Knight Analysis After ~ 50 Games
He sucks. Interesting concept but his actual power is just awful.
It's bad at zoning, it's bad at being used in a chase and it's bad for 3-gens. The ONLY thing it's good at is camping hooks and exploiting bugs.
In my far too early overreaction analysis, I said this, "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."
I stick by pretty much all of that except for one thing. I think he is the worst Killer in the game, at the moment. I think his perks are his sole redeeming factor.
Trapper has good add-ons and is actually really effective at maintaining a 3-gen lockdown. Freddy has some sort of anti-loop that is actually meaningful. Sadako has one absolutely monstrous playstyle powered by great add-ons. Myers has great add-ons and some lethality. Knight has garbage add-ons, no lethality and no chase power. He needs major adjustments that, judging from Sadako, he will not be getting for at least 6 months.
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It's because you're playing him wrong, this is how you're supposed to play him:
(I'm just joking and trying to make light of the situation the Knight is having).
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I like how good his addons are, its top dollar addon design, but his power is made too safe for it to be useable and enjoyable.
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Yes. I really love when the addons involve me not breaking pallets.
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I’m playing the knight a lot and imo he’s kinda pointless. I just place a guard at every loop so the survivor is forced to leave it, then M1.
The only thing that feels good about the knight is the fact that his guards can protect gens. But even while they do that, they look ridiculous because they run back and forth in place.
I like the design of the knight and the guards but they need to keep working on this chapter.
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He does suck i don't know what the devs are thinking here, they act like every killer has all this time to do different things and such, atleast in the Knight's case i would like more control over his power, the whole seeing orb factor and then knowing where it's gonna go is kinda confusing. You just run to the side. There isn't even an add on to make the orb disappear when send out a guard, which would have been a cool pink in my opinion.
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I played like 1 round as knight today and left it at that. Its as i said, he can force people off of loops, he can cut their paths, but he doesnt really anti-loop them, his guards are super easy to avoid and the only lethality is as you said at camping.
he is way too stagnant imo. Not really THAT much fun either if you aint playing against bots.
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I haven't even been able to reliably M1 after forcing them to leave the loop.
Placing the Guards is such a time sink that Survivors get a huge head start on the running to the next loop.
The only thing that sort of mitigates that is the addon for the Jailer that gives you 10% Haste after placing him.
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You need to press „summon guard“, then immediately press it again to quick-place a guard at a loop. You’ll get the hang of it.
But, if you are unfortunate enough to get sent to the game map or a map with many pallets, then RIP.
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Yes, that's what I do.
Survivors just leave immediately and the Guard is much too slow to catch up.
Likewise, I can't catch up before they make another loop.
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Next killer power will be: asking to the survivors if its ok to hit them
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Well I do like it when a Killer asks for consent.
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You asked to buff Trapper, so he wouldn't be the worst killer? Here you are, now he is not :)
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The devs don't play killer at a decent level. That's why CoH shipped the way it did (besides $$$) and why this killer has so much counterplay, telegraphs, and his guards are slow as hell. This killer was designed by survivor mains
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Place the guard where you don’t want the survivor to go next. Survivors always try to leave a loop away from the guard. That way they either have to run into the guard or into you.
Thats all you can do pretty much. It’s a bad designed killer nonetheless.
Post edited by legacycolt on0 -
Sounds like people aren’t using the the killer right… Makes sense it’s only been less than a week…
… His main power is to play defense. Knight isn’t aggressive despite his hulking size. To make him shine your builds have to stack more objectives on survivors. It’s obvious for Knight to be a totem oriented killer. Like Trapper, and Hag. More of what I call defense type killers. Without totems/basement to place their powers around you are begging to lose. As their chase game is dog water. They’re not offense, or hybrid type killers. Knight even has a totem power that gives away survivor locations almost indefinitely if done correctly. Slap on ToT, Ruin, Undying, Penti, Haunted Grounds, etc.
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I mean, Ive played like 70 matches as Knight got him Prestige 5 Level 30 and the main issues I saw are his guards not wanting to follow survivors immediately and that he doesn’t have a secondary power. If he had one he’d be way better.
