let me illustrate for you: "Hey boss theres a bug that makes you finish 2 gerators at once" "Can you fix it before the update goes live?" "No" "Cool" hope this helps
@@ScottJund Understandable I really like your souls content and never really cared much for DBD or games of that nature originally I found you because of Oroboro and stuck around and won't say I am not bummed not seeing any future videos for the foreseeable future on invasions and duels.
@@ScottJund well, hopefully you come back to ER one day! I loved watching your streams. I learned a lot. I'm on an indefinite DBD hiatus myself so it was sweet to see you branch out!
About Knight, the changes he needs at the moment are: 1. The hunt timer deployment when chasing a survivor with a guard should be decreased. In my opinion, one of the most fun things to do with this killer was double tapping, and this change makes it significantly harder. 2. Even if it wasn't intended, the diversity between each guard's cooldown was really good on the PTB. For a brief moment, the Knight felt a lot smoother to play and encouraged sending longer patrol paths. I really hope BHVR will listen to us Knight players, but I doubt it. Well, maybe in another five years if everything goes well XD
As someone who plays both Knight and Singularity as mains (trust me, I was really happy when I heard both of my mains were getting buffed), I can confirm Singularity is way better to play as on controller, with Knight, however, I’m not really sure I can give the same conclusion. Beyond the bugs, which always feel bad, Knight just feels… slower… with old knight and the predetermined order of guards, there was a short power cooldown after a guard demanifests. With new knight, for whatever reason, the power cooldown is noticeably longer, which just doesn’t feel good. Even if the guards are stronger, I prefer to still be in action over my guards being better. Hell, there was a bug on the PTB that gave the guards separate cooldowns and allowed you to use your power at any time, and there was even a caveat to where if you tried to summon a second guard, the first one is automatically demanifested, and this system was significantly more fun and engaging than old Knight, at least for me. So yeah, tldr, whatever they did with new Knight just made him less engaging to play as mostly due to the lengthy power cooldown they gave him, not to mention, a lot more predictable on what he’s going to do on the survivor end.
Finally someone who mains knight and knows the one problem he had. Me as a knight main I do like the rework he has but the cool down that he has on his guards is so horrible I'd rather have a guard have an individual cool down than having all guards on cool down what the hell is behavior thinking. They just absolute butcher night when he was really fine in the PTB.
Hey, fellow Knight main here. You're actually mistaken about the bug. The bug in the PTB was having two guards deployed simultaneously, not being able to draw a new patrol path to cancel a guard (as mentioned in patch notes.) The bug now is not being able to draw a patrol path to cancel a guard. Also, the separate cooldowns was the intention, that can't be coded by accident. Them having two cooldowns and shared cooldown currently is the bug. We know these are bugs because they said the only change from the PTB would be a banner delay in relation to patrol path length. Best we can do is report these bugs until they fix them.
@@cjames9320 No, the devs confirmed that being able to cancel the guard at all was a bug. The 10 second global cooldown was mentioned as a feature in the patch notes and is not a bug. Edit: apparently you can't post links and it won't let me make another post. But the devs confirm the bug in their reddit comments. Read the patch notes on the forums and they list the cooldown changes there.
@reallyrellish id like younto confirm that with a link, because I've stayed in the loop and have been watching this very closely, and I can say with near certainty you're incorrect. Ive literally examined every update from Behavior very closely, because I am a Knight main, and there has not been any mention of a 10 second timer, nor cancel-via-summon. You're likely referring to "being able to "spawn" a guard while a other is summoned, but that is a separate issue. For a guard to be "spawned," he is actively patrolling. The drawing of the patrol path is not a "spawn." Please cite your sources.
Honestly knight got destroyed they had a great design in the ptb with each guard having a separate cooldown and I think canceling a patrol path on command but now on release they made all yellow guard cooldown useless and all guards having the same cooldown he’s just not good
This patch also introduced the initialization error for quite a few people like me and I can't even play the game. Was perfectly fine before the 8.1.0 update was installed on July 16th.
