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Rickprado

Rickprado

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Rickprado
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  • Its funny how people tend to forget that DBD is an assymetrical game an a single survivor should not be strong enough to 1v1 the killer because there is more 3 of them. Killer using 2 perks slots in a build is compromising 50% of loadout. It would be the same as if the survivors would use 8 perk slots to get some value on the match (and some do with the DS + Unbrekable combo). I've faced this combo many times and had no problems putting items in the corners and leaving killers with 2 less perks.

    About this combo i still think its a very balanced combo even, specially since only a small part of the killer can benefit from it (mostly who rely on M1 to get hits) and an even smaller part can use well the information it give (killers with mobility).

    Lets take a quick example: Deathslinger. Its a 4.4 killer with a anti-loop power that hits with basic attacks. I would say this combo is amazing on Deathslinger? No because although you can use the info to try some cool shots if there is an item near your chase, most of the time you will get info about someone on the other side of the map without having enough mobility to pressure them. It would be better to just use Sloppy, Surge, Pain Ress, Coup de Grace, etc so you can use perks that synergies better with your character.

    So, this combo is strong, i won't deny, but require so much to get value of it that i think people are overstimating it.

  • People really want killers to run 4 slowdown perks

    Like, really, even in SoloQ it is counterable, as long everyone bring their items to map corners.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751687#Comment_3751687

    Better idea is the perks disable if they're healthy. The problem is not they body block with endurance, its they body block being healthy and with endurance.

    For now, if survivors body block with OTR, just tunnel them because they ask for it. Lucky that body block with healthy + endurance are rare.

    yeah, but most of the people who bodyblock with OTR while being injured have Decisive. I don't think Anti-tunnel perk should disable if you are healthy, specially now that Billy is in the top of the strongest killers.

    It would be more healthy overall for the game if someone couldn't force you to tunnel when you don't want to.

    Just remove collision when someone is under OTR/BT/Basekit Endurance

  • They need to remove collision from a survivor while it has endurance / OTR. That's the a change i think its needed so people don't weaponize anti-tunnel perks.

  • Well, that's one absurd scenario since it would requires 4 persons willingly to spend their times to try to "annoy" a killer by giving an instant win.

    If finisher mori were a thing and that happened to me twice i would just only laugh and then queue for the next match.

    Sorry, but this doesn't make sense even in theory.

  • Franklin's and Weave attunement are made for each other. They are the perfect pair and i don't think they need to change.

    People are forgetting that Weave attunement already received a nerf since now medkits don't deplete completly when doing a self heal.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747532#Comment_3747532

    My Killers are all considered M1 I think.

    1. Freddy
    2. Myers
    3. Trapper
    4. Wraith

    I'm currently practicing with the following but I just end up using their basic attack most of the time and haven't won a match yet, not even a 2K most times:

    • Huntress
    • Hillbilly
    • Wesker
    • The Knight

    From the first 4, i think Wraith is the only one that uses this combo well, you should try it on him. I've tried Sloppy, Franklin's, Weave Atunnement and Corrupt, playing the hit and run style. Freddy can have some value, but his mobility is quite limited.

    Of those 4 below, maybe the Knight can have some value, because you can see a survivor and try to snipe with a guard. But aside from this, i think you should pratice with the other 3 getting more hits with the powers (m2) than with a basic attack. They are quite hard killer to master, so don't be hard on yourself if you are having bad matches.

  • I maybe considering to test a perk because of this, but i've NEVER changed my playstyle as a killer or as a survivor because someone disliked it.

    Think that its more a BHVR problem that some problematic perks exist more than players problems. The thing is that we as community need to give honest and proper feedback about the game balance so the devs have a clearer path to change the game.

    I'm currently avoiding the FD + Weave combo because of the Survivor frustrations.

    I would you suggest you to use this build. It only works on M1 killers and only have value on high mobility killer like the Wraith. I've been testing and facing this combo and i think its very fair and has plenty of counters in the survivor side.

  • @Fuzzycube said:

    From the patch notes the only useful skill seems like the Carnifex breaking pallets, maybe scouting out gens for the Assassin or Jailer to kick?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745665#Comment_3745665

    True but the 3x less patrol time if the killer is within 8m sounds quite harsh.

    The 3x less patrol time is a problem must not got into live. Aside from that, i think this patch will be a great buff/quality of life for the Knight.

    @duygu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746031#Comment_3746031

    Assassin is not meant to get a hit. None of the guards are meant to get a hit. BHVR wouldn't allow a killer design that gets hits 100% of the time. Actually carnifex with the dried horse meat is the one that's supposed to get a hit. Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast. This isn't reliable against carnifex because his banner spawn is lot longer. Assassin is meant to punish hook rescues by spawning on top of the survivor as they finish the unhook. The animation takes too long to make enough distance and it's almost a guaranteed hit. At the very least, it's going to prevent bodyblocking so you can tunnel. Jailer's the worst out of the 3 at the moment. He's best used as a skull merchant drone.

