http://dbd.game/killswitch
Disappointed to See Carnifex Buffs and Jailer Nerfs Reverted
With the Jailer nerfs being reverted, the Jailer chases for a minimum of 20 seconds.
I don't have much to say beyond I think that's an unacceptably obscene length of time, and even as a Knight main myself I whole-heartedly believe that this time-wasting aspect of his kit is a huge contributing factor to many players disliking playing against The Knight. The Killer themselves doesn't even have to make any input, just throw out the guard that's most likely to detect a survivor because of his extreme detection capabilities and - Boom! - you've instantly guaranteed yourself 20 seconds of wasted time from a Survivor across the map, and you don't even have to follow up to secure that wasted time.
On the contrast, I think not buffing Carnifex as planned in the PTB was a mistake, as well. The Carnifex is once again completely useless in chase. Giving Carnifex a buff to his chase time was the perfect adjustment to make him somewhat useful in The Knight's kit, but now there's absolutely no reason to use him for any reason beyond munching pallets once again.
It's disheartening to see The Carnifex being left neglected in the state that he's being left in. He has almost no place in The Knight's kit because players don't ever use him - everyone understands that the only thing he's useful for is breaking pallets, so he is seldom used in chase unless either the Killer doesn't understand the different strengths of the guards, or if both of the other guards are on cooldown.
(Which, thanks to The Jailer's 20-second minimum chase time, is almost never the situation unless The Killer just keeps missing with their Guard placements)
Comments
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He's never used in chase because that's not what he's good at.
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That's my point. Why leave him in a state where he's so bad and useless in chase that he's not used?
What's the benefit in that?
Why are we even allowed to use him to start a chase, if the only thing he is ever good for is breaking pallets? What's the point of having a part of the kit exist that actively works against you, the Killer, because of how useless and bad it is in doing what it's supposed to do?
It's not like The Carnifex is the Survivor Downing Machine - I don't understand why we should be opposed to any sort of buff to a Guard that is already so harmless that people actively avoid using him.
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Because the point of Knight is that each guard has something they're good at? Homogenized guards was a horrible design. Carnifex for breaking, Assassin for hits, Jailer for slowdown.
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Leaving features in the game that are intentionally so inefficient that you're supposed to actively avoid using them isn't good design, either - it only practically serves as a "gotcha" moment. To put it in D&D terms, it serves as nothing more than a 'knowledge check' to test if players know they're not supposed to use a feature that's intentionally been left in the game for them to use.
We shouldn't be 'knowledge checking' players from using features that exist in the game.
Using the Carnifex at all actively hurts you because of how inefficient he is. Regardless of whether he's 'supposed to be good at it', why is that okay to have a mechanic that's knowingly so useless that you're not supposed to use it?
I don't think any character in the game should ever be left with a feature that actively works against you beyond functioning as an insult at players who don't know they're not actually supposed to use every aspect of the kit that the devs left for them.
Leaving a useless feature in the game only serves as a "gotcha" moment for casual players or non-mains, as if to taunt "You should have known better than to try to use this feature - this feature is actually useless and you're never supposed to touch it. We left this in the game not as an extra tool for you to use but as a knowledge check to see if you knew you were actually never ever supposed to use it"
(Not to mention, the specific stats on each Guard is only known if you either google it all on the Wiki or unless you meticulously read every patch note ever! Which is even harder on casual players.)
Additionally, if the argument is that each guard should only be allowed to have one specialty, it's hypocritical to argue against Carnifex buffs while also being against Jailer nerfs, since The Jailer has 2.5x more specialties than any of the other guards:
The Assassin has: The fastest chase speed, and inflicts deep wounds
The Carnifex has: Faster pallet breaks
The Jailer has: The fastest patrol speed, the longest patrol duration, the largest detection radius, the longest maximum chase duration, and the longest minimum chase duration
If The Assassin can have 2 specialties with no one being upset, and The Jailer can have 5 specialties with no one being upset, why are we against Carnifex having a second specialty to be even remotely on par with the rest of the kit?
There wasn't any issue with Carnifex having the longest chase when Knight first released, I don't understand what has changed from then to now for him having even a mid-level buff to be somewhere between Assassin and Jailer duration.
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