Anyone figured out how to counter "hold w" as knight?
His power seems pointless, because survivors can just outrun it, even the assassin. They just hold w and by the time the ghost sees them, moves to the spot, and drops the banner, it'll never catch them.
You can't use it as it was "designed" because survivors can see the damn orb.
You can't just "#########" the guard out at a loop as scott jund and others said because you telegraph your power use so much that the survivor can just run to another loop.
And if the guard ever actually sees you, you can just hold w and run away.
They should make the guards move faster and require the survivor to actually get the banner to escape them, rather than just being able to hold w.
Comments
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They say you are not supposed to play him like Artist but win with "macro strategy" and hold a 3 gen or camp / proxy camp 🤷🏻♂️ Any m1 can do that with STBFL…
Or that you are supposed to zone survivors into corner, and then he will be good…like all m1 killers…
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Still don't understand why he stands still to use the power.
Even NURSE can move around while charging/holding a BLINK ability.
Ridiculous.
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No, I don't think there is one. I tried stridor and that helped a little, but the result wasn't worth the perk slot
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If you were supposed to use your guards in a 'control and guard' sense, they would've made them last longer. Like, a LOT longer. That tiny duration says "use it when you see a survivor," which works against you because they get more info than you do, it has a long start-up, has a 'turn off' button the survivors can tap, and you lose sight while placing it for some reason?
Seems like yet another killer designed and balanced by the Survivors Deserve More committee.
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If you just use your power and immediately deactivate it at a loop, survivors have very little time to get to another loop. So in the end the map just dictates whether you'll get a hit or not if the survivor runs away from the loop.
But this killer is just the pinnacle of hold w. He just places his guards at loops and then chases the survivor, and in many cases, you will get a hit by doing so. It does also depend on the loop however.
It's a real shame that's the effective way of playing him, and not the intended way of creating longer paths for his guards to patrol, by predicting where the survivor is running to instead.
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I tried playing as the Knight and he feels powerless. His power seems to be use power to let the survivor get away.
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Even that doesn't work though, because by the time you catch up to them, if they just hold W, the guard goes away because they outrun it.
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That's simple... You run after them.
Naw man, im serious. The Knight does not counter 'hold w' except in indoor hallways.
In this way Knight functions a lot like Hag, once a trap is down, a Survivor MUST run. And we run after them.
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YEah but in many cases you just get an M1 against the survivor. Because they are forced to run away from the loop
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I bought the knight played a few games and get omega stomped, cool concept, trash killer.
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Meanwhile, it took you 30+ seconds to land that hit, then another 30+ to do it again, then another 15 to hook them, so by the time you down them you lose 3 gens.
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nope, and it's just as many expected. what really matters in this game is speed, in the context of both moving around the map and how fast you can finish chases from healthy. there's no wonder why the best killers (wesker, blight, spirit, nurse) are the fastest and have ways to end a chase fast. the knight is literally just a 115% killer with no extra features and his "power" is a temporary AI killer with worse stats than the killer itself...
something that also deserves to be mentioned is that these top killers don't have any counters (like free endurance and sprint burst) in their powers.
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did you expect pay to win?
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He's got a very cool concept and his cosmetic design is pretty cool (besides the Sadako hair falling out of his helmet) but his actual power leaves a lot to be desired.
It's entirely possible that a tech will be discovered shortly that will boost his power level but as it stands, he's probably bottom 5, possibly the worst Killer.
His power is just...completely ineffective in chase. You lose distance for even daring to try it AND your guards will never catch a Survivor. You can't even really hold people at loops like Artist can, she maintains control of her body while placing a Bird. The Knight doesn't and has a lengthy channel to place his Guards.
The double whammy is that his power is also really bad at controlling space. The Guards take FAR too long to lock on and give Survivors so much of a head start that they have no hope of catching them. He just makes three gens take longer, but he won't ever win them.
The only thing he actually seems to excel at is hardcore camping, which personally, I didn't think we needed another one of those. His Guards can chase and hit people near the Hook and can effectively deny unhooks. He might be in the Bubba-tier of facecamping.
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Hold W more than them...no, ive no clue.
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Here's the deal BHVR, either they let us see survivors when casting a path, or make the orb invisible to survivors. Also, give us a button to cancel patrols, not make us travel to the damn guard to cancel it. Waste of time.
Do this, and the community will be happy. This isn't going to make him OP / oppressive, it's just QoL changes (which are very so needed).
Excuse my tone, but the devs sometimes blow my mind with their design choices. Listen to your community.
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Not sure. Right now his power in chase is just a wildly inefficient Artist. I only see him being effective at controlling an area and making games take 5ever, which this game super doesn't need more of. He's the worst killer on release day since Trickster, where they're at the point of needing massive buffs/reworks out of the box. Issue being, a super buffed version of this power would be horrible to play against. Give me 10 Nurse/Spirit/Blights in a row over an AI killer power.
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Thing is, he kinda needs to be. Not because survivors are 4x as many as killers in general, but because he is very good at camping and tunneling.
He barely needs to stand still to activate his power and he can get a double hit off 1 survivor before they can unhook. If his power is like it was promoted to be, he will need to be gutted around hooked survivors. Not even talking about window drops and pallets being absolutely useless to use against his AI. So if you're hooked next to a drop, get unhooked and the knight is close? He just gives you the AI to chase you and he goes the shortest route himself.