    The guards are at their strongest when the knight is zoning with them, so that the survivor can't freely rush to the banner and is forced to move to a useless part of the map. The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens. The chances of this happening in a real match are slim because to do this consistently you need to spawn a guard on a survivor outside of a chase and find another one immediately after. Such as in a 3 gen situation where a survivor is threatening a gen that you're leaving to defend another one or an unhook situation.

    But this is too difficult to do at the moment, and even if you do spawn a successful chasing guard that doesn't just wander around, the survivor will simply run to the banner and cut the chase short unless it's carnifex. That's what these changes is intended to strengthen. You can now choose jailer at will with the longer chase and banner making it the best solo chaser guard, especially with a potential 36 second chase. That is nearly impossible for the survivor to outlast considering that already a 24 second chase from carnifex results in a hit or a very small distance saving the survivor.

    I would add that Assassin can get consistent hits if the survivor is exhausted or in corner of the map. For example, in Dead Dawg Saloon, if you snipe a survivor doing the corners gens, most of the time they will get hit. I'm very eager to play the "new" Knight and test how it will be on the PTB.

  • Well, i think they need at least to revert the turning rate buff. Billy is already one of the strongest killers in the game, there was no reason to buff it further.

    Also, his cooldowns when he bumps into something is quite forgiving for the killer. I had situations where i couldn't leave a tile against a Billy even when he bumped every time because he was right at my feet a second later after he crashed into a wall.

  • Just give a finisher mori when all survivor are downed and there is no way to a pickup happen.

  • Well, the part that the guards hunt duration draw faster if you are closer to them was the worst part for me. Lets hope BHVR change this before going into the live servers.

  • @Chocolate_Cosmos said:

    Knight

    • Make him more simple, remove parts of his power, only make him kick stuff with guards or create long paths.

    Singularity

    • Auto-aim on biopods for your ease.

    Hillbilly

    • Less cooldowns on everything, more easily to curve
    • Remove sky billy or secret spots

    Trickster

    • Walking fast as regular killer, spam your ability to get free event to get free minigun, repeat

    Blight

    • Remove techs/bugs to make him more simple

    Chucky

    • Remove degree flicks with Slice and Dice, remove scampper to make him more easy to play (and againts)

    etc.

    With each killer update, unless its simple number tweeks and QoL updates, each killer gets more brainded, more easy and more shallow to play. Is this a good thing tho? It sounds pretty scary to me. Some killers should be easy to play and pick up and we allready have plenty of those, but why are you devs trying to make hard killers with lot of going on braindead and easy and more boring for some players who like them allready?

    Sorry, but i deeply disagree about the Knight. He will be much harder to play but much more rewarding now. You will need to think every second which guard is the best for that moment of the game (specially now since Jailer has some chase potential) and how to use them properly. I would argue he will become one of the hardest killers in the game since the "drop the guard into a loop" is gone and now you will need to play strategically to corner and get hits. And that's healthy for the game.


    We need to remember we will have a PTB and then the patch goes on the live servers. The bad parts of this rework can be adjusted in time with proper feedback and devs will. Maybe they change the minimum distance path and i really hope they remove the debuff you get when you are closer to your guards.

  • @Neaxolotl said:

    People won't run it anyway since exh perks disable it, and when they do it's likely they don't have any exhaustion perks thus making them easy target for tunnel

    if they use both, let them be, it's effectively three perk survivor

    People will use it with Dead Hard (for chased) or Background Player (for flash saves). In either of the cases you will start making sounds after using an exhaust. It can be even paired with Lithe. Only Sprint Burst users won't benefit from this change

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744761#Comment_3744761

    But this change contradicts that:

    [NEW] When The Knight is within 8 meters of his guard, the guard’s hunt timer depletes 3x faster.

    So basically, the idea is to send a guard with a path that is long, the guard starts chasing someone, but it will NEVER hit a person on its own, so now you need to run over to the area the guard is at to help them chase the survivor, but now once you get close, the guard will end much sooner.

    Its like they want the goal to be to set long range paths and do cool stuff and guard areas, but the problem is the guards themselves are NOT a threat without you supporting them, but if you support them they disappear faster. Its an odd choice.

    I really think they will go back in this. This is terrible, won't deny. But aside from this, i'm happy to see the devs at least trying to change the Knight in a good way.

  • @E5150 said:

    I feel he's gutted. I don't understand the mentality behind making the guards expire 3x as fast when you're near them. I thought the player was supposed to work alongside the guard to get a hit?

