My Knight rework idea

Jace233
Jace233 Member Posts: 20
edited March 2023 in Feedback and Suggestions

I think its apparent that The Knight doesn't really feel right to play. I'm pretty sure its because he has a very defensive power when the killer is an offensive role. That and his power feels really underwhelming with how weak the guards are. It requires set up for a really limited payoff and he feels like such a wet noodle when you start getting good at him.

My proposed idea.

The knight should be similar to Oni with a resource meter that collects blood orbs by holding down shift on wounded survivors. Once the meter is full he can summon an improved version of 1 of the 3 guards to patrol the map until a survivor is found. They will patrol all unfinished generators in random ways, moving back and forth unpredictably. The Knight can still gain blood orbs while a guard is on patrol. Guards being summoned will drain 1 blood energy per second out of 100. All guards will move at different speed with details below. And you MUST remove the detection range lines or this has no chance of working.

The flag should still exist and can be picked up by any survivor coming into contact with it and it will cause the summoned guard to disappear as well as an 8 second haste boost for the survivor. At 10 seconds of a guard being summoned, the flag aura becomes visible at 8 meters, up to a maximum of 24m visibility after 60 seconds. With all this in mind, it will be important for the knight to summon the flag somewhere survivors wont initially look/run into to keep the guard active as they will be vastly improved of how they are now. All guards will now prioritize breaking pallets over chasing survivors.

1) Carnifex - Moves at 105% speed and breaks pallets in 2 seconds. The carnifex also insta-downs any survivor he hits. Will vanish after downing a survivor.

2) The Assassin - Moves at 115% speed, and causes deep wounds on hits. Upon inflicting deep wounds on a healthy survivor, he will abandon chase and continue looking for other survivors. Will vanish after downing a survivor. Breaks pallets in 4 seconds.

3) The Jailer - Moves at 110% speed and as well as an increased detection range, will be alerted to a survivor based on scratch marks, bloodstains, and sounds, will detect even if the survivor is not in visible range. Breaks pallets in 4 seconds. Will vanish after downing a survivor.

Post edited by EQWashu on

Comments

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Do you really think it'll feel better if his power is limited in use by people running around injured, can still be disabled, is completely AI focused because you're stuck with dropping and praying, and is obsessed with pallets?

    It's basically Nemesis with faster zombies and ADHD.

  • Jace233
    Jace233 Member Posts: 20

    I didn't design him. My idea is just a lot better IMO than what he currently is without any major redesign being made.

    Yes i do believe that stronger AI, more limited use of it, is what would make him funner to go as or against, is whats called for with The Knight.

  • ARTRA
    ARTRA Member Posts: 938
    edited March 2023

    I like Knight right now quite a lot, i would love base map of the realm and smoother summoning tho.

    I would not rework it.