The Knight Feels INSANE After These PTB Buffs
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- Опубліковано 7 лют 2025
- I don't cover EVERY single change in the opening intro, just the main mechanical ones. Link to the patch notes below for the full info. But man, oh man, having 30-40 second hunt timers on jailer consistently is a wild change, and this killer feels even more oppressive in a 1v1 scenario than he did before.
PTB PATCH NOTES HERE - forums.bhvr.co...
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I liked when OhTofu took off his knight armour and oiled up
When Tofu did WHAT
@@TheDilophoMos 👅👅👅
@@b0d626
😎
😎🤏
🤨🕶️🤏
Zesty fried tofu
29:56 is when he does this
The guards don't really go through windows if it's a 90 degree path change. So Feng hugging the wall of shack and vaulting the window forces the guard to change its path and ignore the window path. You can test it in custom games, guards don't do 90 degree turns into windows. I learned this to know as much as I could to deal with knights
nice to know you can still outplay guards but also you didn't tag tofu! @OhTofu heres your answer about guard path!
That's good to know, thanks
@OhTofu ^^^
Siiiick, will test this to make sure but thanks for the clarification!
@OhTofu you should do a video about the guards behavior, to help survivors learn counter play, and killers understand why the guards do stupid things sometimes. You explain these things really well and I feel like you could do the best job explaining it without bias for killer or survivor.😊
One thing I was hoping for is a radial menu like Vecna, sad to see we didn't get it :c
yeah me too I was hoping as well
I prefer that they are distinct, so it doesn't remove the uniqueness of both killers by making them have the same type of menu
It would make it really clunky to stop mid chase
I'm glad someone finally said it. Everyone was complaining about it saying he's garbage now and I was sitting there like "Do you guys know how to play this killer besides dropping the guard at loop?"
Apparently not lol
Probably I mean it was easy and effective. To do this on live you need to commit your bild more to it and ain't no one giving up there quad slow down for that.
You have no idea how annoying it is to see people do nothing but complain about Knight when he’s genuinely one of the most fun killers in the game, you just have to play him a little unconventionally.
Also, Knight sucks on the DnD map. His guards can’t go through the portals, so he feels literally unplayable on the map tbh.
Guards don't do anything against good survivors usually if not dropped at loops lul
@@A.Cobalt doesnt he have the option to like teleport down or something? when placing the guard?
not a night player. never liked vsing him. since his old playstyle was boring as hell
Oh.
See people claimed it was a nerf because they assumed you couldn't summon a guard to break pallets instantly at your feet like you used to, and that you would need to make a 10m path first... But if the 10m path doesn't affect commands then there's not even a single downside to this.
Actually lmao. This was my understand of it
The problem with the change to the guard’s detection range is that BHVR clearly didn’t actually listen and understand *why* Map of the realm is such a necessary add-on for Knight. It’s hard to explain but basically with the way the add-on works, as soon as you spawn a guard they have an immediate 4 meter radius due to the add-on which would then expand to its full size. Regardless of how big they make the radius, that base radius will always be zero unless you have map of the realm. Having this zero radius leads to a lot of survivors being able to evade the guards easily and run away before the guard even has any chance of spotting them.
i thought the issue was that it a guard's detection radius takes the same amount of time to fully expand with & without map of the realm, making the larger radius from the add-on expand faster proportionally. similar to how spirit's power cooldown worked before they fixed the duration add-ons
@@fatherfeline I think that might be another factor to it, but I remember seeing a video of someone analysing the way the add-on works and they said something similar to what I’d said. It’ll be somewhere here on UA-cam I’ll probably go look for it at some point.
GOOOD
he shouldnt be able to spawn it on you. without counterplay.
you should have to play to get a hit. the guards help you get the hit. they dont play the game for you
@@fatherfeline I think the video I saw was Maledictator’s video “How Guard Detection works and why Map of the Realm is so good on Knight”. I might’ve misread some things, but it’s a decent video explaining just why the detection mechanic is so finicky on Knight and why this basekit change doesn’t really affect it much.
@@DeputyFish that’s the thing though, you can literally spawn it on top of someone and *still* have it miss entirely and then your guard is just left to wander back and forth detecting nobody for the entire patrol. You *should* be rewarded for locating survivors and being able to lock in and send a guard down onto a survivor when you track them down, not getting screwed over with crappy detection ranges that can easily be outrun just because of a single meter difference. Besides, there are still *plenty* of counterplay from the survivors for the guards, there’s so much stuff that can be used to trick the guards and slow them down or just make them waste time going around useless loops. The amount of dumb finicky ways you can trick the guards is insane tbh 💀
I think these are leaning towards nerf. Even in tofu’s first chase it took him over a minute to hit the survivor and only got him after chasing with the guard which is exactly what the changes discourage. Tofu said it doesn’t matter that you can’t be close to the guard and the Laura made it back to the banner. Also the changes to map of the realm might not change anything because the distance isn’t the actual reason it’s useful.