    Guards by themselves never get a hit, unless the survivor play wrong, so i really don't understand the reasoning behind these changes. Then again, i rarely play Knight these days due to his quite irritating glitches, and apparently these won't be solved, so...

    That's the biggest problem to me, as you will need to be close to your guard to get a hit on a survivor. But i think this won't go to the live servers, as will render the Knight power ineffective in many situations.

    I hope they fix many of the Knight bugs in this ptb, as they did with the Twins and Nurse.

  • @KazRen said:

    Am I missing something or is this just bad overall? Selecting guards is really nice but everything else isn't really good. They also didn't say anything about the ai.

    Well, looks like there are more changes to come and i hope some bugfixes for the Knight guards ai

  • @Huge_Bush said:

    kinda off topic, but this isn’t necessarily a killer main thing. Lots of us play both roles.

    Of course! I'm playing a lot of survivor these days, with friends or even SoloQ.

    Knight will be a much healthier to go against. I hope the devs give more "buffs" and quality of life changes to the "long range patrol" style.

    But i've called the Knight mains because we have been waiting for these changes for a long time and we've finally got it! I've even thought Behaviour would never ever buff the Knight - specially after the killswitch in last year.

  • @CLHL said:

    I like the changes but I will need to test this first, because I really liked to use the Carnifex to fast break pallets and it is not clear to me if I will be able to do this at close range.

    They've said in another post this will be possible and will be possible even closer than before

  • @Blueberry said:

    So many confusing choices here.

    Firstly, it's good they've basically removed the insta drop and pincer game play with the guards at loops. A nerf, but good for his health. I'm happy with this.

    The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.

    We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We needed Call to Arms base kit as well. Now that is STILL a required addon…killing me here.

    What we needed was a scalable increase to guard chase speed with a skill requirement to allow guards to reliably get hits if we played well. Now his best play style is basically unusable, which is good since it was unhealthy, but his healthier play style didn't get enough improvements to make it actually viable.

    Honestly this feels like a net nerf overall.

    Well, considering its just the PTB, i want to try it out to test as it will become.

    We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We need Call to Arms base kit as well. Now that is STILL a required addon…killing me here.

    Yes, i wish they added full map of the realm and reworked the addon, but lets test in on the PTB to see how it will go.

    About the short range and long range patrols: i still think it will be a buff overall, as you can create long range patrols circling objects and loops, maybe they change the faster deplete rate when the Knight is near a guard - i don't think that is necessary.

    What we needed was a scalable increase to guard chase speed with a skill
    requirement to allow guards to reliably get hits if we played well

    The devs said many times that the Knight is meant to get a hit working together with his guards, not the guards by themselves. Although i understand that some player want the guards to get hits, i still think that this can lead to some Skull Merchant situations where a Knight holds a trigen by sending guards to get them injure and send survivors away.

    The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.

    Lets wait the PTB and give the proper feedback to the devs in what is needed to put the Knight in a better spot.

  • Yeah, they really read the forums. Lets see how this will work on the PTB

  • Its a very good perk overall. I think its pretty fair with the Franklin's combo. A nice addition to the game.

  • How a system like this would work with MMR? And if you can't get a killer you like at your level then you would accept face a much more experienced killer?

    In the end this would only boost the pick rate of the top and strongest killers of the game.

    I think if you are playing survivor you need to understand that you might go against any of the killers of this game, from Hag and Twins to Wesker and Billy

  • @Volcz said:

    I agree & disagree.

    On 1 hand it sucks for the smaller non-Fog Whisperer streamers, I agree there.

    On the other hand, you're a small streamer who nobody/vast majority of the community doesn't know or has even heard of, you want drops enabled for more viewership (which benefits you, the streamer more than any other party) & you don't really have to do anything in return besides stream the game. Just b/c you stream the game doesn't entitle you to drops. If that were the case, a lot of people would be mad about this, not just in DBD but many other games. This isn't anything new. The cold hard truth is that those channels don't really offer or benefit BHVR in any way. A few people checking a streamer out is nothing in comparison to the thousands+ that come to the other bigger channels.

    Couldn't disagree more. My attachment to this game was made by the communities of those streamers and since then i'm always in touch with DBD, even when i'm not playing the game regularly. They are not that "small" streamers either: they have up to 150 to 200, getting even to 300+ viewers sometimes.

    TBH, the only Fog Whisper i watch is Otzdarva and he is not the DBD streamer i watch the most.

    "Just streaming the game" benefits Behaviour directly as those streamer are showing to their communities BHVR product and making them considering a purchase or engage with DBD in any form (social media, Youtube, etc). You need to remember that streamer can show audiences they got from other games DBD (and vice versa), making players that never heard of DBD or have seen gameplay of it have interest in DBD. I've started in the assym genre playing Resident Evil Resistance and migrate to the DBD after watching some streamers who played both games talk about DBD and what they like in the game. Its not only Fog Whispers who bring people to the game.

