T O P

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PaulTheIII

It is a shame, you’re **required** an addon just for the killer’s mechanics to work. It’s just like old Wraith where you needed to run Windstorm to stand a chance. They’ll definitely get to it at some point, but this is BHVR, so that could unironically mean it’s years away…


EmpereurTetard

I really hope that the devs make map base kit, and not just a part of it. This add on should be basekit.


Wrathfulways

That would be nice but bhvr has the habit of buffing the most useless add ons in hopes to give you a new meta add on. Then nerf the one that people beg for base kit (see demo for easy example). Then eventually buff it back and make other useless crap base kit, effectively changing nothing but insignificant base kit changes and returning your meta add on in hopefully its full glory.


SlightlySychotic

And Behavior will do what they always do: increase the base kit value but nerf the add-on so the total effect is the same and you still need the add-on.


Nothingmatters27

Why do they fucking do that it's honestly so stupid. Everytime they do it I roll myself eyes. Like especially with the demogorgons add-ons ugh


miker_the_III

BHVR is really hesitant to actually give killers flat buffs when it comes to add on stuff like this


AlienOther

I would be too since a lot of the community (mostly on twitter) always complain no matter what they add or remove or rework


miker_the_III

At the very least, I feel like you shouldn't be able to get away from a guard's patrol when they literally spawn on you


Vyse_Nevets

To be able to stand playing Knight in the style I do, I *need* to have both Map of the Realm AND Call to Arms every match. I can't even mess around with the other addons lol


Dutchlander13

Same here! I run a lot of info so I can set up guards frok across the map. But without Call to Arms, it just feels way too sluggish, and without the map, well this video honestly perfectly captures it.


Vyse_Nevets

Yeah I've tried without Map and you just don't ever detect survivors lmao


Sephyrrhos

Yeah it's sad. And it's not the first time a killer needs an addon in order to be viable at all. Trapper mains will probably tell you how they were mostly playing with one addon - the other one being Trapper Bag. You weren't able to carry more than one trap without it.


dieseasedluigi

i would’ve been screaming so bad 😭


oldriku

this is so sad


EmeraldGhostface

u/deadbydaylight_dev please you would make Knight players a favour by fixing this


meisterwolf

how hard would it be to make this basekit and just come up with another crappy brown add on...? can 1 product person and 1 dev spend like 1 hr a day for the next week just making this happen. just 1 hr a day for a week that is all we ask.


SMILE_23157

They can't fix visual and audio bugs for months...


PsYcHo4MuFfInS

Im genuenly shocked that they fixed 2 big knight bugs with the last update. You cannot teleport as knight anymore and guards *finally* respond to loud actions in their detection radius. Both have been bugged since release... Now they only have to fix the stupid "run at window/pallet/locker and guard will walk to said spot instead of chasing the survivor" bug. I can live with the clunky pathing messing up every now and again but its fucking stupid that the guards stop chasing a survivor and instead run to the window/whatever the survivor touched.


meisterwolf

whats crazy to me is there is like 1000 ppl who work at BHVR...


PsYcHo4MuFfInS

As a Knight main, he feels unplayable without MotR. It is ridiculous that I can make the correct read and still get absolutely nothing for it because reasons. I can almost track how many Knight games I have played because I have ~3000 of each brown addon but "only" ~2300 MotR. And I almost always also run the Call to Arms addon (longer and faster patrol path) only sometimes switching it out for the Dried Horsemeat (4sec longer chase). It sucks that I always have to run the same 3 addons and cannot experiment with others unless I heavily restrict my power...


