The knight needs a buff

I think the knight needs a buff as his sword is rusty so it would be rusty and if the devs clean it then it will swing and cut cleaner but also knight should be deleted

Comments

  • supersonic853
    supersonic853 Member Posts: 5,824

    Ironically I feel the guards became slower in a patch lol. Everytime I see them they are so far behind the survivor even the assassin now. But then again every game is at least one exhaustion perk so.

  • XDgamer018
    XDgamer018 Member Posts: 814
  • PetTheDoggo
    PetTheDoggo Member Posts: 2,292
    edited February 27

    I was doing achievements on him lately and I personally really enjoyed playing him again…
    He is not really an easy killer with his unique playstyle, but he felt good to play for me. Unless guards decided to run into different map.

  • cammoking123
    cammoking123 Member Posts: 57

    I don't get how people can enjoy Knight. You're basically outsourcing your job to AI.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,679
    edited February 28

    Its the theme. Big armored man with a huge sword, and multi tasking. Same reason people enjoy trapper, chasing someone and the you hear 'Snap' "AHH!" "ooh piece of candy". When the guards actualy take people down its as satisfying as catching people in traps. Plus being able to chase 2 people at once and flush people out of their favorite loop buildings etc. And then theres the semi basekit lightborn of being able to plop a guard down to protect you while you pick someone up. Or protect gens from people that hide allot.

    Lastly there are other games out there where people enjoy playing the "summoner" classes and summoning stuff to fight for them. Knights the closest thing to something like a death knight or necromancer.

    Post edited by ShanoaLegendaryPlz on
  • HoodedWildKard
    HoodedWildKard Member Posts: 2,248

    Idk i find him fun to play. Rather than relying on the guards to always hit survs it's more about using them tactically.

    It's super satisfying to use a guard to herd a surv in one direction, head wide to cut them off and pincer them. Especially if they panic, double back, get hit by the guard then you follow up for the insta down.

    You can use them to hands free guard hooks, gens or just cut off paths of escape. Knight's a very tactical killer and his guards have a LOT of uses, very satisfying to play when you get good plays with him.

  • DBD78
    DBD78 Member Posts: 3,616

    That's the future man. AI does some of our work so we can drink more coffee it's a win win.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,689

    His Guards are not Ai actually. They’re a program. Big difference.

  • kaneyboy
    kaneyboy Member Posts: 377

    knight needs nothing… it falls under the un-skilled killer category and it needs minimum outcome for its minimum effort.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,290

    you ever think that some killers get lonely playing by themselves and want to play killer with a friend? that's what he's for

  • ControllerFeedback
    ControllerFeedback Member Posts: 673

    Sometimes you just need a refresher on how silly the game can be, and what's sillier than putting a survivor in a no-win scenario in the corner of the map with Knight?

  • Abbzy
    Abbzy Member Posts: 3,048

    He isnt that brain dead as he was before his rework where you just droped guard on loop and pincer survivor but now if you are too close to that survivor who is chased by guard (I think like circle around hin with 10-12 meters wide) the guard time gets 3x faster loosing chase time so from 12 seconds you will have 4 and this with combination of guards speed even with assasin you wont get much from guard only with jailor you can partly do this but I think he is chasing like 24 seconds so thats like 8 seconds chase and he can be easily lead away because he is only 2.5% faster than survivor like knight got huge nerf to his pincer tactic yet people didnt notice it or kinda forget it and call he brainless but he is more like tactical killer now using each guard in situation which is most suited for them like cranifex only for breaking and assasin for getting people off gens or when healing under hook because he can catch up and get hit.

    Alone all guards can be lead easily around some loop without wasting resources for survivor to get banner when it spawns and get easy escape so they arent that great alone without knight against experienced loopers maybe assain when he is spawned on people that are on gen or doing something so their reaction time before they move costs them distance when assasin spawns and starts chasing but he isnt that op not even in endgame I would say he is even more weaker when gens are done and gates are powered except when he has his iri addon that blocks exit. Idoor maps kinda kill him too too much los for guards and double floor can easily cost you guard chase time becasue of that 3x faster chase time depletation mechanic.

