
But, if you are unfortunate enough to get sent to the game map or a map with many pallets, then RIP.
Yes, that's what I do.
Survivors just leave immediately and the Guard is much too slow to catch up.
Likewise, I can't catch up before they make another loop.
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Currently Knight does have the lowest Kill Rate on nightlight.
Take that as you will. I'm not sure I can put too much faith in it.
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@legacycolt said:
I’m playing the knight a lot and imo he’s kinda pointless. I just place a guard at every loop so the survivor is forced to leave it, then M1.
The only thing that feels good about the knight is the fact that his guards can protect gens. But even while they do that, they look ridiculous because they run back and forth in place.
I like the design of the knight and the guards but they need to keep working on this chapter.
I haven't even been able to reliably M1 after forcing them to leave the loop.
Placing the Guards is such a time sink that Survivors get a huge head start on the running to the next loop.
The only thing that sort of mitigates that is the addon for the Jailer that gives you 10% Haste after placing him.
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@Emeal said:
I like how good his addons are, its top dollar addon design, but his power is made too safe for it to be useable and enjoyable.
Yes. I really love when the addons involve me not breaking pallets.
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No, no he is not.
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Make Your Choice, Devour Hope and Monstrous Shrine all work like that.
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I don't think he's stronger than Dredge.
I need more time but I'm leaning towards him being the worst Killer.
Freddy has better anti-loop but his addons suck.
Trapper has better 3-gen potential and his addons are good. But he takes forever to set up.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3274451#Comment_3274451
I know, I'm just explaining what's happening at the moment, nothing else I can do I'm afraid.
Alright alright I'll try not to shoot the messenger, you get away this time :p
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3273938#Comment_3273938
The map is bugged, correct.
The team is aware of the issue and in the meantime the chance for it to appear has been reduced, so you won't get it every game.
:( map offerings
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@Jago said:
Console supremacy.
Console supremacy.
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@Aceislife said:
Everyone here is saying the guards are weak, but Im trying to think about how do you counter them, when they can just phase through dropped pallets and windows?...
As soon as you see the Knight place his Green orb, start running.
The only guard that can catch up is the Assassin, but he doesn't chase for long enough to do so consistently.
As long as you hold W and run forward, the guards are too slow to catch up. I believe they move at 102% iirc.
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I usually get by running two Gen slowdown perks. I find that I play better that way as well.
Sometimes I'll dabble into more, but they're generally more abstract slowdown like Plaything. Not something like CoB or Thana that directly affect gens.
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PE really only seems viable in comp squads. The average SWF isn't going to be able to hide a player with PE.
It's a completely dead perk in a non-SWF setting.
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@[Deleted User] said:
Those are some wild numbers you pulled out of thin air. 60-70% of Nurse games have a d/c? Would that move her kill rate, by what, 5%? Where are you even getting that d/c rate from? Is it so disproportionately higher than other killers that her kill rate is uniquely affected? She's easy to master, but has a low kill rate at all but the top 5% of MMR. Like....come on.
It's fine if you don't like her, but be reasonable
I don't know if that number holds true in the larger player-base but.....60% of Nurse games having a DC definitely sounds pretty damn spot on to my games.
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@Steakdabait said:
knights power doesn't take any skill to use so i say it's fair game
Honest to God he doesn't need anything else going against him.
His power is so ######### at anything besides camping that if a Knight player uses it for anything else I gotta respect it.
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@bm33 said:
Not a fan of the new pallets. I don't know why they wasted their time on them when they've already had multiple graphic reworks - who was complaining about their looks to get yet another graphic rework?
They wasted time/resources giving pallets another graphic rework instead of focusing on the fog that looks horrible on alot of maps (Farm map looks like random little bits of exhaust) and the fog causes performance issues because it's poorly optimized. Focus should be on that instead of pallets that were fine as they were.
Or the blood.
Or the mori's.
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He's really really good at camping.
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Oh God his gross hair is even grosser and not in a good way
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Xbox one, ps4 and switch
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Let's go a huge portion of the playerbase can't play anymore.
