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some_guy1

some_guy1

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  • the shrinking orb, faster hunt start from long patrol lengths are amazing changes

    the 5% regression from order is also a nice change

    the haste feels a bit underwhelming, it's a 5% haste for a maximum of 6 seconds, in my opinion it should a 10% haste(might need to adjust the lightweight greaves though)

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309303#Comment_3309303

    Would you happen to have some good tips?

    I'm really struggling to make the knight work so it would really help

    as said by the forum member i quoted, he has a high skill floor, a single comment wouldn't be able to put all the stuff you need to know about playing him

    but there are 3 main tips you should 100% know

    his best addon is map of the realms, it's a must have to be able to trigger hunts consistently

    when placing guards, try to listen where the survivor is at and then follow the survivor to then drop a guard on them(read the room aswell, if you are in a corner/dead end situation, it's better to instantly drop a guard on the loop instead) and place guards a bit infront of the survivor's location to make sure the hunt will trigger (also note that the guard has to have line of sight of the survivor)

    when chasing hunted survivors, try going the route that will overtake the survivor's route to force them into the guard or make them run into you to get a hit, also, keep track of the chasing guard, the survivor might decide to go the opposite route of the guard instead

  • @Firellius said:

    I wouldn't be surprised if Knight is one of those sleeper high-rank hitters where a select few dedicated players get reaaaaally good with him while everyone else says he sucks. Kinda like how Sadako took everyone by surprise by being a high kill rate killer at high MMR.

    His power seems to have a high skill floor and ceiling, possibly even higher than Blight.

    he really is that type of killer

    most just assume he is a killer that can only camp well (even though the guard instantly disappears when you start to unhook, it litteraly says that in his power description) and can be countered by holding w

    if you actually know how to play him well, you'll know that is not true at all (this is coming from a top 10 knight player on steam)

    most knight players I played against just play super aggresive, immdeiately placing guards without paying attention to survivors location(which then causes the survivor to just take the safe route without triggering the hunt and the knight player losing their power for a while)

  • the art team has restarted making hand drawn banners for collections since dredge's second very rare cosmetic, ever since that the style of archive cutscenes has changed a lot and they look a bit more rough than usual, which probably means they took some force out of the archive cutscenes and put it into restarting collection banner art

    additionally, there were halloween event archive cutscenes they had to work on

  • try going to the store then activate the filter that shows all cosmetics in the store, that should reveal the cosmetics

    otherwise, contant support as said by mooks

  • iconPerks_flipFlop.png

    according to some, this game has been dying since the creation of the unreal engine 4 project

  • the october dev update stated no developer updates are left for this year, also, their offices are going to be closed for the holidays

  • garden rake, prototype claw, paint thinner addons replace dream snares with dream pallets

  • @Defend said:

    Currently at prestige 7 as The Knight and I'm personally fine with the potential the guards have IF you use them in anti-loop, what he currently is lacking is spreading out pressure efficiently. Of course you can send guards to hunt survivors but the combination of their lack luster speed, clunky detection/traveling and their reduced speed at pallets and windows make it impossible for a guard to hit a survivor independently.

    HUNTS:

    Guards are amazing in anti loop. Especially when survivors are injured, The Knight can basically confirm a down (unless they have deadhead/endurance) when they are in a corner of the map. The usual counter to the anti loop is to just hold w, and unless you are in a corner it's always been like that. Doesn't matter if its the Artist, Dredge or Knight, there's no changing how survivors deal with anti-loop. Where I want to change how hunts work is how good guards are outside of the Knight's influence (Independent guard hunts).

    Guards lack four things to get any sort of pressure, or even a hit when alone:

    • Speed
    • Dealing with windows and pallets (currently Guards slowdown whenever they travel through a window and pallet
    • Hunt time
    • Banner duration (5 seconds for assassin/jailer, 10 for carnifex)

    The combination of all four of these things make it a walk in the park for any survivor to deal with guards alone. Just looping around an object for five/ten seconds and then reaching the banner make it so players are incentivized to place their guards only at anti-loop. However, just buffing the numbers alone isn't the greatest idea. If the speed or banner duration is increased during anti-loop, then there really isn't any type of counter a survivor can do against the Knight. Instead, having buffs apply to your Guards for detecting survivors at long-distant patrols would allow for more creative plays on the Knight's part, while keeping the guards more consistent for independent patrols.

    Suggestion: If a Guard detects a survivor when 24 m away from the Knight, the following buffs apply:

    Carnifex:

    • Hunt duration: 30 seconds (from 24)
    • Banner materialization: 15 seconds (from 5)
    • Hunt speed: 4.3 m/s (107.5%) (from 4.1 m/s)

    Assassin:

    • Hunt duration: 18 seconds (from 12)
    • Banner materialization: 10 seconds (from 5)
    • Hunt speed: 4.6 m/s (115%) (from 4.4 m/s)

    Jailer:

    • Hunt duration: 18 seconds (from 12)
    • Banner materialization: 10 seconds (from 5)
    • Hunt speed: 4.3 m/s (107.5) (from 4.1 m/s)

    All:

    • Pallet/Vault slowdown speed: 110 (from 220)
    • Pallet/Vault slowdown duration: .5 (from 1)

    Having a greater incentive for independent guard hunts allows for more pressure to be created without buffing anti-loop indirectly. The dry horse meat could be changed so that it only effects when a guard detects a survivor within 24m so that it isn't making independent guard hunts oppressive while still giving its original purpose.