I had a bug where more generators spawned on the map than normal, like we only had 1 gen left in the match and there were 4 generators that could still be worked on. I ran around and counted 8 gens that game instead of the normal 7.
Bit late, but as a Knight main i’d live to give my 2 cents: *ahem* HOLY SHT HE FEELS SO MUCH BETTER AND MORE FUN TO PLAY! To get a little more in depth: My current build is Lethal Pursuer, Gift of Pain, Floods of Rage, and Thrilling Tremors (can vary but this is the usual) My addons are Call To Arms and the new Torch (can also vary but Call To Arms is a must have) My general playstyle is not the usual pincer attack, double chase on one surv, etc that most people did (especially with the old knight sharting out guards at pallets). I try to use the incredible versatility that Knight has to offer. Knight is very much a strategic killer, and you have to treat him as such if you want to see him as such. I always try to use each guard for their purpose and full extent, there are a lot of different situations to make choices on when and where to use guards, but to state the obvious: using carni too kick gens in off time or pallets mid chase Using assassin to injure quickly and apply additional pressure Using Jailer to lock down areas, search for survivors, or straight time occupation. Being able to cycle guards for different needs, and each having their own cooldown, summoning when needed, etc (like on the ptb since live is bugged if im correct) is the BEST qol ever. Basekit buffs to the guards, auch as base map of the realm (which was literally needed to do anything with guards) increased guard hunt speed, longer banner delays, makes them ao much more viable and it is a visible buff you can feel in game. Makes his gameplay much faster and smooth. Addon overhauls are amazing too, before you’d only want to run 2 or 3 addons and the rest were USELESS, now many have interesting use cases and may be viable to use with basekit changes, allowing for even more playstyles and versatility. I really genuinely dont see any real nerf apart from the 3x depletion rate when knight is close to a chasing guard (which feels like a bandaid fix for an issue) but apart from that its buffs, qol, and overall just amazing feelings all across the board. If people are complaining about the minimum path length then ima be honest, you werent playing Knight correctly from the beginning 🤷♀️ With these fixes, I really dont think Knight was flawed by design, instead its people dumbing down a highly strategic killer with many options to a “m2 at pallet because haha” killer, which is quite sad.granted these changes were also NEEDED as it was very hard to pull of before. There are so many things you can do with Knight, and as someone who tries to maxamize these possibilities, this is one of the best updates ever for me lol ☕️
with trapper, sometimes when you pick up a trap it doesnt actually pick it up. or when you pick up a different one, the last one you picked up gets teleported back to where you originally picked it up at. beyond infuriating lmao
As a semi-Knight main, he feels like trash now tbh. Being forced into becoming an M1 killer at every single loop just feels extremely clunky. The banner spawning faster and the guards disappearing faster when ur close force me to play like I'm allergic to survivors and actually have to avoid them just to use my power. On top of all this the cooldown also feels extremely bad to deal with.
Good. The counter play to him just plopping a guard down wasn’t fun. And if you were in a corner you just died. Now knights are forced to play how I believe he was meant to be. As a map control killer.
