http://dbd.game/killswitch
Knight is woefully bad
This is like a sadako situation where remotely decent survivors, can just make you have no power and turn you into a basic M1 killer. The a.i for the guards is so easy to manipulate and then you can just grab banner and cut the hunt in half essentially, so hunts do nothing. I'd be happy with completely removing the entire banner grabbing thing and lowering the hunt durations. Cause right now you spend more time setting up the hunt itself than the duration the actual hunt will last.
And for some reason, using your power punishes you. There's zero reason why knight shouldn't be allowed to use guards to break objects while a hunt is going on.
Also, I fully believe carnifex should be able to use gen perks if it kicks a gen. There is zero reason to use guards to kick a gen. It does nothing, you waste time setting it up, and you won't get value out of your gen perks if you do it.
Have it genuinely just be a command you can do without needing to do the whole sword into the ground thing. If carnifex is off cooldown, you can aim at a gen (obviously within a certain range) and just point at it and have him appear and kick it.
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A sadako situation? I don't recall survivors being able to steal your flag and completely disable your power…..
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No they just make it seem like you have no power at all.
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Knight needs a full rework. He's my most played killer of all time, yet his power is absolutely atrocious. Instead of AI, have his guards do something else. Get rid of the weird guard path drawing system altogether. Instead, give him the following abilities, all on separate, but lengthy cooldowns:
The Knight can point his sword, slowing him down to 3.8 m/s for 2 seconds, at a dropped pallet, breakable wall, or generator he can see within 16m. The Carnifex will appear and damage the targeted item, instantly breaking pallets and breakable walls, or dealing 10% instant regression to a generator. This ability has a 30 second cooldown.
The Knight can plant his sword in the ground for 2.5 seconds. Upon finishing this interaction, the Jailer will spawn directly in front of where the Knight was standing. After another 2.5 seconds, the Jailer will start guarding a 16m circular area for 30 seconds. He can't see through walls. Any survivor that runs or walks through this area will be attacked by the Jailer, dealing one health state of damage. Survivors can crouch through and remain undetected, and can even sneak up and dispel the Jailer, though this will give the Knight a loud noise notification. This ability has a 30 second cooldown from the moment that the Jailer is dispelled, either by time limit or by survivor interaction.
The Knight can point his sword at any generator not within his TR. When he does, the Assassin will appear and damage one survivor working that generator, while also blocking that generator for 10 seconds. If the Survivor is already injured, the survivor is put into deep wounds. He prioritizes healthy survivors, but if all survivors working the gen are equally injured or healthy, he will choose the nearest survivor to the Knight. If no survivors are working the generator, the ability is wasted and goes on cooldown. This ability has a 30 second cooldown.
This gives him a usable chase ability in the Carnifex, a usable Macro ability in the Assassin, and a usable area denial ability in the Jailer. The Jailer will still be good in certain loops, like corner shack, but dropping him in the middle of chase would usually be a waste.
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Knight is very strong killer and most annoying to vs since all he does is spamming guards on us, very easy to hit especially at close ranges, he is op on small maps like gideon
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Fact : Knight is the least fun killer to verse and most inconsistent due to his fully AI designed power. While the AI works pretty well - no stucking, weird pathing etc. it's just not enough power for a full kit. Survivor plays 80 % of the game by holding w against bot or getting gangbanged by guard and kilelr which is also not very interactive.
Solutions that would make him much better, yet still pretty boring to go against:
- Guards can hunt all at the same time, cooldowns adjusted.
- Guards hunt untill Knight spawn different guard or the guard gets hit, stunning guards despawn them.
- Knight is reverted to his instapop guard at every loop state to guarantee free hit all the time.
As I said, he's fundamentaly not strong enough. Either he get's completely different power to his kit or just making him insanely boring at price of him being somewhat decent.
Forgot to mention, Knight had the only regression when damaging gen (2,5 %, then 5 %), but efter gen overhaul order has no extra damage. I don't think that Jailor and Assasin need so long time to perform order either. But it's the only thing Carnifex has, so maybe make it that Carnifex regresses gen by extra 2 % and jailor and assasin bot perform order in 2s.
Post edited by Elan on0 -
Jailor purpose is to find and hunt survivors for longest, what he does. His detection is huge, travel speed is faster and his maximum hunt is 48s.
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