masonsunderland
masonsunderland
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- masonsunderland
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gonna be fixed at 2025 at this rate
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"Look like I was right all along. BHVR will implement the change I suggested, as mentioned in the latest developer update."
lmao -
not the dbd forum clout ;-;
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586759#Comment_3586759
the idea sounds cool in paper, but in practice is terrible IMO , am all for nerfing nurse to the ground but this idea is not gonna work neither is gonna make nurse less of pain to deal with.
"In practice"
What do you mean lol, this is a theoretical flashlight that doesn't even exist
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587086#Comment_3587086
Yeah, didn't say that either, but to burn a nurse you needed to have timing, so you just want an item that disables her when you press a button? That's horrible, there is no skill involved or anything... Like sure you make her worse this way, but it is not really interactive nor fun to use the thing because there is nothing to learn, you just press a button and it gets disabled... I thought it would basically be flashlights but you would not need to bring one, so there is at least something to learn...
I mean, we are talking about a theoretical change that isn't even in the game yet. Most players didn't even know it was a thing you could do while it was actually possible in the live release of the game.
There are any number of ways you can adjust the "special" flashlight's beam length, width, activation time, cooldown after use, etc.
Plus, it's aesthetic. Using flashlights to ward off ghosts, ghouls, and monsters is an old trope at this point.
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@Archol123 said:
That's basically the same issue as with Nurse in general, you need to actually learn what to do and how to do it, and most people didn't do that, barely anyone could consistantly burn the Nurse with the mechanic and similar to that most people don't know how to play against Nurse, so adding another mechanic that people probably won't use because they don't know or don't want to know probably won't help.
But the idea is not bad, it is just I don't believe people will learn how to use it, as it requires timing and what not, and as we have seen with flashlight blinds getting changed.. That's not something the average DBD player has, otherwise we would not have seen such a dramatic increase in flashlight blinds.
No one has trouble using singularity emps.
Just make sure to highlight them with an aura so survivors know to get them.
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@sizzlingmario4 said:
Not sure about Thwack, but the devs have said before that guards are not intended to work with Spirit Fury because it’s not you breaking the pallet. So that part isn’t a bug.
Seems like a bizarre inconsistency considering other powers count
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Not sure if this is actually the case, but I just got out of a game with the same thing
They said on their screen the guard hadn't even detected them so I guessing it's the same bug as Terminus where it's based on ping.
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@H2H said:
To be fair, knight’s guards couldn’t catch survivors before Made for This. They’ve always been terrible and worthless.
The difference is that it actually forced them to commit to a vault or lose distance hugging map geometry at some point (well, not with Jailer, he is still worthless either way)
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Seriously though.
How is no one else seeing that it is a problem that made for this single handedly kills long range patrols?
You unironically must do the quick insta drop at loops to zone them away otherwise it's just an objective distance loss.
Did we all forget that the Knight is stationary while placing guards? Survivors have always been free to keep on running. So not only does the Knight have to catch up after the fact, now the guards will get left behind.
If anyone is actually getting value against good teams running the perk I'd love to see it. The statement is basically asking survivors to purposefully not play optimal and ignore the flag/standard for absolutely no reason.
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Today I learned that I need to care about Knight matches where people are unironically getting value from a solo guard.
It's suuuuper hard to take this community seriously sometimes when the arguments boil down to "well sure it doesn't work against good survivors, but it will work against everyone else!"
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467065#Comment_3467065
Knight is good in two thing in chase
Dispersing pressure and hitting multiple survivor in the same times
forcing survivor to going into a trap and take them where there's no escape for them
If you see a survivor who outrun your gard, try to block them by outrunning them, because, in this scenario, theses survivor don't think to get the flag, but just running in a straight line
The Knight is not good at hitting multiple survivors at the same time, especially not with made for this making them literally unable to catch up. It's not just, "oh it's like really hard but it's doable", its "they literally can't catch up because they move slower the survivors now""
So basically what is being asked of Knight players now is to chase them across the entire map until you have them pincered in a corner so you can actually cut them off.
I'm sure there isn't any sort of time based objective that you need to keep track of in this game right? All the time in the world to get this one particular survivor into that one particular gameplay scenario.
Anyone who claims that Knight can chase multiple survivors at the same time efficiently has not played Knight against a competent team. You spend more time setting up the guard than the duration of the actual hunt.
I love being lectured on a character I've been playing since release.
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@Mandy said:
Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.
Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.
So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..
I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.
Is Knight getting more changes in the future or is this interaction intended?
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@FridayNightPizza said:
I mean you shouldn't really rely on the guards to get hits, they're more for pushing them off generators and away from loops and shack. In chase I like to use them to push survivors into me, guard chases one way so you go the other forcing the survivor into an unfavourable situation.
You know survivors can just run the opposite way right? The guard always starts where the survivor is spotted, so there is nothing stopping the survivor from just running through the guard detection circle and running away from you.
During this time you have made no distance and have no means to make them commit to a loop.
Which is the problem here, the knight doesn't have a power if his utility is making himself stationary and summoning a homing projectile that moves slower than the survivor.
In the worst way possible the old "######### the guard out at a loop is the optimal strategy" is real again.
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People would just use the carnifex every time.
I'd rather behaviour just make the other two guards have utility
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100, please do some more updates for the Knight@
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Also the Knight should be able to do a backflip
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@Devil_hit11 said:
His assassin guard need more speed. Assassin guard is not good enough at countering hold-w survivors. Main issue with knight.. Hold-w vs guards makes knights power for getting power hits is unrewarding. I still think that knight guards should gain 1-5% haste based off distance of patrol path. This would help knight to counter hold-w strategies in the chase and make him a solid killer against all skill-brackets. Whenever I am playing Knight, I feel like I am demolishing all weak/medium survivor teams but heavily struggling against the hold-w very experienced survivors.
Same here.
It's always a feel bad moment when you realize your killer is basically useless against higher level players.
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@aarongai said:
Here's some tentative ideas to help the guards:
- Jailer: 12 sec. chase time. If a hunt begins and a gen is within his radius, that gen is blocked for the duration
- Carniflex: 14 sec. chase time. After finishing a break action, begins a hunt if any survivors are in his radius
- Assassin: 16 sec. chase time. No other changes
No notes, that sounds rad
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bump, really hoping this gets fixed.
devs, please check if this has something to do with the any means necessary bug that was fixed during one of the ptbs. On the ptb that made changes to any means necessary there was a bug that allowed guards to break pallets that were lifted with any means necessary.
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If it makes a difference.
I think the bug may have been introduced when you fixed the Any Means Necessary bug that allowed the knight to break pallets lifted by that perk.
It looks like you may have made a short period where dropped pallets are uninterruptible to fix that?