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max_dragon_slayer

max_dragon_slayer

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max_dragon_slayer
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  • I'm a knight main (have not played him in a min due to I have to perk grind rn so I have a better chance and more options due to being new to dbd) and my guards already struggle to keep up or even hit survivor at all now I don't think they will even be able to get hits at all due to this new speed meta and gen rush meta that I've been dealing with and I hate tunneling and camping but it feels like I'm going to have to just to at least get one kill due to the amount of swf teams I've been going against and the horrible spawn rate of pallets and windows being in excess and close proximity to each other for faster looping

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434427#Comment_3434427

    That would be kinda broken.

    Knight doesn't need it. He is fine as it is.

    How is that broken (like maybe a few tweeks are needed but not broken)? He is ok where he is (aka not broken ) but could be better the ideal is to have him s tier like the nurse and blight (where all killers dream of being ) and should not feel like his power is like throwing out different runners who can't catch anything with out him there to get a insta down or insure at least one hit because with out the knight there his guards maybe hit 25% (which is decreasing due to newer perks) of the time and it's normally the carnifex out of the three who gets a hit unless your long range snipping assassin which leaves jailor unused as he has nothing to contribute but during the hunt time the knight is a basic m1 killer like the trapper or is kicking gens/pallets which yes is nice but you arnt getting value out of your guards during that time slowing down a killer who already struggles to keep up much like the trapper as the games get faster paced the knight excels at long drawn games much like three gens but that was his only saving grace as cause now without three gening or playing the same way as every other player who plays as him (aka same perks and add-ons) he struggles hard against good teams that know how his ability works and can so easily shut him down that games seem unfair for the killer and boring for survivors due to how easily they can get away if the knight is not with the guard every step of the way aka hunting the same survivor for an instant down which yes is strong in its own right but not much of a threat as teams know where the guard and knight is at all times can shut down the guard mid chase for someone by grabbing the banner once it spawns and both knight and guard are in chase cause we all know the guard is not going to get that hit with out the knight to back it up and force a hit meaning the knight can't pressure two at the same time as with out the guards the knight is easily looped due to not having a ability for good portion of the game when guards are patrolling or in chase and that's not even counting the down time he has to draw the patrol lines leaving him open to a flashlight when he stands up cause his guard is miles away and not a threat at that time unless they get chase immediately with only the assassin who can score a hit if the surviver is not prepared but they will be if their teammates are good in call outs which leads us back to the guards suck with out the knight as reinforcement 75% of the time and need fixed I'd settle for 40% of guard successful hits on their own

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423232#Comment_3423232

    it's better when guards are chase focused, if you buff their patroling aspect, then you would bring back 3-gen Knight.

    I don't really think Knight needs changes now. I enjoy playing him and I don't mind playing against him.

    But same goes for Skull merchant, so I can be just weird...

    Ok how is this

    Assassin inflicts blindness/oblivious and exhaustion during hunts only on the hunted

    Jailor locks vault locations in the location of the hunted and can atc unhooking survivor during hunts and causes broken status when hits are successful

    Cornifex breaks pallets that he passed through and begins regression on any gen not being worked on and inflicts sloppy butcher upon hit

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423822#Comment_3423822

    Most killers struggle against good team.

    There are way weaker killers that need buff.

    Agreed there are way weaker killers that need buffs like trapper. but we are not here for them we are here for the knoght.and my suggestions arnt just patrol it was also chase oriented. Getting guards into chase requires you to use specific add ons like map (this one is on every build currently) and horse meat and the call to arms currently if the assassin can be more of a silent killer instead of a assassin who is screaming I am here every time you put him out there the only one who needs better ways to patrol is the jailor who is the weakest link in the group in both chase and patrol the only time I have seen him use full is if you are running the iridescent that exposes a survivor every fourth guard then you have to double up on one of your guards so you always know it's going to be the jailor exposing them as no matter how you line it up he will always be the fourth guard which is not bad other then this can hinder some builds with the knight unless you can keep chases going

  • @DaddyMyers_Mori said:

    Why can't people think a little about their suggestions?

    It's not that hard. There is 0 attempt for balancing.

    "Hey, I don't like this killer, so what can be changed so noone wants to play him ever again."

    If you go look at mine I have suggested balance changes for him that should be fair and lore accurate for each guard

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366548/knights-guards-shouldnt-have-down-potential

    Then they would be basically useless tbh. He just needs a minimum path length, making them completely unable to down would make them hardly a threat

    Nah if you make it so players have to have a minimum path length it makes it so you can't set traps for the players or make it so you cant have them guard a gen while it's regression to buy a little time which the knight very much needs he is a drawn out killer like the trapper not a blitz rusher killer like the legion but he is forced to support his useless ai to get a double hit down or he would be to slow other wise to win if he did not have to support his guards in every chase he would be a lot better of a killer the guards do not function in a two m1 killer team the guards should be supporting him in chases or denying a set area to players for a duration but as it is now it's set up as summoning a separate runner who runs at different speeds. We are rewarded for long distance snipes with the assassin now so he is a lot better but that still leaves the jailor who has no true role in the group cause we are punished if we have him patrol a area like great he has a massive detective radius and that's it. The cornifex he best for breaking pallets and DMG a gen oh wait you can't do that cause he has to run after players cause if your guards are not on chase they have no benefit being there we are rewarded for chases not holding areas which makes his team almost useless in anything but a chase

  • My way of fixing the knight would be buff the guards to try and get ppl to have them actually want their guards patrolling a area instead of always hunting with them the first fix would be the assassin his patrol line and his radius need to be hidden and is only good at long distance snipes if you have the proper add ons but if you have him patrolling a area he is so noticed that he is easy to escape. his hunts he should reveal all the survivers to in courage the knight to go after others. Next is the cornifex during hunts he should be breaking pallets that are dropped (maybe give him a terror radius). Last but most needed is the jailor he needs to be uneffected by unhooks and during hunts he should be denying vaults and lockers to all who are in his radius. This way they each do something different and each plays by there name and encourages long drawn out patrols and hunts not just always hunting also increase the jailors patrol time by a few more seconds.