Personally, I rather have the opposite. Especially considering the devs didnt want killers to be able to easily camp someone out
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I find his power semi useless in most situations, even bots were outrunning the Assassin pretty consistantly when placed in close proximity on some maps. Even his addons are useless now, so there's no saving grace there. Definitely needs a rework, because this concept clearly doesn't work.
They should take inspiration from Noob Saibot from the Mortal Kombat series as far as his power goes with summons. Like Noob saibots shadow clones attacks.
Assassin - Projectile trajectory akin to Wesker's dash, Direct hit damages and applies deep wounds, end of dash location start patroling if no contact.
Jailer - Place a Trap radius, if triggered, Survivor is held in chains but takes no damage, can attempt to break free, once free, be hindered for 5 seconds. Can't be placed within 6-8m of a hooked survivor
Brute - Applies sloppy and broken on hit, get's a stacking haste buff every 1.5 seconds, lasts 25 seconds. Can be stunned, but still phases through dropped pallets. Retains Brutal strength utility. Increased Circle radius, Patrol's jailor's length of time.
Ability to cycle between guards manually, each with a cooldown, can cancel patrols but suffer a cooldown, Flag mechanic the same but no endurance or sprint burst, must uproot the planted flag for 1 second.
Rework addons accordingly.
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I can't believe he has a Rare addon that gives his Guards Hemo on hit, like what? To be fair all his status effect addons are pretty meh looking.
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I expect no to be stomped. Thats how low its the bar.
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You can't counter 'hold W' with this killer unlike Artist, simply because you can't see the survivors while using your power.
Meanwhile, survivors can see every single of your movements.
This killer already needs a lot of help from day one of release, but we have to wait next year for that to happen :(
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What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
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It's literally going to be the new face camping Bubba that's about all he's good for lol
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I like this idea. As it stands, it's so ridiculously inefficient to stand there and draw a patrol path for what it usually amounts to (nothing). Your idea at least makes him somewhat time-efficient.
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I have the same thought, I would also add highlight a pallet to make a Guard patrols around it, but its kind of free Zanshin tactic.
Make each guard highlight something different
- Jailer with Hook
- Carniflex with Gen & Pallet
- Assassin with Survivor
And only requires Knight just slam sword down and summon them instead of drawing a path.
You have Assassin and in chase, M2 to slam sword, Assassin spawns, done.
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I like this idea. The Knights downfall is really hoe time consuming and inefficient the orb thing is. Patrols sound cool and fun on paper, but even if everything was silent and invisible to survivors, you waste so much time for something that's only effective in your direct vicinity. It's really baffling.
With my idea it would only work with objects in your line of sight, but that would still have much more utility then the current state.
Your rework has the free pseudo Zenshin tactics, which some people might object. Maybe the vision only becomes active when your activate your power and look around, much like hooks only become visible after you pick a survivor up.
I would take any of this reworks over the current rather clunky way. I really like the Knight in concept and how they BHVR tweaks his power in a good way so that he becomes viable and fun to play.
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I think the problem is that survivors see the patrol path that the Knight is placing, making it easier to just run in another direction and making the Knight lose more distance since the Knight cannot see the survivor. I wish they had buffed his patrol potential and commands rather than his chase potential as it'd be more fun and make him more of a macro management killer.
This is exactly what I would have wanted as it makes the guards easier to command and wastes less time setting up the guards.
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his counterplay is shift + W, take that away and what counters would survivors have?
Same with killers like Artist, dredge etc. zone them properly and check the map so u know what tiles are and arent linked
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If this isn't a sign that devs need to think of new killer abilities other than anti-loop then I don't know what is.
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Anti Loop is fine, just no "Hold W" for counter play BS.
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pretty sure he expected a killer that's decent rather than bad lol
not to mention, you don't have to pay for this killer. you could say wesker is "p2w" though, if you want, but still nobody seems to outclass the Nurse, who is free
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what. he is worst camper in the entire game. you realize that performing unhooking action cancels the guard chase. You can hook-bomb hooks with a guard chasing you and the guard will not hit you. somewhat silly that the guard does not at least injure you for rushing unhooks.
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What makes his design even worse is that the vast majority of his addons are all built around the way the devs wanted you to play him which is non viable. So not only is he terrible but most his addons are useless as well. He needs rework level fixes, not just number tweaking.
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Playing a survivor vs the Knight is meh as well, if you're going for achievements or tome entries. Even though the guards are in a chase with you, including chase music, they don't seem to count towards things involving chases. I've tried tome entries for throw pallets in a chase, vault windows/pallets in a chase, escape chases, nothing works with them. But if they catch you or corner you they can certainly hit you and down you if injured, and aren't so slow and dim-witted as the Nemesis zombies, so I don't see why they wouldn't count.
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He's better if you can get a survivor into a place with only 2-3 exits, or by using it to force them to run parallel to you as you pincer them
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Keep running until you can zone the survivor, the same as artist.
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If anti-loop is fine then why then why are they all effectively countered by W-keying? Like I said earlier, BHVR needs to stop dropping killers like these and think of something completely different like the Blight.
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Wesker is anti loop, but holding W isn't all that good against him because he's fast. It might even get you killed because you are out of position once he catches up.
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walls and map edges are knights best friend using a buddy you can pin them at loops but yes in the middle of the map gl cause hold W is good against power
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