Give him a cleave that can hit multiple survivors and has a slightly longer reprieve animation. Maybe even let him use it to break (Only) breakable walls.
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I love the concept and design but I've found the most effective way to play him is literally to drop a guard either at a pallet as it's being dropped if they pre-drop or just by dropping it in the middle of the tile when the survivor is cornered. His "hold W" game is strong but he's not really good at anything else. It's even stupidly effective to just drop a knight on the ground as soon as you hook someone because it gives you an early notification that someone is getting saved and by the time it goes off CD you can just use it again when you'd actually need it.
I just want him to be good at setting up patrols that playstyle to me sounds more exciting than just plopping down guards to cheese survivor health states. I feel he won't even be good at that because the pathing is so bad on the guards.
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100% agreed but if you want a better version of the knight play nemisis with the knights new hex the zombies will go to the screams of survivors
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That's fair, but it also begs the question: why was this killer even made then? Nobody likes defensive killers. Nobody picks them (Hag and Twins have consistently lowest pick rates in the game), and survivors hate playing against them. Why make this killer at all? There are better defensive killers anyway (Twins).
I think the criticism is fair. Players don't want to play the killer the way they're intended because it's an awful playstyle, and trying to play this killer in a remotely fun way renders them completely ineffective. I understand how to play defensive killers. I just A: don't want to, and B: will just play Hag or Twins on the off-chance I feel like doing that. Why turn the game into a 15-20 minute slog when I can just play Billy and have an interactive game?
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Yeah.
Unfortunately, Knight is just a worse version of Twins or Hag or Trapper.
Trapper, ya know, traps better. That's kind of his thing.
Hag can create better webs than Knight. Better area denial.
Twins are better campers than Knight.
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I’m really curious as to the differences between you, and me. Through an earlier post I see you play on console as well, so that is the same, yet I have had a much more different experience than you. Initially I felt as you do about the Knight, but I attribute that to trying to adept him off the jump. After that I have had nothing but 3-4K matches. I do appreciate your opinion on this matter with him, and am generally interested to have a discussion with those who feel as you do. I do not camp as many do, and I do have 6-7K hours in this game. I’m assuming you have as many hours or more in the game, yet I am devastating survivors. At a point in the match towards the start, it feels hopeless because it’s hard to catch someone initially, but after a few pallets are dropped, things start to snowball. I’ve been using mind breaker, plaything, pentimento, and some random perk I can’t remember, but those are just current perks. Mind breaker and plaything are what I use most often, and I use very little Gen regression if any. The survivors generally don’t start cleansing plaything until later out of fear of pentimento I suppose, so I get very little value out of slowdown. I am interested in your thoughts on the matter.
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I think the way to save the knight and to make him viable is to do away with the orb entirely. With my proposed change he 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 standard 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.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
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I think it’d be cool if he can “mark” survivors with a basic attack that makes it so his guards hunt them longer.
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Hmm indeed, this could be a cool secondary ability or passive.
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Would give him pressure. I also like the idea of him being able to tell his guards to do things when he is within a certain range. Like looking at a Gen 15 meters away and saying “kick that”
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So i haven't been able to play much and when i played it was mostly killer
I did not face a facecamping knight
Can somebody explain me just how he is good at facecamping? Cause i don't really see it.
His guard dissapear when you touch a hooked survivor. Seems to me that all you need to do is touch the hooked survivor and then he's just a m1 killer camping that you can easilly trade hooks with.
What am i missing that makes him that much more effective at camping?
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So it depends on who is guarding him. The Jailer has a huge area around him so if a survivor steps in you now have a chance of getting hit AND The Knight knows You’re there. But as a knight player I don’t see how it’s different from using hags traps or Freddy’s Snares.
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Go up against a basement knight and you'll know. I faced a 13,000 hour streamer the other day who was intentionally doing this strategy. It was not pleasant at all.
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What the devs will take from this: nerf his camping somehow.
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It should be nerfed. And bug fixes will definitely knock it down some. No way should Devour, MYC and Monstrous Shrine work like they do now.
But I would really like to see other aspects of his kit buffed.
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Essentially, it's not facecamping per se that makes him strong.
