Reworking "The Knight" --- My suggestion
A full rework is needed and this is the best way to do it. He should be similiar to the oni with a power bar for his summons.
He can absorb the blood pools of players and can summon a guard to patrol the generators using AI. The patrolling would be incredibly random as in he can circle back to a generator just after just passing by it, and rinse/repeat.
Unlike Oni he can use this ability at any time as well as cancel it (doesn't need a full power gauge). Has a maximum of 100 charges and drains 1 per second on patrol mode and 2 per second a guard is on a survivor.
Now obviously since these summons have a pretty strict pre-condition and are limited/time consuming to use, the guards would receive major buffs.
Carnifex - Speed should be at 4.4 m/s, 110% to a survivors 100% speed. Has the added buff of being able to 1 shot any survivor from full health.
Assassin - Speed should be at 4.6 m/s, 115% to a survivors 100% speed. Has the added buff of swapping to continue patrol/hunting survivors after inflicting deep wounds on a healthy survivor.
Jailer - Speed should be at 4.4 m/s, 110% to a survivors 100% speed. Has the added buff of being able to detect survivors from scratch marks, sounds, and blood pools outside of his normal range (including in lockers).
The knight will still place the flag as usual but will probably want it to be done in a hard-to-find/reach spot. This would enable a solid counter to a much stronger summons/ability.
Comments
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This would just make him feel worst to play against since now he'd be better at 3 gens, (because a Guard could last up to almost 2 minutes near a gen) going down to his Guards would almost be guaranteed since I don't think you understand just how fast 110% is for them, or even 115%. You also have a killer that has basically no skill required in order to use their power making them boring af to play and even less appealing than he already is.
Quite honestly, The Knight is fine. He is in a very similar boat to Bubba in the way he's actually fairly fun to play as and against but if the person playing him decides to be a dick then its just a really unfun experience for the Survivors (Bubba has camping, he has 3 gens)
He does basically what Twins players have been longing for and that's being in 2 places at once but actually applying pressure to both of those places. His Guards all have multiple ways you can use them but all people do is treat them all the exact same way and just zone or 3 gen. They all have quite a bit of versatility and there is so much more depth to him that I'm actually contemplating making either an entire essay on it for the forums, or hell even jump into content creation to make an in depth guide for him (and other killers who are severely under appreciated, looking at you Merchant)
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His ability would not have a lot of up-time, and he would now be a pure m1 killer in chase.
A 3 gen can be countered by survivors who use their brains. Simply saying you don't want to change/expand any of the killers because of bonehead survivors, will just mean the game keeps bleeding players and getting more boring.
Yeah man he is great right now, a 10 second patrol that any moron can avoid is definitely what makes him a solid killer. Definitely fun to drop his power at pallets as his guards stumble onto a 1cm area back and forth if it doesnt detect survivors. Totally nothing wrong with fundamental basics of his kit.
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Knight is fine as he is, blame the player base for only doing boring stuff with him. He doesn't need to camp a 3 gen to be fierce and dangerous.
The only thing I would change on him would be the detection range of the guards in order for The Map Of The Realm to not feel like a must equip add-on. Otherwise, he's a blast.
He has a lot of potential as a killer and it's so sad to see that people just use him to camp (which he's terrible at doing by the way). The guards can be used in many creative ways. Set ambushes. Break palettes midchase to limit survivors' options. Use the jailor to patrol totem spawns. At worst, guards can chase survivors away from objectives and make them waste time while you're busy doing something else.
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You cant be serious when you say use the guards to patrol totems. I know you do not play him when you say that. They last for no time at all. It's not even worth the time to set them up to guard a totem for 20 seconds.
The patrol part of his power makes absolutely no sense, and it's only real use is dropping it at pallets on on surviviors you are already chasing, or yes like you said, ambush survivors healing/on gens occasionally. But its too weak of a power to be fun to use/go against. Guards being no threat on their own is kinda pointless.
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With addons, jailor lasts for 30 seconds. That's a lot of time in killer land. Not to mention that survivors always get cocky and will end up triggering them anyway.
Looking at what you want the guards to do, why even play the game if you're gonna let the AI do it all for you? The guards are supposed to be a means to an end and not the tool which will make all of your work for you. This would absolutely bore the killer and survivor to tears and limit further their involvement with the game and each other.
As for the flag... I've only seen a survivor evade a chase by grabbing the standard once in hundreds of knight games. There's no need to hide it, survivors don't even know it's a mechanic.
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that last mini paragraph is exactly what I mean, people just simply have no idea how to play him other than what you just described
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