    People need to remind that a great part that make DBD is its community and denying thousands of people who work streaming DBD an opportunity to engage their audiences with new content/prizes is something very silly and bad for the game.

  • @NerfDHalready said:

    plunderer's (so you can see and carry items to dead areas)

    object

    a brain

    the counters to the perk (combo, because by itself it's not clickable) from the top of my head. and they aren't regular counterplay that help a little against perks; when you do those, you can completely nullify half of killer loadout.

    If a survivor is running Object and you are running weave atunnement you can say goodbye to any form of stealthness. Your position will be revealed to the survivor the whole match, since they can drop an item next to gen or a loop and they will see you forever.

    Although its a good combo, at least for now, i don't think weave attunment is broken. We need some time to test how strong this is, specially since its mostly a perk for m1 killers.

  • @C3Tooth said:

    Alot of these perks are not underrate. Its that if you get tunneled, you're defendless.

    Yeah, that a problem of the game: right now you need at least one anti-tunnel perk or you will be on your own in case of the comes back to tunnel.

    But except for that, i believe a lot of perks are underrated and survivors can use more diverse perks than killers do right now.

    I love built to Last, Champion of Light and Botany Knowledge. I have a build for SoloQ and other for when i'm playing with friends.

  • He is the bottom tier killer, specially after killer buffs.

    Its sad that he needs another rework to be viable again. I wish at least they make him more consistent to what he looks like in the movies.

  • Its a good perk still, but reliant on combining with other gen kick perks like PoP, Call of Brine, Overcharge, etc.

  • BHVR should nerf Distortion as its too powerful - even when i've tried an all aura build with the Unknown i couldn't clear all of the distortion tokens from a survivor, specially on smaller maps like Midwich, but even on not so small maps like Rancid Abbatoir.

    Its absurd a single perk from a single survivor can deny a killer their whole build or the effect of several perks.

    Also they should rework perks or release new one that negates aura reading effect so this perk doesn't become the only perk against aura reading - maybe a perk that hide both survivors aura while a healing action is performed so you could heal without being revelead by BBQ or other perks. Distortion shouldn't be the most common counter to aura reading but other perks shouldn't be as strong as distortion to deny aura.

    Also BHVR could buff scream perks like Thwack! so we shouldn't rely on aura to locate survivors.

  • People are betting on Grim Embrace + Pain Ress + Deadman + Corrupt.

    I'm having good results still with Pop + Pain Ress in higher tier killers.

    Maybe they buff a bit the forgotten anti-gen perks like Call of Brine, Eruption, Opression, etc.

  • @EmpireCity830 said:

    I just feel like most games 4-5 gens are getting done. On killer it is really annoying by the time I have found, chased, downed and hooked 1 person 2 gens are done and a 3rd is 50%+. Or 3 gens are really close to being done. On solo-q is just as annoying. I hate getting found first, chased, downed and hooked in less than 2 min and spend most of my time on hook rather than doing gens and helping teammates. If this happened every now and then ok it's not a big deal but this is nearly every game for both cases. Makes this game really frustrating at times.

    I also feel that the kill rate for killers across the board is deceptive and doesn't take into account the pace of play. I've had many games where I get 3 or 4 kills but there is 1 to 0 gens remaining and I didn't start getting pressure until 2 gens were done and a 3rd about to be completed. Point here being that just cause I got a 4k it doesn't mean that pace of play isn't a problem.

    The sad part is that idk what to do to fix it and make it so that every player has a chance to play the game and not feel super stressed out. Buffing either side too much would make play miserable for the other side.

    Anyone have any ideas on what could be done to make the pace of play "balanced"?

    Also, if there was some data on avg number of gens done and avg match time that would help. Cause I seriously feel like its 4.0 + for gens and time is less than 10 min per match.

    DBD is quite "old game" and even newer players and casuals are getting more in touch with the "meta strats" on how to win - single spread on gens, tunnel/force struggle if survivors does not save. You see a video even from casual content creator and, if they are not trolling, they are talking about """""comp""""" strats and how to try to turn a match and guarantee a victory.

    Maybe this can change with more mechanics added to the game but i believe this a very hard to problem to solve, as assym games are very susceptible to this kind of playstiles - VHS, Texas and other assym i've played all suffered from the "rush meta" and their consequences.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737146#Comment_3737146

    What about boil over and hook deadzones?

    I don't believe it's possible to account for every way in which survivors could make a comeback from such a situation, and I have been in games just like this in which said comeback has happened.

    I had a game against a spirit who slugged everyone, then hooked me and camped, hitting me on hook to gloat. She then eventually went off to hook another survivor, at which point I unhooked myself through AFC, picked up another survivor, and the game ended up with 3 escapes in the end.

