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That said; for every killer in the game, there is some group of players ready to rage-quit the moment they see them. Knight's group is a bit larger than most.
Play and enjoy the Knight if you want to. Knight is in my top 5 favorite killers. Myers main all the way tho.
He also has various "bugs" due his program realization, but this you can notice only at advanced levels of play.
Also, OP, just play what you want. I'm thinking about getting him too because I like how he sounds when he walks. And his power looks pretty cool imo. I also like how Nemesis sounds when he moves too. But unsure if I'll get him.
The other issue is players who are intimidated by the guards and don't know how to respond to them just assuming the Knight is broken because he can "defend" two places at once. Again, this can be worked around with a teammate or by setting off the guard, then circling back to get the banner. People who do not consider that typically expect/fear an inevitable 3-gen setup which the Knight and Skull Merchant are notorious for deliberately playing into. For Knight specific strategy, I strongly recommend using your guards not as outposts, but as teammates to do a pincer maneuver with or cut off escape routes. Many Survivors will often dodge you and favor taking a hit from the guard instead. This can work to your advantage with add-ons that cause afflictions from injuries sustained by guards. Even better, if you can time it right you can trap a Survivor between you and your guard and swing RIGHT after your guard does before the Survivor can use their post-injury speed boost to effectively double-tap them straight into a dying state. It's tricky to pull off reliable, and some more experienced Survivors will realize what you're up to if you actively delay hitting them and wait for the guard to. However, getting a feeling for it allows you to effectively "apply" Exposed at will if you can set it up consistently. Guards are also good for preemptively shutting off loops or windows if you suspect that's where somebody's going to try to lead you in a chase.
If you want to both improve with the Knight AND ensure everybody has a good time (except for people who are just sore losers no matter how much of a good sport you try to be), remember to refrain from relying on dirty tricks in your games too. Slugging, tunneling, and camping hooks are stunts mostly for either folks taking the game WAY too seriously or extremely inexperienced and unconfident players desperate for kills. Trust me, you don't need that nonsense to consistently 2K-4K and playing without resorting to them will improve your skill much more in time than relying on them to help in your matches. Of course, there is a time and a place for when a camp or slug may be the right play in a legitimate way, such as End Game Collapse for securing a kill or punishing overly aggressive bodyblockers, but please don't just leave them on the ground out of spite, and never jump straight to those shenanigans at the beginning of the round. Camping hooks and tunneling survivors out at 5 gens is a good way to reinforce the negative impressions of certain killers/Killer players in general.
That's a bad look, IMO, and reflects poorly on you if you're concerned with being a good opponent at all. Folks need to show a little more respect to their opponents these days in general, but especially this community because of its notorious reputation, so please try to remember everyone's just trying to have a good time. That respect will USUALLY go reciprocated, and has made me a handful of DbD buddies in post-game chat. Of course, if people try to spit in your face for your generosity in targeting the one who unhooked them instead of them again? Or they exploit your attempts to spread out hooks by making a nuisance of themselves thinking they have immunity or you're "too soft"? That's when the gloves can come off and they can go right back on the hook if they insist. Be respectful, but don't be a doormat, and you'll do just fine my friend. Good luck!