How To Counter The Knight - A Few Tricks! Any More?
So, alternating today between killer and survivor, and there are a crapzillion knights clanking around at present.
And - yeah - he was pathetic beforehand, but he's actually kind of scary now.
Thus, after a good dozen games on each end, here's a couple of tricks regarding messing him up (his power is so insanely complex that I'm more comfortable against him than as him still).
- If you're getting chased by the summon, run in a straight line and vault. You can also use changes in elevation on lead the summon over a drop. If you're getting chased by both summon and knight, don't greed the pallet. Pre-drop it, it messes up the summon.
- If you loop stuff tight, the summon will get snagged on it as it goes around and you'll gain time.
- Do not heal under the hook!
- If you hear a TR, anticipate a summon popping up at your gen and prepare to run.
- If he's got a 2x summon addon, figure out which it is asap.
- Don't lurk around him if he's picking up. A lot of knights will send a summon to patrol before picking up, in case anyone is feeling froggy with a flashlight.
Anything else?
Comments
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The buffs did essentially nothing for him. The counter-play is the same.
Make sure you never ever ever path yourself into a corner of the map and barring that, hold W.
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Eh, I'm finding they let me play him a lot more like I wanted to. That speed boost is not nothing, and I can now poop a guard into a loop that a survivor is running towards, then buttonhook towards them once it's up.
He's not going to be S tier any time soon, but he's still a hell of a lot less clunky.
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It's a 5% buff to movement speed. If you're using it to catch up, it isn't significant at all. If you're using it in a loop, it is significant but the counter-play is the same.
It isn't enough to convince me to stop doing what he's best at, unfortunately.
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Eh...I'll poop a guard as they unhook, but my goal is more to get the unhooker.
Going to be watching some high level chaps play him tomorrow, as he's a bit of a mystery to me sometimes. But I played a lot of him tonight and only lost one game - a nasty TTV 4man that I'm not sure I could have taken, even on my Hag or Artist. And it was frigging Lery's - which I do not understand at all on him.
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You are not taking advantage of his abilitys if you feel hes the same. The pressure you can apply on the survivors is far superior than most killers with him. I played 3 matches today as him two 4k, one 3k and the last one was againts a 4 man swf.
The guards speed boost is enough to cut survivors path fairly easy and give them trouble, If you are not doing sandwiches you are not doing it right. Btw Dried horsemeat and map of the realm addons are still the best one for me.
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that's just like saying why would i chase with bubba when i can run deadlock, noed, nwo and do what he does best (camping).
like yeah if you wanna just camp and protect a 3 gen all game with knight he's unfortunately gonna reward that playstyle till bhvr does something about it but he definitely doesn't force you to.
the buffs actually made a big difference and his guard are more reliable and oppressive now if played right without needing scummy tactics to win.
he's not the best but very fun to me to macro manage with always pressuring survivors in different ways.
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@Pulsar is right.
He doesn´t feel much better than before. His power is still clunkly in tight spaces or loops. Having to take a few steps back to search for a spot where to start the summoning is everything but intuitive or fluid. Survivors can still outrun the guards by holding W. Even if you spawn the guards next to them, they won´t start the chase because the search ring widens to slow.
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What I really don't get is how to handle very tight indoor maps like Lery's, as the guards are constantly doing weird stuff or not seeing people.
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