He does. You have to use jailer for any sort of sandwich teching. It’s much stronger than what it was before you just can’t do it with the assassin. The assassin is for when you want a guard hit without your input and you use the jailer for pinching survs and time waste. Plus you can cancel your power which helps out a lot. The cooldown sucks but Knight isn’t defenseless you just have to play “boring” unfortunately. But yes jailer is the best guard at the moment for knight + guard chases and sandwiching
I don’t know if anyone else can confirm but I’ve been having an issue with Bardic Inspiration where it doesn’t show the roll immediately but rather some seconds later (like 5 maybe)
As a P100 Knight : The changes are overall horrible. While I do not mind the change in his playstyle its need to be said that : 1. Pincer attacks are no longer an options since the haunt time when close is actually 3x shorter (aka even if you snipe, walk there in 10 to 15 sec, you will have 3 sec to pincer) 2. The cooldown is way bigger on the power. This removes a huge amount of dynamic gameplay knight could have at higher levels and is a huge nerf 3. Guard switching is a BAD and UNECESSERY change. The whole skill curve of knight was using each guard to its fullest possible potential at a given situation. Its like removing the need to reload with trickster. While technically a buff, it encourages you to just spam (a little weird comparison but for example currently its only worth to use the assasin) 4. The bonus hunt time at range is in reality useless. The banner exists. When survivor will remember that in addition to the ai changes, the knight will be a certified D tier 5. They made the AI bugs official. This means that in the future they wont be fixing the Knight issues with ai but just slap "as intended". Now the "good" things about the rework : - Guard specialization : I've been saying for years to take power from carnifex to jailor for years (the chase time) and I m happy to see this change - the 10m minimum path is good overall. Maybe there should be some little tweaks but its net positive change encouraging more engaging gameplay from lower level Knight's
There is a bug where the Knights guards all have a shared cooldown, even though they are supposed to have their own. Spawn a jailer and cancel, the jailer goes on cooldown but the Carnifex and Assasin are supposed to be ready for dispatch. Other bug with Knight is not being able to begin a new patrol path to cancel a guard We know these are bugs because they weren't mention in patch-notes. *and to those that say cancel-via-spawn was a bug: Not according to the notes. The bug that existed was being able to have two guards deployed at once, not being able to cancel a guard with a new patrol path.
@noscrubsm that's a separate issue. Drawing a patrol path is before the spawn. And the existing guard is canceled upon the drawing of the patrol path, before the spawn of the next guard. The bug was that sometimes the fiest guard would not cancel and you'd have two out at once.
@cjames9320 Find the 8.1.0 patch notes, scroll down til you find Public Test Builds (PTB) Adjustments, Killer Updates, The Knight - Basekit • Different Guards now share the same cooldown. Now, edit your comment and stop acting like you know everything and trying to correct people because you can't read.
Ngl i love some of the goofier bugs that come to dbd. Finishing gens after all 5 are completed gives me nostalgia for 2016 dbd where u could still repair untouched gens even tho u completed all 5
Welcome back Scott, one of my favorite people to agree with most of the time but not always. Any luck on your congestion/ headaches/sinus pressure issues? I'm not on twitch so idk if you've talked about it there, but it sounds like it sucked and I always hope to see a video from you saying that one of the surgeries or treatments you tried finally worked and it's a huge quality of life improvement. wish you all the best
When i first logged on yesterday after hearing about the bad new ui i didn't think it was that bad at first but as soon as i saw that the customization and character select tabs were combined with the store i was absolutely disgusted as this is unforgettably bad and annoying to look at and use
This is coming from a huge Knight fan: The Macro aspect of him is undoubtedly better with the longer and faster chases and the standard taking longer to spawn. HOWEVER, they didn't need to butcher his micro play so heavily. Equate the 3x faster hunt depletion and the 10 meter minimum patrol path distance to the nerf Hex: Ruin got where they reduced the regression AND the auto-breaking after someone died. It is overkill and feels very clunky and stunted. They removed what felt like a coordinated attack plan which lowers the skill ceiling. It feels like they have pigeonholed him into a role that he was only half filling previously, making him feel less flexible and stiff. Overall this IS a nerf to him, pushing him down 2 or 3 spots on any given tier list.
i think if any bug should be turned into a feature from these its repairing gens after gates are powered so gen charged perks like Flashbang and Wiretap are still usable endgame.
As someone who traded Dead by Daylight as my main game for Elden Ring as my main game in April 2022, it boggles my mind that somebody would willingly do the opposite. But you know, I am glad you are enjoying your time. You have the philosophy of not letting the game get too close to you, so thats good.