    I think the Finisher Mori can only work with one survivor remaining. That's the only time you can safely rule out any further survivor plays. Anything else is a substantive survivor nerf.

    The best options in my mind would be:

    1. The option to 'sprint' while in the dying state, 2x speed but you bleedout 2x quicker. You can then choose to leave the game earlier if that's your goal.
    2. When all survivors are in the dying state or hooked (or already dead), they gain the ability to recover from the dying state. They would still need to fully recover first, and the moment one of them gets up the ability goes away. But this would mean you can still slug for pressure, but you can't keep everyone down at once indefinitely. This would mitigate slugging for the 4K.
    3. Finisher Mori on just the last survivor remaining. This prevents slugging the last survivor to grief.

    These aren't mutually exclusive either, I think all of these could be implemented and it would have an almost entirely positive effect.

    If i see a survivor (or many survivors) is in a a zone where hooking is impossible, i leave them on the ground for the bleedout or unbrekable. Its boring but i don't think i should be punished because the hook spawns are bad or play from the other team did not went as they planned. When i'm playing survivor and i'm the last one i just move closer to a hook or don't wiggle so we can all get to the next match quicker.

    In the situation where you described its more a Spirit fault than a reasonable way to the survivor to came back. Killers are getting smarter about the Anti-facecamp feature and walking way after hooking. I believe this is a very specific situation.

    Of all you've said, maybe the first option - to increase the bleedout speed - would be the better one then, as there wouldn't be situation where survivors just use a guaranteed pick up to diminish the killer pressure.

    Although i understand your point, i still think that a finisher mori when everyone is downed and there is not a reasonable way to pick themselves up would be the best way to end a match, instead on relying in RNG - waiting for a kobe or bad hook spawn - or for a killer mistake.

  • @Emeal see if this is "consensus" enough for you about the Knight situation.

    @topic

    Another killers that might need some tweaks are

    Singularity: the camera get blocked by leaves and very small objects. Need some changes and other small QoL

    Hag: still need something to adress the "S Tech" that makes her almost unplayable against anyone who knows this tech.

    Trickster: Maybe Memento Blades basekit or at least some form of acceleration in the knife throw speed

    Dredge: Lockers are too annoying to deal with and have a horrible placement in many maps (this is something related to Huntress and Trickster too).

    Legion: Some small buffs and QoL changes.

    Myers: Tier III should give some advantages against pallets, maybe shorter stun and faster break speed.

    Anyway, if BHVR follow the trend that they did with killer in the last midchapter i think we are going to have some very nice changes as killers can become less addon dependant.

  • Knight needs some small buffs (basekit addons) and Quality of Life changes

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737261#Comment_3737261

    Ranged snipes don't do anything. If the survivor throws a pallet or vaults a window the assassin will never catch up.

    Jailer for.... Info? Holding an area? That's nonsense. If you're randomly plopping him out to try and find survivors, he's not going to do anything and you're going to have to either not have a power for the patrol duration which is forever or trundle back over to him and hit him which is a huge time waste. If he's "holding an area" you're out a power for any survivors you might spot on top of survivors just advancing their objective elsewhere.

    All the other guards are just pathetic compared to carnifex. The chase duration for the others is too short to effectively herd survivors where you want them to go and their utility is middling at best.

    In my experience, this is not true.

    Although its not always a guaranteed hit, with Dried Horsemeat the assassin can catch up survivors. They won't be always near a pallet or a window to avoid the assassin.

    For the Jailer, there are times where you know more or less where the survivors are but you cannot be sure, so you send the jailer in a route where you can intercept them, specially in the corners. Also, for holding an area, you can use the jailer to protect some gens or the path to a hooked person. Since he gets a big range with Map of the Realm, you can spot people while they are traversing the map.

    Anyway, although i believe Carnifex is a very good guard, the other two can have their uses too.

  • @Lectussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737198#Comment_3737198

    Would it be good if paired with lethal pursuer for extra 2 seconds or just a wasted slot for lethal pursuer?

    Lethal is never a wasted slot, but its better to make an aura build around it.

    What killers are you playing? Nurse/Pyramid/Unknown are ones of the best users of this perk. For other killers i'm not sure. For M1 killer i would use Bamboozle 100%

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737261#Comment_3737261

    Consensus? My guy your post has 3 upvotes. You call that consensus?

    " I've made a topic on some suggested changes for the Knight were i deeply discuss his problems" ← The topic is where i discuss most of the Knight's problem, raised with other Knight players, not where the consensus is shown.

    I'm not saying that my suggestions for rework is a consensus. It just some ideas on how to change that i gave. I don't take this topic as a consensus, its just discussion the problems of this killer. Sorry, but you didn't understood my point.

