Feedback and Suggestions

Feedback and Suggestions

What if the Knight was changed….

Member Posts: 278
edited November 2022 in Feedback and Suggestions

Think about this. If they changed the Knight to make his orb invisible, or his guards faster, or the area of patrol circle invisible, there would be literally no counter play to his power. If a night equipped M&A he could sneak up on a Gen being worked on by survivors, put his power on them, and guarantee a free hit everytime either by the guard, or waiting for a scrambling survivor to drop, and run right into him.

The hate for the Knight I suspect is that people who use him expect his power to get hits, but it’s a corral method. When entering a chase, you need to be aware of the possible outcomes, and make a plan the same way survivors do when they first enter a chase. You can’t just willy nilly throw out your power during chase, or before, and hope for a hit. You have to predict the survivors movements after the chase has begun.

with the Knight you should never be flashlight blinded during a pick up again. You should never be pallet stunned when picking up again. When you see a pallet that a survivor is running towards, block off the pallet. He’s very good for those that are patient.

Comments

  • Member Posts: 9,513
    edited November 2022

    that is why you make guards a skillshot so that knight has to predict where to place the guard without having any vision to get bonus movement speed, so that the guard gains a conditional movement speed increase. The survivor should be all about avoiding to be tagged by the orb and tricky movement that is difficult to predict for the guard to tag you with the orb. There is so much potential in the killer.

    I do not think removing green orb is good idea because it makes his power obsecure and too effective at -stealth- guard summons at generators. I think people are only looking at it from making the guard easier to place, while not looking at the fact that he has so many cast times after placing the guard that the shift-w gameplay will still hold same effectiveness because the guard physically has no potency(movement speed) to catch the survivor moving in a straight line.

    it’s a corral method. When entering a chase, you need to be aware of the possible outcomes, and make a plan the same way survivors do when they first enter a chase.

    When you see a pallet that a survivor is running towards, block off the pallet. He’s very good for those that are patient.

    His area denial is good, but its situational. Its too slow as form of downing the survivor. Too slow chases, not enough gameplay in the center loops of the map, between the pallet loops. Too much of one dimensional power that has too much counter-play and not enough flexibility to be used in skill expression way.

    Change the guards into more of skillshot phase-walk guard summon and his power will have a lot more versatility in all situations while still having counter-play(gameplay) for the survivor to outsmart.

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