  • Abbzy
    Abbzy Member Posts: 3,048

    Well bugmaster is better for that because you can pet the dog (even when there are killers with more "friends" like nemi or knight) but what makes bug master even more social is his company of bugs that meet him through the trial like you can be sure you will meet alteast one or two at minimun per trial so this killer technicaly isnt alone.

  • BongoBoys
    BongoBoys Member Posts: 866

    Just fix all his bugs contact his wife (Zmpixie) and she'll tell you them all

  • BillyBubbaOnDaBlock
    BillyBubbaOnDaBlock Member Posts: 15

    Okay guys, after seeing the downvotes 😥 I have thought of some new balance changes for the knight.

    First of all: the survivors will only have to do one gen

    Secondly: the knight will have 1 million more guards and there will only be room for 2 survivors.

    Thirdly: He can use his ability to triple the amount of guards and if there isn’t room I guess the survivors will have to go

    Fourthly: he gets a portable boombox so he can party with his guards

  • XDgamer018
    XDgamer018 Member Posts: 814
    edited March 3

    My ideas on how to fix/buff knight.

    the issue with knights design is that you get punished for using your power let me give some examples

    want to team up with your guards? cant get within a certain range because otherwise the guard is just gone (this feels terrible on indoor maps)

    use them as anti loop? 10Meter requirement

    want to snipe with them? (can now work with the CTA addon being basekit. Should be fully basekit IMO but that might be me)

    want them to work on their own via sniping?

    banner makes that impossible

    Assassin: is the fastest but at the same time the banner now spawns faster wich means you have to "help" him wich you cant bc if you get close hes gone in 4 seconds.

    Carnefex: is too slow to be used during chase so the banner change is useless. His only job is to break pallets during chase (good change for this would be that if you interact with a item. If a guard is chasing a survivor that guard DOES NOT despawn on doing so. this makes it so you arent "stuck" when chasing a survivor whilst a guard is chasing another.

    Jailer: hes supposed to be the crowd controller (hence the longer banner spawn) He is the Hi there i waste your time. Wich with this change makes that impossible since hes then just a slower assassin so why bother using him.

    While yes you can say sandwich with them. you cant control where they go and if you get too close the guard is useless

    not to forget that this tactic is deemed as super unfun for the opponent side wich i can agree on (but that is a crux with his power design wich i wont go into).

    a few idea to fix this:

    Make it so when a guard interacts with an object (item/generator) a chasing guard wil not despawn (this is to help the knight during a chase when a guard is hunting another)

    remove the window "tech"(this is an unneeded "feature" when his guards can already be easily distracted by good pathing)

    guard patrol spawn restriction from 10meters to 5/6 meters

    either remove the 3x reduction or change it so that if the knight comes within 6 meters the chasing guard becomes 4.0ms instead of their original speed (this is to deny double taps.) Do note IF the chasing guard is on another elevation/floor this debuff wil not appear.

    Assassin: is fine

    Carnefex: cooldown reduced when breaking an object (pallet/generator etc).

    Jailer: Hunt speed from 4.1ms to 4.2ms (this is to help him get value from his longer hunt)

    Knight himselfwhen a hunt is succesfully started the knights footsteps become abit more silent (to help him get a chase started)

    Addons

    company banner: Removed Blocking escape when a survivor is being hunted (this is now basekit)

    New: when a survivor vaults over a pallet it instantly breaks (still applies the brief slowdown to the guard)

    Thank you for reading.

    If you have any questions do not be afraid to ask me!

  • THEProblemsolver
    THEProblemsolver Member Posts: 85

    ooh ooh me i have an idea what happens if knight can control all of his ghost comrades but one at a time like for example he summons the guards to attack you but he can control that one guard and that guard has a special ability?