    Ask killers who play the Knight (or used to play) and i assure most of them agree that Knight need at least SOME CHANGES and Quaility of Life, specially on the utility of every guard and their

  • @Emeal said:

    You need to explain why Knight needs a rework first. and then we need to discuss all the ways this can turn into OP town.

    This was already discussed a lot on this forum. Its close to a consensus that Knight has some issues like gamebreaking bugs, silly counterplay, some cheese strats and addon dependancy and its on the weaker end of the killer rooster.

    As being OP, i don't think so. It would be the same as the Knight but with a faster depoly of the desired guard. Today we can do this by popping a guard, hit and get to other one, but its so boring to do this that its easier just to deploy the "wrong one" and just do the chase the way its possible.

    Edit: I've made a topic on some suggested changes for the Knight were i deeply discuss his problems and how i would solve them.

    @Rickprado said:

    After playing for some time with the Knight (i've been playing him constantly since March) , i've come to understand that although this killer can be quite fun and have a very good visual, it has some problems. In order to adress some of these problem, i have some suggestions. Please, consider this topic as an open debate about the Knight current status as a suggestion for a rework.

    I will point the issue and the propose a solution:

    • Bugged AI

    The guards have several bugs in their AI, becoming stuck in parts of the map, going in very strange paths to chase a survivor right in front of them, refusing to pass through windows or pallets to catch a survivor, going all the way around, wasting the hunt.

    Of course those bugs needs to be adressed ASAP so we can have a better experience while playing the Knight.

    • Addon dependancy

    Playing Knight without some addons is a bad experience. There is three addons that i would say are obligatory on him (in order of importance): Map of The Realm, Call to Arms and Dried Horsemeat.

    Map of the Realm (MotR) makes the detection range of your guards bigger. Playing without MotR feels terrible: even when you predict correctly the path that a survivor will make, he/she can dodge a guard easily because of the small detection radious Carnifex and the Assassin have (Jailer can counter this a bit).

    Call to Arms (CtA) is what the turns Knight viable against good survivors: The increased speed and range can make you have time to listen and think where the survivors are going; make easier to pressure survivors through the map (while they are healing or doing gens); etc. Knight with Call to Arms is just another killer in terms of strength and map pressure.

    Dried Horsemeat is mostly used to make your guards last enough to you do a pincer move on a survivor, specially with the Jailer which has lower speed than the Assassin and Hunt Duration than the Carnifex. Dried Horsemeat can also be used to "snipe" someone at long range, on a generator or healing, as the extra 4s can make the difference between a hit or not

    Since these addons are so essencial to the Knight to fix his weakness, mostly of the other addons are rarely used, as if you don't have a good chance to detect a survivor with a guard, you will become just a M1 killer with no power.

    My suggestion for this are: Make the Map of the Realm extra detection range basekit, so we can explore more of the Knight addons; change the basekit speed of patrol mode to be the same as when using Call to Arms addons, and leave it as addon for extra range on patrols.

    For the Dried Horsemeat, i would suggest something: rework completly this addon and make the extra hunt time tied to total patrol path distance, gaining 1s from 10m total path to 4s at 32m total path. This would incentive Knight players to play more strategically with their power, rewarding then to predict where survivors will go instead of just dropping a guard into a loop (i will talk about that later)

    • Three Gening

    Knight can be quite annoying while holding a three gen, specially when they are very close to each other. To resolve this issue i propose that you can no longer kick a gen with a guard while using patrol mode - you still can break pallets. This way, if you want to protect a gen with a guard, you would be forced to start a hunt instead of holding it by kicking.

    To compensate this, i would give Knight a secondary power:

    Guardia Order

    When you are up to 16m of a Brekable Wall/Generator/pallet, press the secondary power button to give the guard an order to kick gen/break the pallet. Your order will be directed towards the object which is mostly centered on your screen - highlighted with green. You cannot use your power or Guardia Order while a guard is executing an order or while your power is in cooldown.

    This way, Knight could save some time giving orders to guards instead of having to go in patrol mode, but could not use this to hold a generator "hostage" from afar.

    • The Guards utility / The Hold W counter

    Although i can understand that every guard is tied to a playstile (Carnifex brute force; Assassin fast hits; Jailer scouting + anti-stealth) i think most of the Knight players will agree that the guards that are better in hunts (Carnifex and Assassin) are the guards which most make a difference in a match. Although Jailer can be crucial to get a hunt against a stealth survivor, his speed and chase duration makes him kinda lackluster when compared to the other two.

    Also, another thing that happens with all the guards is that even when the Knight finds the survivors and gets a hunt successfully, if the surv is in a safe loop or have window/pallet to jump, you will be only wasting your time, as he/she can get away from the loop and the guard before you even have the chance to zone them.