Let's not do that
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Well, I'm glad someone is enjoying him
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@Crowman said:
I'm not even sure why people are claiming the knight is a good camper. The guards will end hunt if the chased survivor unhooks someone. The Knight would still have to be by the hook and at the end of the day he's still a M1 killer camping a hook with no innate advantages.
It's not that he puts guards around hook.
He can hit people coming to the hook with guards and force trades or double hits.
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He certainly is incredible at camping and there's not too much Survivors can do to stop him.
Definitely very boring and I could certainly understand why that would make people rather go next than play against him. I wouldn't but I might be tempted to do so.
Not really on the player though, he's not good at anything else
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They do seem to "stick"
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Because he's a killer whose main strength is camping.
He sucks at everything else for now.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3273680#Comment_3273680
lmao out of arguments are you
Never.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3273653#Comment_3273653
https://forum.deadbydaylight.com/en/discussion/comment/3273657#Comment_3273657
Interesting, I had to DC this afternoon because my daughter woke up from her nap (she's 9 months old) and I didn't get any penalty.
Maybe it was a one off, and I'm not going to test it as it's unfair for the other survivors.
It's only a minute for the first DC.
If you play on Xbox One, PS4 or the Switch your loading screens will probably take longer than your penalty.
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Yeah, camping needs to be nerfed along with tunneling but all the Knight seems to be good at is camping.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3273385#Comment_3273385
Dang worst map in a game where Eyrie of Crows, RPD, and Garden of Joy exist.
After the pallets are removed it might still be worse than Garden of Pain.
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@brokedownpalace said:
I haven't seen a penalty. Did they shorten it or reduce the cooldown or something?
Yes.
I think the first penalty is only a minute right now.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3273668#Comment_3273668
"oh no there is tryharders in a PVP game who use busted loadouts to win! How dare they???" how dare you destroying anyone elses fun just because you cant deal with it. Stop playing pvp man.
Considering your past takes, I'm not really taking anything you say seriously at this point lol
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@HectorBrando said:
As far as I know they are still there, I think it may be technical problems more than simple DCs, patches tend to screw the game and it wouldnt be the first time they have to turn them off after a patch because patch related game crashes.
https://forum.deadbydaylight.com/en/discussion/comment/3273657#Comment_3273657
And I bet he suffered way less waiting the penalty than playing that match.
I believe he would agree with that assessment.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3273657#Comment_3273657
people like your friend are the reason why im super mad rn. Penaltys need to increase ASAP.
People who stack things so far in their favor that the other side doesn't have a chance to win are the reason people hate DBD.
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@Seraphor said:
Why can't players ever be happy with a map?
People always hate something different, and can't agree on what they want. Can't be indoors, can't be too open, can't be too big, can't be too small, can't have too many loops, can't have too few, can't be the same layout as an existing map, but can't be a different layout either.
RPD and Garden of Joy aren't that bad, I've learned my way around RPD now and honestly, I do just fine as either role there. Garden of Joy has issues, but they're niggles, hit boxes and the lighting in the house, that's it.
I'm personally fed up of Coldwind, MacMillan and Azarovs, and while the new map does have it's issues (colour palette and pallet colours) I'm sure it's layout will end up being just fine once I've learned my way around it.
RPD is still the worst map in the game but at least it's a beautiful and faithful reconstruction of the original. Shattered Square is ugly, hurts my eyes and confuses the hell out of me.
Also, Garden of Joy is also really bad from a balance perspective.
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No there's still a penalty.
My friend figured that out after a Nurse with 4 slowdowns took us to Dead Dawg.
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He's very good when you play him like Facecamping Bubba.
He's exceptional at denying saves.
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@Aurelle said:
Geez, this is basically a reskinned version of The Game at this point. The map looks super cool but that amount of pallets is ridiculous.
It's actually better because of how open it is.
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@Ghouled_Mojo said:
I hope they trash this map. I know they won’t but I can hope.
Same.
It still kinda hurts my eyes to look at. Scratch marks are ridiculously difficult to see and the pallets blend in and jumpscare me :(