http://dbd.game/killswitch
Knight Suggestions
I'm not trying to spam, but this is a slight repost of some of my suggestions over in the General Discussion area.
I wanna pose some ideas for the knight. I'm not saying these should all be used, at least not at the same time, but maybe, MAYBE these will help with his unfun-ness to go against, and his anti-looping power. For more info and context, see my other post.
- 1.) The Knight cannot place guards around hooks in 10 meter radius (the Patrol path will not enter a 10 meter radius around a hook). My reasoning for this nerf is that while guards can be disabled if a survivor unhooks, I find that they can be placed so close to a point where a hit is sometimes inevitable.
- 2.) Guards can only be used to break gens or pallets. I'm not super optimistic about this one, but maybe it'll totally change the knight from being an Anti-loop killer to one that is more chase-oriented. Tension could be made as a survivor would have to quickly flee an area if the Knight renders a pallet unusable. Chases would only be sped up, and not capped off (unless more regular means of ending chase are present like zoning, entering/creating a dead zone, etc.)
- 3.) Survivors can always see where the Knight's path orb is. Idk why the Devs changed this, as now the Knight can almost always sneak up on a Survivor doing a gen in the form of a Guard. Maybe this was meant to be a kind of jumpscare/surprise mechanic. If it was, I don't think it's worth it. In concept it's cool, but unlike a killer whose jumpscares actually work well (Sadako), its kinda weird or annoying in execution at best.
- 4.) The Knight has the option to place down guards for an unlimited amount of time around the map, but cannot use them in a chase or create a path with them unless they are either stunned and returned to him, or the 30-second usage timer runs out. Basically, and I know this is ironic, the Guard could be used like Twins, but only for a limited amount of time (so better...maybe...idk...). Essentially, unlike Victor, they could disappear mid-chase, and the player would revert back to the knight's original position. The main Knight would just stand or take a knee while the player controls a guard. Honestly, I feel like if the Devs combined this idea with idea 2, the Knight would be way less anti-loop, and would have to employ more strategy in regards to gaining the looping-oriented side of his power. I we go back to my situation, I could drop a pallet, the Knight could use a guard to break the pallet, I could take the window, and chase could continue, OR if the knight placed a guard somewhere they could take control of the guard, and chase could begin in another fashion. Maybe the Knight could funnel me back to the room where I dropped a pallet and down me there. Does the power still have great zoning potential? I believe so. Does it leave a survivor with some options before all are 100% exhausted? I believe so.
Personally, I think options 2 and 4 are the best, and would work well together.
Comments
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I’m confused by all this. You’re wanting to give heavy nerfs to a killer that is already very weak? I started this post expecting to see buff ideas.
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I'm curious, why do you think he's weak?
Also, the hardest part of thinking about reworks is to think up ideas that won't nessicarily nerf a killer but will change the play style.
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how to completely destroy a killer guide.
he'd be worse than sadako.
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Your play style changes are all heavy nerfs.
it’s pretty unanimously agreed on by most the community that he’s weak. The guards don’t waste much time while simultaneously not reliably getting hits. Yeah you can pincer people with them, but between hold w you’re taking as long if not longer to get the hit than many killers anyway. He’s also very addon reliant for a couple while all the rest of his addons being trash.
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While I have seen complaints about his addons, I've seen most people still conclude that he's not weak. He's also very annoying. That's the biggest problem. He's another annoying anti-loop-focused killer that isn't fun to go against.
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I don’t think I’ve literally even seen 1 person say he was too strong and I’m on these forums a lot. Like 90% of knight posts are asking for buffs. His play style has 2 addons even required for it to work.
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If we go 2) and 4) route he just becomes a M1 killer. Even more than now. And without the ability to do anything about loops (unless you could instant-command a break action lol)
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being annoying doesn't warrant a nerf, otherwise legion would have received nothing but nerfs in every single patch
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