Just buffing the guards Gen kick? Seriously?!?
All they did was make it so the guards kick gens better? Are they actually serious?
Not the guards terrible chase ability and the fact they too long to activate? Making it so holding W is ridiculously powerful against him? But there's no way to really counter that since they can literally see where you're going when you're going to place the guard?
Of all the things they only buffed his guards Gen kick?
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Guards kicking needs to be effected by perks. It's on the verge of useless otherwise.
Kicking a gen without perks is a waste of time and hurts you more than helps but in this case you're actually also wasting your power and making yourself an m1 killer with no ability for the cooldown in order to do it as well. Just makes zero sense.
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It is still very early to make bigger changes to The Knight. This was a quick change that could be done which will also have some impact.
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yes very early to make changes on an obvious shift-w problem pointed out in the ptb. shrug.
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Guards kicking gens has the least impact. Kicking gens with guards doesn't activate your gen perks like eruption COB etc. That was the weakest place to buff him and the buff itself was minuscule.
The guards suck in chase, take too long to activate and their auras are tiny. Not to mention like I said above they can also see where you're going to place the guard in the first place.
He has to be one of the worst killers in this game outside camping. It's his only strong suit
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IMO they should make his Patrol a lot stronger and nerf his Anti-Loop. But I know that most Killers would like him to be a Anti-Loop King and probably gain 230% Movement Speed when a Survivor presses the "Shift"-Button...
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I said that it was an easy thing to do and has some impact. Nothing more.
Kicks by Guards should not be affected by Gen-Perks. Stupid idea, really.
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well I suggested that they buff patrols by inventing new mechanic called empowered summoning. Empowered summoning boosts guard m/s, reduces summoning time and time needed innate chase if the knight places green whisp within 2-3 meters around the survivor when pressing the patrol button. Killer who are good at using Spirit-phase walk will dominate with the knight as he would be a ranged spirit if he places his guard correctly. In exchange, when a guard chase is started, the knight suffers a 10% hindered effect during the chase(He moves at 105%). He would still be anti-loop but there would be more counter-play for the survivor to loop 2 killers in the corner of the map.
Overall goal of the change would be to punish the knight for missing his patrols but award him for placing his guards on top of the survivor(Punish survivor for mindlessly hold-W).
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He came out like 3 weeks ago lol. They are mostly focused on fixing his bugs, as they should be. If you don't like him, don't play him
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That should never happen.
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What’s the reasoning?
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I have played quite a bit of Knight and finished all his achievements. I have never used a guard to kick a gen, and I don't use gen-kicking builds for my knight. This change makes it worth doing it so I may start using the guards for this late game.
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They're power, not killer.
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Okay, now where's the valid reasoning?
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This should of been added by default in PTB and live. Feels more like a bugfix to me.
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Should Victor applies Franklin demise?
Should Victor applies Sloppy?
Should Bubba applies Brutal strength with chain saw?
Should Demo applies Brutal strength with shred?
They could total make Pinhead summon a chain at distance to "kick" a Gen. Should that applies Brutal strength, or further more, Eruption?
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-Yes
-Yes
-You can't break a pallet faster with a power that instantly breaks a pallet
-See #3
-See #3 but apply it to gens
-Yes
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The guards seriously do need buffs. Out of a whole match on Badham, to my 3-SWF who were all new to the Knight including me, we got hit by the guards collectively 2 times, and those were at the short mindgameable loops. And I asked them afterwards, "Did y'all ever get hit by the guards?" And they're like, "Who? Oh yeah, those guys who kicked the gens."
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A few of these you could say "yes" to and it would be fine.
One aspect of Knight's power is being able to kick gens specifically, in addition to kicking pallets. Gen kicking perks should work with it, especially since PWYF apparently works with the guards as well.
Let's just be up front and truthful: You guys are just worried about Eruption working with Knight. That's the only reason you don't want this Killer buffed to work with gen kicking perks.
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Camping, 3-gens and the fact that Guards can kick Survivors off gens by kicking them.
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And then they instantly work on it after the kick, what’s the issue? You’re also wasting your power then when it could’ve pushed a survivor off the 3 gen for its entire duration. Doesn’t seem like any good reasons here.
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I'm not even really sure why I responded tbh.
There's not a reason that you'd accept.
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The knight is a really stupid killer.
Your power assisted kick on gens/pallets should use your perks. Otherwise why bother taking those perks? And if you don't have gen kicking perks then you should not kick gens. And that only reflects the problem that the base killer regression speed is just too damn low.
They want you do channel your pet into some fancy path but the best option is minimal channel instant drop. So the whole intent of his power is completely misused.
You should summon the guard not base on rotation but rather by what they are doing. Jailor should be completely deleted and just give the assassin more duration. Every chase should be the assassin. The fat guard that kicks fast should only kick gens/pallets.
That would be a much smarter design for the knight.
I have played 0 live games since release. I spent 9000 shards and 3M xp to unlock his perks. I never plan on playing him unless he gets a Legion/Ghost Face style 2.0 rework that makes him go from suck to : survivors hate playing against him.
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I think nobody would complain if the guards were completely unable to kick gens at all. It's rare that it's worth it, but sometimes it is. For example if you down someone 30 meters away from a gen you didn't kick, you're better off sending a guard, unless you have slowdown perks related to kicking gens.
Also, using a guard can block a gen for a few seconds. ironically, this strategy is better the longer guards take to kick gens. If a generator is at 99, you can send the assassin to block it so that you can reach the generator.
Now those are specific cases. I personally would hate to see every Knight playing 4 slowdown perks and applying their build to all gens all the time, that'd be opressive and it'd buff the perks more than the knight himself.
I wouldn't be against giving a baseline effect (for example, the Carnifex could take 5% off a gen instead of 2.5?), but buffing perks exclusively for the Knight seems a bit like a weird buff to me.
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I have to admit that I decided to play imagining that the knight is a killer with no abilities at all and not stress about how useless it is. Because if i don't, I get tilted that I wasted 9000 shards on that killer, as if shards were any easy to get...
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I'd accept a logical reason.
Not accepting bad reasons doesn't imply I wouldn't accept any reason. That's a good way of taking zero responsibility and just assuming you're always right. That's a logical fallacy.
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Your view of logic is hindered by an inherent bias. As is mine.
What I said above makes complete logical sense to me, however, it clearly doesn't to you.
So, let's try this. Why should The Knight's Guards be able to apply perks?
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"Your view of logic is hindered by an inherent bias. As is mine."
You're misusing the word bias.
-prejudice in favor of or against one thing, person, or group compared with another, usually in a way considered to be unfair.
My view of logic is based on data and thousands of hours played. You're trying to imply that I just "unfairly" want things skewed one way which is simply not true. I aim for objective balance on both sides.
"Why should The Knight's Guards be able to apply perks?"
It removes his ability and makes him an m1 killer for the duration, that seems to be a fair trade to me. The idea of perks being applied on guard kicks is simply trading his power for a little bit of walk time. How is that broken or unfair? I can't think of any situation that causes that to be overbearing unless you have an example where it would.
Currently using your guards to kick a gen in 99% of situations is not the correct play.
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