Knockout is the worst designed killer perk in the game imo.
It does nothing to help acgainst a coordinated group and makes solo q even more annoying than usual. Like i doesnt even feel rewarding to use as a killer it just makes slugging more viable but only against solo q. like solo qs have it hard enough a perk that more or less only exist to make the game less fun for them is stupid design.
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I would say that Insidious takes the spot because it has no strategic use other than camping. Knockout at least can work on slug-orientated builds on Nurse, which does not make it fun to go against and it does not work against SWF, but it is a better use than just "Ok, I camp that Survivor while not having Terror Radius".
But I would be happy with Knockout getting a totally different effect, but this is unlikely since it got changed quite recently.
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Don't worry. The basic attack requirement killed the perk anyways so you will see it maybe 10 times per year at most.
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Monstrous Shrine has no value unless you camp the basement, and even then it's value is so negligible that literally any other perk is better.
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I don't think the point from op is the effectiveness for the user but the impact on the victims increasing the gap from solo to swf even more.
But I feel this is already a void discussion about buffing solo to swf in hindsight to information given to the group (praise be to the almighty 5th perk known as coms -.-).
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Didn't even know about that new implementation. Yikes it's already a very rare perk and now even more so.
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If I would have to guess, I would say that is to not promote slugging with Killers who are good at it (aka Billy or especially Oni). But they should look at infectious Fright for this, way stronger and way more oppressive.
It also does not make sense to give Knockout a basic attack requirement if you consider that it is a Bubba-Perk, who has an ability to down players.
Maybe they should get rid of the Aura Block for Knockout and change it to something like slowing down the Recovery Progress to have it soft-counter Unbreakable and make it more likely that another player needs to get to a slugged person earlier. Or, they change the Perk to decrease the recovery Progress when the Survivor is crawling and keep the Aura Block, which means that the Survivor either has to wait or can crawl and lose his recovery progress.
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Yupp. It already was a risky perk to use as you don't know if:
- the slug has Unbreakable allowing them to get up resulting in no pressure and a lost hook.
- the slug is in a SWF team on coms.
- the slug has Tenacity allowing them to recover while crawling to a teammate that's working on a near-by gen.
- the slug has Soul Guard allowing them to get up infinitely if you run a Hex.
- their teammates run Empathy, Bond, Aftercare etc. revealing each others aura nullifying Knockout anyways.
But hey! At least Nurse and Spirit can effectively use Knockout! They certainly need the pressure!
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This isn’t 100% correct.
Waiting, using insidious, by a gen with significant repair progress that was just kicked is an effective use of that perk.
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And we're not going to mention how voice chat affects basement camping?
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Ever heard of noed?
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I think I can't follow you?
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As someone who would occasionally attempt this with Pig crouch, no it's not. They are not afraid to just leave and do another gen. It is 100% in their best interest to call your bluff.
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It is pretty sad to see Almo still defend the change by saying "Well, if we removed basic attack requirement, we would have to make sure it interacts well with every Killer [power] we release onwards"...
Yes? That is how new content should work? Isn't that the whole point of teachable perks? (seeing the effect on other Killer powers).
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I run It with deer stalker...Fun times
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Plus IF has no basic attack req so it's clearly not impossible
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I'm exclusively a solo player and I've had a lot of success. That said, the old version of Mettle of Man was a perfect solo perk. It activate nearly as much as people think. I would use that, dead hard, unbreakable and kindred. It was very self sufficient.
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its got no use but it doesnt make the game feel way worse to play against
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I mean it is badly excecuted but you clearly see that it is meant to be a perk that forces survivors to do secondary objective. And at least it doesnt single out one group of players, that has it the worst imo, and make life even worse for them.
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I mean insidious is definetly a contender but I have seen it used in some niche situations. eg in endgame builds for hiding so they dont know what killer you are until its too late. or maybe for making sure you get the last survivor by using it while on top a hatch. Like definetly bad design but I still feel that making the gap between SWF and solo bigger is the worst design.
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Not for the survivors
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While Monstrous Shine (or maybe Insidious?) is probably the actual worst killer perk in the game, Knockout is definitely close. It is completely useless against SWFs, is hard countered by Unbreakable (and I guess No Mither/Soul Guard, but those are vastly more situational and lol No Mither), and even in the case where there's no hard-counter in play, it's still a waste of a perk slot for the most part. All it really accomplishes is slightly annoying solo queue survivors. Aura Blindness is not an effect that works particularly well under ideal circumstances, and Knockout can't give you those even in a perfect scenario.
Perhaps it could be re-worked to slow Recovery (not being healed by others though) and crawling? Though I worry that would just encourage killers to slug even more than the game already does.
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You’re (seemingly) not accounting for the fact that survivors are already going to be on the alert against a stealth killer like Pig, and be more likely to err with caution
Survivors don’t expect this kind of behaviour or strategy from the rest of the roster, not being intimidated in the slightest by rushing back to a freshly kicked gen as long as they can judge the Killers proximity by their TR, and they most definitely never (or rarely) expect Insidious to be used this way rather than hook camping. I’ve gotten some great snowballs from injured survivors rushing back to a nearly completed gen, only for my Clown to suddenly rush around a corner and go on a slug shopping spree.
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There's a surprising amount of perks that literally exist just to punish solo players. It's weird.
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Yeah its not the worst but the worst designed since it literally punish you for being a solo
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Monstrous Shrine is literally a basement camping perk. It is a perk that makes the killer basement camp. It has no other potential utility. If someone has Monstrous Shrine, basement is getting camped. Unless you're twisted AF and enjoy getting basement camped, it is a perk that makes the killer behave in a miserable way. And as we all know, camping is far more effective against solo's than SWF because without Kindred there's no way to see from a distance what is going on, so you have to wander over and get in harm's way just to find out that the killer is, and I cannot repeat this enough, camping the basement. And that time you spend not doing generators, assuming you don't get caught and hooked down there as well, is probably going to be the difference between a 1k and a 2-3k, or even a full-on 4k if you get caught scouting the basement while the killer is camping it. Something easily avoided with comms.
Except it's so poorly designed that it doesn't even make basement camping more effective - it is an almost purely psychological effect. It is a perk that exists to make miserable BMimg killers feel like their BM is more effective.
I'd say that makes it even worse than Knockout. Knockout encourages snowballing, the healthy way to 4k. Monstrous Shrine encourages basement camping, which the Devs have left in the game purely out of spite.
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