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Additional Notes to The Knight's Need for a Rework
The Knight is a really cool looking killer and I want to keep playing him, but constantly losing because I want to use my power is awful. The guards should not be gliding or floating very slowly to the survivors locations - especially when the are literally in front of the guard. They decide to glide while survivors easily make distance that the assassin cannot even close.
It gets really annoying when the guards are slow at their job but also when they stop their job for no reason. They should not de-summon because someone goes into the unhooking action? Punish the survivor that is being chased?! It is constantly disappointing.
Comments
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are you that knight i just played against that lost a 3 gen match at chapel? lol
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Guards are antiloop, not guaranteed hits. The "floating" is the form of counterplay that survivors have: the time during which they can start holding W, at which point you can start to cut them off.
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Coming from someone who plays the Knight a lot; I disagree with this. Survivors need time to get distance before they get sandwiched by two killers.
In the matter of winning matches, I recommend learning the strenghts of each guard: Use Carnifex to instantly destroy pallets and down a survivor, Use Assassin to sandwich Survivors faster or to punish unhooks, Use Jailer for Gen Pressure and Detection. Drawing longer paths will reward your guards with faster chases by the way.
Hunt Start-up duration: 2.5 seconds. This time is progressively reduced if the Patrol Path exceeds a length of 10 metres and ranges from a reduction of -10 % to a maximum of -25 % if the length reaches 32 metres.
And they despawn if the survivor unhooks to prevent heavy camping, which is fine in my opinion.
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