So Jailer is good for patrolling areas because of the huge radius and they have extended chase time so they can do your work while you're somewhere else and preoccupy survivors you aren't interacting with
Assassin is good to help you with chasing someone because they're so fast
And Carnifex is just good for breaking pallets and generators.
So having Carnifex and Assassin in your back pocket seems like the best strategy. Because you should be using Jailer to apply pressure to areas you wouldnt be at
That's just how it seems to me. They just made Knight more in line with Vecna with the task specific powers. Which is really cool
I feel like unless you're using Assassin, you shouldn't really be chasing a survivor with a guard on them. Just apply pressure elsewhere
@@pixelatedtoastunless it's beneficial
The very first chase already took more than 1min even for Tofu.
And he finally down she by chasing with the guard together. Just what the devs don't want you to do.
Probably bc he used it like a chase power and admitted he was sorta messing up with his plays
The power is for map control more than chase, now.
@@InternationalAwesomeFoundationtbh I think that was always the intention People just didn't use it that way
@@ZarkionUltimate yeah I 100% agree, look at SpookyLoopz's content with the knight among others. A few players did use him for map control and with solid gamesense they could really make him work well.
Wasn't aware you could cancel out of a summon. I actually like that change. Won't work against survivors with a brain but we will see. And I would disagree you don't need map of the realm anymore. People said that about doctor and guess what, they still need to run his range and discipline. They want people to truly start using something else, then make the entire add on base kit. It will not be OP at all.
I use double calm, and do fine with Doc.
Unless they fixed the AI of the guards then it's still a nerf, so many times I see a guard stuck on a fucking tree because survivor players have brains and know the guards/zombies are easily glitched into shit. For a longtime now the guards ignore windows/vaults meaning it is braindead to loop a guard, it was a shadow nerf to the AI of NPCs well other than super survivor bots with wallhacks.
The genuine psychopath laugh near the end of the second match had me worried about you bro!
I can definitely see how bad/new knight players think this is a buff, but its mid as fuck at best.
yeah tofu delulus here like Chucky changes
Knight's guards won't go through a window if you press yourself up against it before vaulting, and since they path to the nearest vault you've touched without going through anything, they go to the other side of the window since you're touching that side now. That why the thing at shack worked the way it did
I also want to mention how the Jailer got buffed now (they swapped his and Carnifex’s chase speeds) so now jailer has a lot more utility and is the go to staller especially with his massive detection range.
I haven’t tested this myself but I look forward to try it when it comes to live servers
It said you can summon another one while one is in chase, does that mean you can create 2 at the same time or it just gonna cancel the first one?
It cancels the first one if a second guard is summoned
This is how I played knight before the changes, just couldn't switch or cancel guards. Huge buffs imo 👌
I think the ability to switch guards shouldve been the way knight worked from the beginning
9:10 lore accurate Lara Croft
Still looks like a bit of a nerf to me. And I'm not a fan of the drop at loop playstyle. But this 3x decay nonsense is just bad.
OhTofu you little devil 😁 how EVIL to bait the palet rescue but instandly hitting the survivor 😂 fav. Moment fr
A medieval knight chasing a buch of Lara Crofts (and one Nicolas Cage) in the space and in the old west, what a time to be alive.
I can still see people calling knight a mindless killer to play, "Oh just make a long path drop it on a survivor and let your guard do all the work." Once people decide on if they like or hate something it is very hard to change their minds because they'll want to see whatever validates their opinions.
However I enjoy this change seems like Knight is more fun to play as and against.
23:37 Genuinely though you where about to play Benny hill for a sec there XD
Switching between guards... buffed Alejandro's chase... bonuses for actual strategic path placement instead of just insta-dropping for loop denial... yes, as a Knight main, I _highly_ approve of these changes.
I'm not losing my mind. 3x depletion is crazy too much and unable to place a guard instantly makes him so much more difficult on indoor maps and especially against mid to higher lever players.
its a hard nerf
No anti loop and terrible chase power lol. Actually hot garbage
There is a reason OhTofu must have fell off, he agrees with everything BHVR puts out. No wonder UA-cam never recommends one of his videos.
@@blazeyprime4470 he's a behavior shill
I still don't get why he's called The Knight when he doesn't move like a knight...
Two spaces forward, one to the side.
Ive had Knight as a permanent rotation for my mains from day 1 of his release. I mainly play him as a sniper and utility, never really used him as anti-loop like what was common. This is a PURE buff for me and others that play like this.
huh, the add-ons he first used are the same ones i currently run. Never really used map of the realm after they made the path invisible after a distance
Shit on by 5 second banner
At the end of the video, what did the dude mean by "Casting"?
Am I the only one who sees this Knight skin as Lord Zedd
That minimum 10m restriction does wonders for his balance
Disappointing. I had hoped they would finally make Knight into a more or less "new Artist" where you can harass people across the map while M1 chasing someone.