You can currently remove so many charges from a generator, that the progress indicator line goes to the left (outside) of the progress bar. The Gen can no longer be repaired, but it also doesn’t complete
What's not to like about the new UI? Doesn't everyone love needing multiple clicks of a button to reach a screen that used to take one? It's almost as much of an improvement as the main menu UI changes they made a few years ago, why have both roles available to choose on the main screen when they can be in a drop down menu instead?
I entertain the idea that someone is throwing a tantrum in bhvr's office for whatever reason and he 's sabotaging the game in whichever way he can. Like explain to me why the dlc was titled "donut".
My friend and I also encountered a bug where if a bot completed a gen, it didn't count towards the gens done. We have to do 6 gens to escape because of that lol
For a while the gen bug was only happening to me when I was winning hard, so I just assumed it was a catch up thing. Literally went “oh they got two? That’s fair, there’s two people alive and they’re both death hook”
Been playing some other games recently that give out currency any time a bug affects the game, even minor things like a small discrepancy in a buff's duration and description. I think if BHVR had to give out Iridescent shards every time a bug crops up they'd be a bit more fastidious in their version and quality control. Particularly if they required managers to be the ones to write the apologies.
As a singularity main, I’ve been watching the changes since they were announced knowing it was gonna be ridiculous. He isn’t weak at all so nerfs coming if he’s made easier to play.
As a Knight main, I can confirm that he is way weaker and worse to play as. I like the fact that he cant fatt out gaurds in loops, which was the thing that nost people didnt lile gojng against, but they also nerfed him quite a bit with the gaurds depleting 3x faster if your close to them is punishing the Knight for using his power and the fact that all gaurds go on a universal cooldown instead of individual cooldown for each gaurd just makes him feel so slugish and an m1 killer for the most part. The Knight was never a strong killer, so these restrictions make no sense.
Yea if they simply removed that annoying 3x depletion and reverted the cooldowns back to what it was on the ptb he would be in a perfect spot. Also make call to arms basekit
@@therealshumbucketnah, he needed counterplay to his “oh I place a guard and there is nothing you can really do about it” gameplay. However 3x is really quick, especially when his guards path can be as short as 10 seconds normally meaning you can have a guard that only chases for 3 seconds
I 4k'd with 5 gens left and got a bronze gatekeeper emblem. Also I had the borgo bug happen to me the day the new map there came out, so I don't think it's a new issue with this patch
Maybe is a mandela effect, but i remember a comment from developers saying that they implemented (or would implemente, but im mostly sure of the former) that if you hold the button for checking cameras, you would have normal aim
they made knight clunky to use since you get a 10 sec cooldown when a guard is used and buffed jailor and nerfed carni so there is no point in using anthing but jailor unless in niche times to insta break in chase
Ive been playing survivor and killer a lot recently and seen a ridiculous amount of bugs almost every game. Wesker animation glitch where survivors float around, bouncing around when im hooked, no animation when opening exit gate, and most annoyingly lagging when people use the new yui kimura skin.
If a gamemode which is quite literally just the main game with more players can introduce this many bugs, then I think we all know why they've been so hesitant to make new modes the last few years.
Opression thing was already in the game! I noticed it too 2 times few weeks ago. I think it doesnt work when the same time killer kicks a gen and survivor has a skillcheck,
I had the extra generator bug happen to me as killer and it made them win the match. I don't know if I wanna keep playing killer if they can just randomly have one less generator to complete.
They've almost hired completely new people at this point and I give them props for creativity and trying new things and working much faster than the old team. But when it comes to technical prowess?.....😬
hte auto aim in cameras will be a snap on, when yuo go into the camera by holding ctrl instead of just pressing, it will auto snap to the nearby survivor if they are within a rage
They gutted knight. He got a few buffs, but got so many nerfs that it just counteracts it. Knight may as well not have a power beyond delaying a singld generator for 10 seconds. No chase power at all, pincering is much less consistent because guards dissapear faster when hes close, longer cooldown on his guards. Unironically, trapper is probably better than knight in his current state.