    To resolve this kinda of problem, i would suggest these changes:

    Whenever a guard is actively hunting a survivor, the Knight will get a 3 to 5% haste bonus (tied to total patrol path distance) until the hunt ends.

    If a Carnifex is hunting a survivor, the Knight gets 10% longer lunge and 10% pallet break speed;

    If the Assassin is hunting a survivor, the Knight jumps through a window 15% faster;

    If the Jailer is hunting, every survivor within 4m of the Jailer have his/hers aura revelead to the Knight for 2s. Also, the Jailer would chase with a 4.2m/s speed for 18s seconds, having the same detection range as the other guards (considering that Map of The Realm would be basekit).

    • Dropping a guard into a loop

    As far i understand that this can be countered in some ways, just dropping a guard into a loop is part of what makes the Knight boring to face, as some people say (i don't totally agree). To adress this - considering all the buffs above - i would put a restriction on the minimum distance the Knight would be able to drop a guard: you have to draw at least 10m of path to deploy a guard. Until you haven't drawn 10m of patrol path, you can end patrol mode; if the patrol times end and you haven't drawn at least 10m of patrol path, your power enters in a cooldown, no guard is deployed and you can't use your power for 3 seconds.

    This would force Knight to play more strategically than just dropping a guard into a loop everytime.

    Well, thats all for now. I really LOVE the idea of this Killer (power and visual) and i really want this game to improve and get to a healthier state.

    Lets discuss! Hope you guys are fine!! Thanks

    @Ohyakno said:

    You'd never use any guard but carnifex.

    Well, at least i would use all the guards: Assassin for ranged snipes, Carnifex for some chases and Jailer when i need info or to hold an area. Also, keep in mind that with individual cooldowns you wouldn't be able to just spam a single guard, but would need to circle at least between two of them.

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416888/vecna-gameplay-show-a-possibility-for-knight-rework

    That should have done that from the beginning and I have no clue why they did not. The guards could have been similar to Vecnas power in their purpose and and not just numbers changes between basically the same thing.

    I can understand what the devs have thought in the release, but seeing how Vecna plays it feels a much better design than the Knight original one. Also it would fit better his theme as his lore, as the guards are his loyal servants, each of them fulling a specific role inside his army.

  • @bakedpot8oesbro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737143#Comment_3737143

    you’re right it’s too many things.

    but yeah solo q is all over the place you’re right, and no it’s not burn out because it doesn’t matter how many breaks i take i come back and the same issues arise. that and i’ve never been burnt out from gaming, and if it is burn out, it’s quite telling considering dbd would be the first and only game ive ever been burnt out from. but im almost certain its not burn out, especially because i know of many many people who have said the same thing about dbd as me.

    not a lot of people on here will agree with me because majority of people main killer and ive seen the replies to posts of people who express their opinions like me (survivor main opinions that is). and without getting myself banned i know there’s a few not so very nice people who don’t even allow themselves to hear the opposing sides thoughts without calling bs. ;) but yeah. too many things. is what it is at the end of the day. probably not gonna come back to this forum i just wanted to express my thoughts.

    The forums is quite divided in killer and survivors but i think the majority of the posters here are main survs.

    To me DBD is in a very good state right now as most of the killers are viable and the playing survivor is quite fun for me, excluding some very specific situations. I remember 2020 DBD - when i started - felt very braindead in some stances that i am very glad they are gone.

    As for survivors perks, i think we are getting some good perks but people are sleeping on it. Champion of Light can be quite game changing if you make the killer break pallets, as you can blind then and get to another loop; background player can be used to mobility if you don't want to try flash saves; Sable's perks can be used to have almost infinite healing with the right build; even the rework versions of MFT and DH is quite strong and can turn matches - i'm used to run this build and got very good results with it. Anyway, most of the time when people complain about perks not being so good i think they are just used to use the same old perks and don't want to try it out new ones.

  • Hot take: a complete finisher mori when everyone is in the dying state would be healthier for both sides.

    If everyone is slugged and nobody has any active perk that can make them pickup themselves (Unbrekable, Soul Guard, Exponential, etc) the match should end with the mori finisher and everyone should be free to go to the next match.

    I rather have a quick match than being rolled in a slug snowball where everyone gets picked up and downed until the bleedout.

  • Its too many things to adress, but as many people have commented, killer is not that easy as you are saying, specially if you are playing a low tier killer or going against good survivors (if its both, then good luck!!).

    To be fair, i play quite a lot of survivor - with friends and sometimes Solo - and most of time we lose because one of us messed up and couldn't hold the killer for long (except when is a Nurse or a Billy, then the match is boring and thats it).

