So... how does the Knight stays with this Gen Damage (January/2024) changes? Forgotten again?

Hi! Hope everyone is doing fine.
Knight's guards were buffed one year ago to do 5% damage instead of a normal kick, to compensate their lack of possibility to apply gen kick perks (Nowhere to Hide, Opression, Eruption, etc). Now, every killer (including the Knight) has the 5% basekit kick with a limited count on 8 regression per generators. Using your guard can be kinda detrimental now, since you are wasting precious charges of gen regression that might have a better use with normal kick (Pop, Eruption) or other regressions (Jolt, Pain Ress). Now, using your guards to damage a gen you acidentally found at 10% while patrolling might not be the best idea, since the you may need those regression "charge" for latter (especially if you are running Pop + Eruption).
Have the devs thought something for the Knight? How does the Knight - the only killer in the rooster that can use his power to directly damage gens - fit in this new mechanic? He or his guards will receive some buffs or changes to guard order mechanic to compensate this?
I really wish i could test the Knight on PTB to see how the things will play out but: 1 - Knight is killswitched on the PTB; 2 - The Anti-3gen mechanic seems to not be working on the PTB.
Hope we can get some answers for what i've put in this topic.
Edit: i also forgott about the perk that Knight can use better than any other killer - Surveillance. Using your guard to proc surveillance might not be the best choice now.
Comments
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Was thinking about this yesterday and was hoping someone would bring it up. Surely they have to rework the guards slightly or it kinda renders them kicking gens a bit pointless. May aswell fire a patrol elsewhere and kick it yourself.
Lots of people think the Knight needs reworking, perhaps this is window for it.
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