His Guards are REALLY good at camping around the hook and forcing early hits. Likewise, the Orb is apparently the Knight, so MYC, Devour Hope and Monstrous Shrine all work depending on where the Orb is...meaning you can cheese it and camp while still being right next to the hook.
But mostly its the guards ability to patrol around the hook and force early hits.
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I’ve respected your in game observations but did it really take 50 games to figure out knight is a dumpster fire? I say that with a smile and a pat on the back.
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I've been wrong before. Deathslinger and Blight to name a few.
Wanted to be thorough.
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I know it sounds crazy, but some people enjoy playing as defensive killers. They’re the minority for sure, but that doesn’t mean they should be weeded from the game. It’s like MMOs. Healers are always short, but you need them around. Someone has to heal.
Imagine if every killer was a hyper aggressive mobile types like Nurse, Blight, and Spirit. On console I would despise PC Hill Billy. Since their increased sensitivity allowed them to catch you almost all the time.
I actually enjoy Knight so far despite his defensive play style. I run Face the Darkness, Haunted Grounds, Undying, and Pentimento. Mild detection that disappears when survivors heal. This makes it harder to remove. Expose when they totem cleanse. Repeated Totem effects. Debuffs when they break the totems. Works surprisingly well due to the fact you you can even hear the totems being worked on while summoning.
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Aa okay, being able to benefit from "away from hook" perks while being right next to it does seem like quite the oversight
I've just been really lucky so far to not have faced anyone who uses the knight like that
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It's honestly disheartening seeing that BHVR made the most perfect killer imaginable, namely, Wesker. Then turns around and makes an awful killer, AND the sad part is he's so unique. All that potential wasted.
BHVR needs to get with the program.
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Respectable.
i seem to remember most of the community misjudging the pinball wizard.
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I'm very confused to how the guard detection works. Do the guards need direct line of sight to chase a survivor or does it just have to be within their circle? Also is that detection circle affected by height? I swear to god I've had guards see people behind walls and other times not at all. Sometimes they'll jump up or down an entire floor after detecting a survivor and other times just not at all. I feel like I'm going crazy thinking about it.
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No, of course Devour, MYC, and Monstrous Shrine shouldn't work like that with him. But bar that, his camping is no better than any other killer's.
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He was horrific during his PTB. His collision was so bad that he couldn't be played as intended.
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It is though. He isn't a Bubba but it is my opinion that he is close. He's probably a little worse than Twins.
His Guards patrolling near Hook will always scare away one person. If they lock on prior to them getting to the Hook, they cannot rescue before getting hit.
This means that you need a coordinated effort to get the save. Certainly possible, even easy, in a SWF. Solo's and Duo's however, are getting the short end of the stick here.
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I don't know that it's been confirmed, but I think they need Line of Sight in order to target a Survivor.
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Knight is average killer , the mechanic basis surely very similar to twins. Problem that he as 80% of killers in this games technically can't win against group of survivors who does know about generators and skill checks. All as usual. With his ability I can end chase against average survivor for 20-30 secs, but it doesn't matter with current generator repairing speed. 2-3 survivors make gen, for 40 secs. (toolbox, proove yourself, etc etc) If you want make 12 hooks you need down a survivor in 15 secs maximum, only 3/4 killers in game are able to such chases. That's fact. And nobody notices that, or just doesn't want to notice.
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THey shouldve just copied (or tried to) hell ember from Identity V.
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Great. Now he's approaching Trapper's level of strength.
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it's not a surprise that this killer is weak af... even with a full totem build this killer is average (and i'm being generous here). The only thing that feel good about him is when you successfully zone a survivor, but with the maps being big or safer than ever, this will rarely happen... i suspect that he also have some problems/bugs regarding his autoaim when you are trying to hit someone (he's the only killer in the game with this issue since when survivors try to 360 you he will inevitably miss for some reason due to the camera moving without imputs from the killer player, even if you already have in your sight)
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I'd still put him lower.
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Thanks for your hard work.
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Vids like that is dumb, how often will you get iri addons each game? i play most of my games without addons. Huntress one shot is still the strongest if we go with that
also ran that setup, doesn't guarantee you wins, survivors can simply leave lmao and not stay
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Dude, it was a hoke reply. Did you even read my whole post? It's only 3 sentences long.
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