Even in the current version of Knight, I find it a funny playstyle, but not really viable. If anyone is up to trying it, I recommend build: Discordance, Ruin, DMS and Surveillance.
Say what you want, it's still a nerf, it wouldn't be if they removed that nonsense about your guard disappearing 3 times faster if you're nearby.
so i never played knight hated vsing him so i dont play him simple as that.
why would you use assassin? whats his gimmick? he's faster right? but long does he chase - never mind you explained it 10:00
Knight was a good enough 1v1 killer when you just dropped a guard at a loop, but also had a macro playstyle/mode where you could send guards to keep ppl busy while you did something else. Now, he's got the power and then some of his good 1v1 without being as annoying + a better macro game. Dudes are cracked now
Nothing about Lara? Her perks and design (voicelines!) Are veeery interesting
Still waiting for the Michael Myers rework.
the only change Myers needs is the removal of the bullshit Stalk limit.
@@JondarKorric this.
If only we got this changes to Live, I would not look at you with so much criticism on your most recent video, this was the actual changes we all Knight main wanted, not the joke we got on live.
A little Two Tap Terry, I like it
The knights players that are complaining about the transfer. It has to be so many feet away from you. Are bad players that relied on that and they’re just mad that they can’t get a free hit I can’t stand killers that I just able to deny me a loop area for nothing it basically makes my loop knowledge useless
Unironically, bait starting a patrol at a loop and insta canceling it to catch survivors holding W is hella strong
This rework has been PERFECT
Jailer my beloved
Ive had knight since release nvr used him but now im going to the fact u couldnt choose your guards was a put off for me...
Why does knight look like a Power Rangers villain 😂
love this new knight skin
The assassin will get her unless she uses an exhaustion….5 seconds after using dead hard:)
Gotdamn that new survivors scream has to be tuned down some 😂
I think this is day 3 of asking mister tofu hows hes able to use AOE music in your intros :o
I really don't like it and its look more like a nerf. I understand and agree the "turn off the brain" part but than they should nerf windows as well...
imo the decay while close is not needed at all and a very poor decision to add it to the game
they made the fun playstyle of sending guards cross map to multitask better. The people complaining its worse are the people who just shit out guards at loops
I think tofu's spot on with this one, these changes look incredibly solid. Should do a lot for the fun factor of playing as and against Knight now.
I still think they need to adjust the banner spawn timer to be equal to the hunt timer
24:04
I feel like the Guard detection ranges should all be the same. Since Assassin runs fast and Jailer Hunts for so long (especially with the new modifier) Jailer doesn't also need a larger detection radius.
Words can’t describe how much I hate this killer
I'm gonna be honest, i never cared about which Guard I used
Well played him after ptb think he glitch or all shared cooled down so really doesn't feel good playing like that
Having played the PTB the last couple of days it definitely feels like a buff to the "sensible" way to play Knight. The changes were supposed to hinder the "unfair" way that Knight was being played by some people. Overall, good changes but I still hate playing against the guy LMAO
He is playing with the bug that allows him to use his guards not as intended. An otherwise good video is mostly incorrect
Also watching how poorly these survivors are playing is infuriating.
It’s the ptb. Chill out. I was one of the survivors in the second match and it was a blast without doing that great or trying
Gotta love these knight changes, they're chef's kiss!
I love the changes but I feel like they didn’t really solve anything with knight’s annoying zoning. Now you just zone by faking your pallet breaks.
Doesn't help a guard in chase doesn't know how to path around pallets properly.
A person can vault a pallet and basically be immune because the guard will HAVE to go to the other side of the pallet BEFORE resuming their chase again, which means even one downed pallet that isn't broken can end a chase real easy.
what do you want them to do exactly? just kind of rework the character entirely from scrap. zoning is Knight's bread n butter
@@MatiMuffin idk man I just had faith that BHVR would work their magic and find a way to make it less obnoxious for survivors
@@MatiMuffinkillers that are as good at zoning as knight are just so annoying to play against and take all the fun away.
@@ByteBattleVideoGaming if you're not having fun, just quit the game lil bro
imo they could have just copy pasted how vecna chose his spells, but this is alr
This better cuz its faster and you can turn
The AoE music 😂
Yeah its a nerf
“La-ra”, not “Law-ra” (Laura)
well... guess I just GG go next even more against Knight.
Like to play against Knight and not AI
Don't think this rework does much of anything to make Knight less unbearable to face sadly
Dude he is not stronger at all. He’s much weaker against anyone with more than 600 hours in the game
Wow, Knight would actually seem kinda fun to play if his chase music wasn't terrible
firstttt
You call every killer's gameplay just turning off your brain. Since you're a both sides Andy, when will be seeing the Windows + predrop everything video?
Words can’t describe how much I hate this killer