Knockout got nerfed by the new survivor UI
Knockout was already a pretty bad/niche perk, right? Could be good for slugging, but only against solos. Well, there were a few things it did while not slugging, the most consistent ones being not showing were you are when you down a survivor and pick them up and, consequentially, not showing when you pick up a survivor. This might make so survivors aren't ready to do certain things, like entering a locker to counter BBQ & Chili, stop working on a gen right before a hook in case of Pain Resonance + DMS, rescue a survivor when they know the killer is busy picking up the other one, run through Hag traps since she won't be teleporting anyway or, my favorite, leaving through the exit gates before a survivor is hooked.
Well, this later benefit doesn't work anymore. Now the UI tells when a survivor is picked up, so the perk doesn't hide this information anymore. One may argue it's a small nerf, but Knockout was already not a strong perk to begin with and this made it even worse.
Solution: add a feature to the perk that prevents the sign of a survivor being carried to appear in the HUD. Additionally, this perk could use other buffs to affect both SWF and solo alike: make the recovery speed reduction last until healed to injured state (the recovery speed, not the crawling speed reduction, that would be way too bad for crawling slugged survivors), make so it takes longer to heal this survivor while in the dying state and maybe remove the basic attack condition.
Comments
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The point of the hud was to bring solo closer to swf - if you remove that it just becomes another solo q issue again while not affecting any swf. Tbh knockout itself is one of the few anti-soloq perks in the first place and I think we need less of those/rework them all in the first place to do something completely different, but that's just me.
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But knockout is not like Eruption, as an example. Eruption had a really strong effect that only SWF were able to counter. Knockout, on the other hand, is not really relevant to the game's overall balance. It has an already not that strong effect that works on solo as intended, but can be countered. Still, it doesn't work on SWF. If the perk is weak, make so it's effect doesn't affect anyone instead of just not affecting some doesn't seem a good way to go. So because there is a sinergy between two low tier niche perks (Knockout + Blood Warden) that happens to not work on SWF, than that sinergy shouldn't exist at all?
Still, I gave some suggestions of other possible buffs that affect SWF and solo alike.
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I think we are mostly in agreement - I wasn't trying to compare it to eruption strength, though.
Knockout is a weird perk, because to me, it's sole purpose is to be purposefully anti-solo queue while not affecting swfs other than bad swfs, or swfs who aren't on comms. Weak or not, it's something that has to be kept in mind - same goes with the third seal (and I feel like I'm forgetting one other - that wasn't eruption).
But I was just also commenting on hiding the pickup from the HUD - which just is another way to affect only solo q and not swf, since the swf can just say I'm being carried. Otherwise, I'm fine with the other suggestion that affects both. But in general, though, I just want perks like this to be completely reworked to something else.
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I also think this is the best approach. Time to rework Knockout once again.
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I've said it before, I'll say it again. Blindness status effect should disable the hud. Then Blindness becomes a real status effect to use
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Why does it need to be closer... its not solo vs swf, its survivor vs killer...
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Because it's killer who suffer from it.
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Exactly. So we agree. HUD is bs and needs to be removed asap.
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I'm stating opposite, by having large gap between SWF and solos it will skew data and makes it miserable to match with SWF.
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swf should be brought down to solo queue, not the other way around
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I really don't know the point you are trying to make, to be perfectly honest with you.
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the point is that solo queue doesnt vs swf, there is no point in bringing them closer together as they do not face off against eachother, its survivor vs killer
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To be completely frank, I completely, utterly, vehemently disagree with both of these things you just said, and nerfing swfs like that would actively kill the active player base. But I don't think anything I ever say to you will make you change your mind, based on your other posts I've seen you made around the forums, tbh.
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And the whole point of knockout is to target SoloQs so it would be fine
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Blindness by itself is a status effect that only really effects SoloQ players. A Swf of any size can and will share information. Knockout causes the downed survivor to become blind on top of hiding their aura from others. A swf will not care about the blindness on the perk from either perspective. A soloQ player is left without knowing which way to crawl (if they are being slugged, the only reason to really run knockout) or if anyone will know where to go.
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Old HUD DID show when the killer picked up/dropped downed survivors. The bleedout bar would flash while a survivor was being carried. If the bar wasn't flashing then you knew the survivor was on the ground.
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Yes, but again, Knockout is irrelevant to the general balance of the game. It shouldn't have great impact on kill rates or the game balance. It's a perk you see once in a while at best and, when you do, there's a pretty good chance it won't do much.
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I am fine with disagreeing.
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It wouldn't be the first time they do something counter-productive with perks. I mean look at the new Exhaustion perk that kinda encourages the killer to tunnel the unhook. Or Self care being invalidated by COH. With how long the game has been out eventually something new will break something old. Knockout is sadly only really good for its healing and move slows. Blindness just doesn't really have a place in the game, despite how many add-ons try to use it or the few perks.
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