Suggestions For Knight Updates
I have Knight at P100 and have played him since launch, experiencing all forms of Knight. I'll just make my suggestions quick and straight to the point for what I believe would be better fun, useful, and fair gameplay for both sides. Thank you in advanced to whoever reads and comments.
- Hunt 3x decay timer stops reducing the hunt time once the horn goes off and does not take affect while carrying a survivor.
- Allow the exposed status effect for Carnifex and Assassin's attacks if a survivor suffers from that effect.
- Jailer's Chimes needs reworked to something else that doesn't revolve around survivors crossing his Patrol Path.
- Knights Contract should also decrease Guard Order action time by 10% and increase Hunt time by 4 seconds.
- Pillaged Mead changed to while a guard is on a Hunt and 16 meters away from the Knight, Knight destroys dropped pallets, breakable walls, and gens 10% faster.
- Tattered Tabard changed to while a guard is on cool down, knights terror radius is decreased by 2 meters (stackable for each guard, max 6 decreased meters)
- Ironworkers Tongs added affect where horn alert is faster during a hunt, meaning hunt timer drains more quickly.
- Add Call To Arms as partially basekit.
- Flint and Steel additional affect where Carnifex gains 3% haste while Hunting survivors detected by Aura or sound notifications.
Adding more: It'd also be nice if knight received some sort of buff while his guards are on cool down. For example a hit based buff.
If guard a specific guard manages to get a hit on a survivor, knight will receive a temporary buff to help him end chases or get a hit faster during split chases, like vault speed, breaking speed, terror radius reduction, etc
Comments
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These sound like mostly good changes. They seem pretty minor though like they wouldn’t affect
much. The Call to Arms one would be pretty impactful though. Did you see the Knight post I put here recently? Had some changes on topics you were touching on as well. I felt they buffed some of those aspects you were wanting addressed more heavily.2 -
I'll check out your post
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I wouldn't agree on the Tattered Tabard one. I wish there were more options to make the knight a set-up killer who can control a map effectively. There will be more reason if the Tabard makes the patrol time much longer and provides some more features with strategical potential
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Idk. I think it's just a silly add-on since we can summon other guards whenever and guards aren't that great alone anyway.
But I did add more to some suggestion changes cuz Knight really does feel like a powerless killer sometimes against players who know how to counter his guards
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I read your other post about Knight and it gave me some ideas. Wouldn't it be cool if knight received some sort of temp buffs if guards completed task they were summoned for?
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