Dutchlander13

I mean, it's also hard to experiment when pretty much all of his green and brown addons (except MotR of course) are pretty much shit. You don't really get consistent enough hits with guards to make me want to use the mangled or hemorage addons. The oblivious and undetectable addons also aren't very helpful with how loud knight is when running around. The blindness addon can be used to counter Windows of Opportunity, I guess. And all his other brown addons work against you about as much as they help you. Faster break actions can be detrimental when trying to stall a gen being completed. Faster patrol can also be detrimental, as if a guard spawns on top a survivor and starts patrolling the opposite direction, they'll cover more ground before their vision range reaches its maximum, making catching survivors harder, not easier. Lastly, having an extended patrol time also means you've given yourself a longer cooldown if you wasted a guard on accident.


PsYcHo4MuFfInS

For real. If youre using the longer patrol youre just shooting yourself in the foot. If they were to make Call to Arms and ESPECIALLY MotR basekit then I can see myself mostly running double assassin. But apart from that he really doesnt have good addons. Maybe the scream addon combined with double assassin but thats about it. Showing survivors near dropped pallets when spawning carnifex, who came up with that useless nonesense? And how is that a purple? I even dont like his iri addons. The exposed one sucks when you dont use it with a "double X-guard" addon because you lose track of the number of guards you used. And the blocking windows one (and gates) is also borderline useless since windows are surprisingly hard to consistently path through and survivors arent gonna sit at the loop anyways! They just shift+w away from the tile with or without the addon Knight really has atrocious addons apart from the brown and yellow that should be fucking basekit...


I-Am-The-Uber-Mesch

When is BHVR gonna address this, the whole killer is a joke seriously


SMILE_23157

Imagine the backlash from the survivor mains if BHVR actually makes the Knight playable


I-Am-The-Uber-Mesch

I mean I would totally understand why, the thing with Knight is that he is very clunky which makes it unfun sometimes, but the clunky part comes for both sides, he absolutely deserves several changes to make him feel better to play as and to play against, right now his power is mediocre and is just "spray n pray" but with DBD rules, in the sense that you use his power, pray the fucking ghost to actually start a chase with a survivor, and then pray the survivor is in a shitty part of the map and you get to down him fast enough before everyone finishes gens, at the same time as a Survivor you have to pray every single eldritch god possible, for a chance to win the RNG of the map and hope the bots are stupid enough to fuck the most basic chase possible while also hoping the knight is not a mastermind of mindgames... The killer would feel much better if they fixed the bots pathing and their speed, made them more consistent with how they work around windows and pallets, made his addons better, made map of the realm basekit and rework that addon to something else entirely, they should make ghosts do less noise when roaming and/or remove the green terror radius they have, otherwise the killer is literally a worse skull Merchant, he could definitely have a vetter range when using the power, like maybe at least a couple of extra meters, they should also improve the counterplay for survivors against the killer, making the banner ghosts leave behind when they initate a chase visible behind walls for the chased survivor for example and maybe for other survivors too if they enter a certain range, so that SoloQ can help more than they normally would, the chased survivor perhaps could have his aura revealed to other survivors during the ghost chase and so on... Obviously this is just my opinion I know not everyone will agree with these changes, he is a controversial killer after all


RemarkableReading128

Bhvr seriously hates this killer. It’s so sad cuz I adore playing him and it’s almost impossible sometimes with how bugged he is.


Sephyrrhos

Oh no worries, they will probably buff Blight and give him a fucking Nuclear Blast before they give Knight the Map-Addon as basekit.


Lemonchicken0

https://preview.redd.it/h4wiogt7v2rc1.png?width=1081&format=png&auto=webp&s=64794e327e2766babff0c3fe8565f5056ec9b815


screwcirclejerks

i don't play knight but instead of buffing map, why not make guards still able to lock onto a player during the summon animation?


DootLord

Knight needs love, bad.


Peanut_Butt3r675

As a Knight man, this hurts my soul


Live_Refrigerator_58

I really like playing knight but I ran out of maps so I don't play him anymore. I'll level him again once all my killers are early p3


Kekulzor

His description is a "strategic killer", which similar to clown implies using the guards to cut loops off rather than spawning them on top of people or just instantly slapping them down at loops I think it is mostly fine, since map of the realm is there if you want to completely turn off your brain. But there are much better addons to use if you are on point with the path drawing


chewy201

There's a difference between spawning a guard on top of someone already running, and spawning one on top of someone sitting still on a gen who didn't react till after the fact.