    I think although there is many survivor perks that are very bad, the survivor meta is even more diverse than it was before. People are sleeping on good perks and mad that the old ones - which were quite broken, TBH - are not as godlike as they were.

    On SoloQ, i had some absurd situations where someone tried to bodyblock a killer right in front a hook, got downed and disconnect because the survivor didn't wiggled out - the killer had just picked up the survivor, the body block was impossible. On other situation where someone hide inside a locker close to a 99 gen, got found and DC'ed.

    SoloQ is a problem very hard to solve, specially because most of the time the issues comes from your team gameplay, and this is too hard to fix without breaking the game. I still wish the devs give some love for solo, specially when come to info perks and some basekit features which could make more easy to coordinate when you are not playing with friends.

    Anyway, take your time. Maybe you are just burned out of the game.

  • I'm not sure yet if the survivor should or shouldn't have a notification when Weave Attunement is in play right at the beggining. Maybe it should after the first item gets depleted and dropped.

    But its a good perk and i don't see so many issue with this, specially that the killer can see your aura around the item but you can't see theirs (unless you are using object).

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735973#Comment_3735973

    If the goal of bringing Eruption is just to regress the gen by a bit and chew through Distortion tokens, sure it's ok but other perks can either regress or chew through tokens better.

    For Gearhead, because Survivor and gen auras are the same + no notification when Gearhead procs, it's not consistent.

    I'm not disputing that there aren't perks to burn Distortion tokens, just that Eruption and Gearhead aren't ideal

    I haven't even got into the matter that Eruption and Gearhead aren't the best perks to regress gen and aura read ( i rather use Nowhere to Hide, Pop and BBQ). But i can assure you: even using a full aura build i had instances where i couldn't burn all the distortion token from someone, specially after a chase.

  • I think most of the rage against Unknown has settled since people now knows well how to counter his power. This killer was so much spammed that people learned pretty quickly how to counter his orb.

    Lets see what the community will think in the near future and hope he doesn't receive any nerfs.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735869#Comment_3735869

    Eruption uses 2 tokens by default unless the survivor hides in a locker within 10 seconds, and then they are not working on a gen for that period of time
    To let go of the gen means they need to know what's happening with the rest of the match, mostly SWF and aura reading should be the least of your concerning since they can communicate strategy with each other, such as hide in locker for BBQ or run away from the gen for Nowhere to Hide

    I'm sorry but I don't believe anyone that says they use Gearhead and the survivors are still hidden. It feels like copium

    Distortion is fine

    You are right, Eruption consumes two tokens by default. I've though it was 10s of aura reading but it is 12s.
    Gearhead is quite a niche perk - most of the time its active you are doing other things than looking at gens and the perk doesn't have any cue whenever its activated.

    Anyway, if you don't believe, start playing killers with full aura builds and you will see that even with Gearhead and many aura perks its hard to burn all the distortion tokens from someone, specially on smaller maps.

  • A friend of mine - she is one of the best DBD players i know - made some testing with Vecna and his Flight, Mage Hand and Flight of The Dammned and concluded it can be countered by pre-dropping a pallet and standing right next to it. Vecna cooldowns are long enough to just body block him before he can use the M1 for Mage Hand or you can "window tech" Vecna after he uses flight by standing right next to the pallet - Vecna gets teleported right behind the survivor, giving enough time to vault; staying crouched make Flight of Dammned harmless.

    Really, this killer has MANY counters.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735438#Comment_3735438

    Interesting how people don't like Distortion but they never run perks that actually eats up all Distortion tokens
    Such as Gearhead and Eruption

    Eruption is as effective as any other aura perk against Distortion if its Solo. It only eats 2 stacks if the killer uses the combo Eruption + Lethal. But people with Distortion can easily counter eruption by letting go of the gen before the survivor go down.

    Gearhead is an "okayish" perk but it don't have a clear warning when the aura reading is active. But really, i've been trying to counter Distortion with Gearhead + Lethal + Nowhere to Hide and Eruption while playing the Unknown and even then was nearly impossible to get rid of all of the Distortion tokens from a user. The tokens recharge too fast and while in chase, which means that even after a quick chase the Distortion user will have all of its tokens back.

    Distortion is a problem not because it can block some aura reading, but because it can block a whole aura build with little counterplay from the killer side.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735323#Comment_3735323

    Well, the second sentence is true

    Nerf aura reading to only show healthy survivors

    @Brightened

    Think that most of the killers that use aura perks are more casual than those who uses anti-gen perks. Killer who really want to sweat will use two to three anti-gen perks. Most of the time when i want to just have fun in a match - most of my matches - i use an almost complete aura build, specially when playing killer like the Artist or the Unknown.
    Limiting the type of perks which can be used in one build would lead to an even staller meta and would be very unhealthy for the game.

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