    DETECTION:

    I think it's a simple number buff for the detection range, like you said the map of the realm is almost required to play the knight efficiently, so increasing the patrol range for all of the guards (or maybe just the carnifex or assassin) by 4 meters makes it really consistent for long/mid range patrol path plays

    Suggestion: Increase detection range for all guards by 4 meters (change/nerf map of the realm)

    Where I think detection is lacking is how guards travel to the survivors. Just having guards go from point A to point B creates too much distance for the guards to catch up, and ultimately do nothing for the knight besides moving them away from loops. There are too many situations where the guards become absolutely useless because of the distance created between the guard and survivor:

    • Damage boosted before detection, too much distance is created and the guard does nothing
    • Exhaustion perks such as sprint burst, lithe or balanced landing making long-distance plays obsolete
    • Literally just holding w creates enough distance.

    Suggestion: Have constant tracking on the survivor for a few seconds before going to a point

    Instead of just having the guards go to point a to point b, the guards will track the survivor for 1.75-2 seconds, the reason for this is so that the guards are able to close the distance in every scenario. At the end of this tracking, the guard will then go to a point for .5 seconds. A little complicated to think about, but in the end what it should do is always make the guards 6-8 meters away from survivors. Not too close to make it a constant hit each time (recall that survivors can always make distance by using windows/pallets), but not too far for the guards to do nothing.

    PATROLS:

    Surprisingly, the guards do know how to make their own patrol pathing. If they do not know how to get back to their original pathing, they will create the shortest path to go back to the original patrol path. Before patch 6.4.2, you were able to create some pretty crazy independent patrol pathing by placing guards on-top of objects below a floor. What would happen is that guards think that their original path is on the floor above, and would attempt to create their own patrol path to get to that point:

    https://imgur.com/a/lhceh2e

    A few more examples (and I wish behavior kept it in, because man it was fun)

    After patch 6.4.2 you are unable to do this, but it showed how much of a macro killer the knight could be. If guards already know how to create their own patrol path, I really don't think it would be that hard to make guards patrol generators independently (like how Freddy can teleport to gens, press CTRL to send a guard to go kick a generator and maybe start a hunt if it detects a survivor mid-way). It would make it a lot simpler to use his power like this instead of sending a patrol path all the way to the generator, then kicking it or starting a patrol. But then again, maybe they want to stick to the original "make your own patrol pathing"

    Suggestion: The ability to send guards to kick generators (Press CTRL to send a guard), if it detects a survivor along the way it will instead start a hunt

    Besides the add-ons, these are the things I really want the knight to have. Less of an incentive for anti-looping and more incentive for independent guards and long-range patrols. I think that having the survivor see where the detection range is fine or even the patrol pathing because once you get good at predicting survivors movements and placement (with map of the realm), you get pretty consistent hunts. Having any type of regression on the guards besides the 2.5% is a no-go mainly because he's pretty good at keeping a 3-gen. The banner buff even is fine since combined with your guard you should be moving away from the banner a lot of the time and if the above changes (independent guard hunts) it shouldn't be that much of an issue. And as much as I hate dead hard with The Knight, it's the same with all the other killer powers, so why should he be the exception.

    the idea of the buffed up hunt if the survivor gets detected outside a certain range of the knight is good, but i believe it should only buff up the movement speed and flag activation time and have the hunt duration be increased at all times

    the endurance change i suggested is quite dumb now that im thinking about it, i wrote this suggestion list quite a while ago and kept forgeting to post it

    for the hunt start process change, i suppose you want to change it from the "fly to the spot where the survivor was detected in" to "fly after the survivor's position for 2 seconds then start chasing' after a 0,5 second delay"

    if so, i like this change, but the delay is way too short in my opinion, with that change in mind, the guard will be really close to the survivor

    the delay would be more fair if it was 0,5 seconds if the knight was 24 meters away and 1 second or 1,5 seconds if the knight was within 24 meters

    the send guards for order is interesting, but if there are problems with the ai pathing, it'll be rendered useless or extremely risky, so i think it's best to not do that for now

    good suggestions overall

  • there are some things i'd like to be changed, such as bringing back the red highlight for vote ups and how you mentioned the background for comments made by BHVR, devs, mods etc and the red/blue highlight for the post that has a BHVR or a mod comment

    also bring back the perk icons for the rest of the subforums, they looks out of place with the subforums that do have the icons