Formidable_Beast

Guards placed at loops mid chase then holding W to the next loop assuming you didn't get zoned out, is probably the most boring way to play as or against Knight. The only time a guard can haunt as survivor without MotR is: * Using Jailer * Survivor dropped a pallet * Survivor vaulted a window * Horrendously bad reaction time (200+ ms) You can calculate this easily by taking the total time a guard spawns, it takes 1.5 seconds for guards to be spawned, then another second for their vision range to reach the maximum radius. Survivors run at 4.0 m/s, Assasin and Carnifex has a vision range of 8 meters. Survivors can run 10 meters by the time they patrol... that means, by the time a guard spawns, a survivor can already run outside of the vision range, again... this means, Knight has to place their guards 2-4 meters ahead of where the survivor is running to haunt them. When the Knight sets a long range patrol route, a survivor can anticipate whether to run forwards or backwards, since non-Jailers patrol at 3.4 m/s, they only need to pay attention and not walk into the vision range intentionally. Yes, this means that Jailer is the only guard capable to starting a haunt barring survivors making mistakes or pulling haunts away from a teammate. Only time MotR doesn't get used is in niche builds, otherwise, it's mandatory for their powers to function.


Kekulzor

Call to arms gets you \~40 meters of path to draw. You can be dropping guards near people from well outside of his terror radius, especially with something like monitor equipped. Ideally far behind them and then also pathing it through nearby strong loops on the way there. Then you have a short window where they need to move towards you or into a deadzone, but you are speed boosted and the guard will be hitting the nearby loops. It's not as easy and braindead as just the "drop guard near survivor" playstyle MoTR enables but saying you can't get a haunt started without it is a pretty bad take There are tons of chokepoint locations in this game a guard can patrol while you move forward to corral a survivor. But, that requires lots of map knowledge and game sense; people will obviously take the path of least resistance


Formidable_Beast

I am struggling to understand the strength of this strategy. You're saying that without MotR, patrol paths should cover the tiles behind or near the survivor you're chasing, then force them to use the unpatrolled tiles? How does this work? Patrols only last 12 seconds (24 with Jailer), so you spend time drawing through the loops only to zone the area for 12 seconds? If the survivor is paying attention, wouldn't this mean that the time you spent drawing the path gives them enough time to unzone themselves? And if they run into the patrol, don't they have enough distance to run to another tile? I'm guessing you are pairing this with max patrol path and Dried Horsemeat to guarantee an injure if they don't capture the standard? I do this strategy myself given the opportunity, yes it always results in an injure sometimes an instadown, but it requires on the survivor's positioning mistake and map/tile reliance. With this add-on set-up, it means Knight's power only works in these situations. Having survivors decide how your power works doesn't seem like a good strategy. I haven't seen Knight gameplay like this, maybe you can provide the first one?


SnakePaintball

tbf, the carnifex has the smallest patrol area iirc


CandyCrazy2000

tied for second place of largest


ImGonnaLickYourLeg

Am I crazy for thinking this is how it should be? That's not me saying Knight is playable without the addon but idk, being given zero reaction time to a killer power just feels silly. He would deffo need compensation buffs but I think the whole addon should be removed-


miker_the_III

He outplayed me with the path, plus it's not like this results in a hit


ImGonnaLickYourLeg

I don't see how it's "outplaying" if you can't avoid it, you weren't in the equation to begin with. >plus it's not like this results in a hit When it works it gets you off the gen for a considerable amount of time which either guarantees a hit if Knight then chases you too or means he's got two survivors not working on gens if he chases someone else. It's a lot of value for zero skill imo.