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290455#Comment_3290455

    She even stated that the new profile icons will be added with/after that big update so it’s really doubtful that the icons are the major reason for the downtime

    i meant that it would be a part of the forum update

  • pretty sure mandy talked about a big forum update once, this might be it

  • i like how the patch notes are actually organized now instead of being mashed together, really hope that'll continue with the next patch notes

  • wesker never benefited from vault speed increase perks for the bound vault, he was affected by them on ptb but that was fixed on live

  • mettle's aura reading only becomes active when mettle's going to dying state prevention happens, the rest sounds like a bug (and the trap mettle bug too, it happens with any type of endurance)

  • my honest reaction to that information

    MS2_charSelect_portrait.png


  • they have started making hand drawn cosmetic banners again, which seems to have a cost of downgrading tome cutscenes

  • it makes barely any difference in my experience

  • knight is way better than clown imo, clown can end chases quicker, but not as guranteed as knight, additionlly clown's main counter is to pre drop a pallet, knight doesn't care that much about pallets

  • it was probably done to fix the path creating sound effect that lasted for a guards duration if you summoned too quickly

    it also kinda encourages to not drop guards instantly, instead, try to follow the survivor with the wisp to then drop a guard on them

  • you mean the sound effect that is played when setting a path? if so, before 6.4.1, if you place a guard too quickly it wouldn't stop making that sound effect untill that guard had disappeared

    it's fixed in 6.4.1 (for me atleast)

  • the patch notes tend to refer to things by their internal name

  • you dont hold the vault button, you press it when you get near the vault

  • sounds like a bug, do you have any footage of that?

  • he is a really fun killer imo, he needs some adjustments there and there and his bugs fixed

  • he is a pretty tough killer to play, dont expect an easy time

    you can defend gens by placing guards on them, perks like call of brine and overcharge are recommended, with them you can kick a gen, leave a guard and force the gen to lose some progress

    you can also suprise survivors on gens who do not know you are targeting them by spawning a guard on top of the gen they are working on, do know that there is a pretty visible orb while you create a path so try to hide with map geometry, perk like discordance help to pull that off

    in loops: the best decision is to immediately place a guard on a loop, if they leave the loop, simply try to go for an m1, to try to counter that, you can try to follow the survivor instead and place the guard on them so it will cause a hunt, if you do immediately place a guard and they leave the loop

    guard hunt: when your guard is hunting a survivor, try going the opposite path that will lead you to overtake the survivor's route so they'll backoff to your guard chasing them

    if you got a survivor cornered, make the most out of it, knight absolutely dominates in a corner, place a guard and wait for them to get hit by the guard or just attack them if they try to run out of your death zone

    if you are at a risk of a flashlight/pallet save, place a guard on top of the downed survivor so the survivors who are trying to get a save will be hunted and be forced off of the save attempt

  • i really like it, the knight is very fun for me to play, vittorio is a cool addition with some great looking recolors, the map is bugged at the moment so i dunno about it but the ptb version was pretty decent imo

  • and the hubris charm aswell

    wont lie, having three balanced landings on one hook is quite op

    e24d0747b206c391fc5e37ada7f39681.jpg


  • @bacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275868#Comment_3275868

    do the hits from the guards not count? Im on console and it dont show me

    they dont

  • you have to hit a survivor who is currently being hunted by a guard

  • from my experience: they detect survivors when they're inside the patrol detection radius and have a line of sight of the survivor(cracks inside walls also seem to count as them being in their line of sight), loud noise notifications will immediately detect the survivor if they are inside the patrol detection radius

  • i remember playing as a bill on crotus prenn against a spirit with terrible ping in 2018, it didn't go well

  • @GentlemanFridge said:

    Uhm... First of all, there are some rather big things going on in the world right now that BHVR doesn't exactly have control over.

    Second, what do you mean with "gold cages?"

    auric cells were translated to "gold cells" in the russian localization

  • it means that player is still in game

  • the plaything totem can be cleansed by other survivors after 90 seconds pass when the totem becomes a plaything totem

  • addtionally, his inactivity voice lines dont work, when they're supposed to trigger, the subtitle for the voice line appears but the voice line it self doesn't play

  • i play evil dead and it's definetly not balanced at all lol

    they are also about to release an update that's going to break the balance even more

  • dodge three chains and start solving

  • bound will let go of a survivor if wesker starts falling down from a height during bound

  • wasn't this recolor released alongside blue recolor for the first prime drop?

  • had that happen to me once, I reported the cheater and got them banned, support dont seem to be fooled by those cheats

  • @Tibby said:

    Hey there. You are absolutely right about terminus! I totaly forgot to check that up.

    One match I was against mastermind and he used that perk Im sure (but I didnt check it)

    Is there a way to look up previous matches?

    The other game I wasnt against him

    if the killer did have terminus, it will negate adrenaline's heal but will still trigger the speed boost

  • did the killer player have terminus? or were you in deep wound?

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