Why were these Knight add-ons changed?

In the latest patch, 3 of Knight's add-ons were with seemingly no understanding of what the problems with Knight's add-ons are.
Pillaged Mead had the bonus action speed of guards nerfed from 25% to 15%.
Tattered Tabard had the extra patrol time of guards buffed from 6 seconds to 8 seconds.
And Town Watch's Torch was buffed to give Knight undetectable after 2 failed hunts. Rather than 3.
The problem with all of these changes isn't that the add-ons were fine and didn't need to be changed, they did and still do, it's that the changes they received were completely tone deaf.
Pillaged Mead was always a bad add-on because there was no situation where having your guards break stuff faster was a tangible benefit. Ordering a guard to break a pallet during a chase would still take a few seconds when using the Assassin and Jailor, and using the Carnifex would still be basically instant.
And when ordering a guard to break a gen the reduced breaking time is actually a bad thing since gens cannot be repaired while a guard is breaking them. So reducing the time it takes for a gen to break a gen lets survivors begin repairing it faster.
Yet this add-on still had it's numbers nerfed?
Tattered Tabard is a terrible add-on that might as well be a direct downgrade to Knight's power. Having your guards patrol for longer is bad because guards are at their most useful when chasing survivors.
If you send a guard out to aggro onto a survivor, but the guard fails to detect them, the extra patrol time increases the amount of time before the guard de-spawns and you can use another guard. Effectively increasing the cooldown for the power if you mess up.
Increasing the extra patrol time just makes this add-on worse!
And Town Watch's Torch had the most bizarre change of all. The problem with the add-on is that it required you your guards to fail to catch someone multiple times before it would activate. Making it one of the only add-ons that doesn't give your power extra value, instead activating when you fail to get value from your power.
Which is significantly more difficult to use and much weaker than some of Knight's other add-ons that just give straight-up buffs.
Having to lose 2 hunts instead of 3 is still a really steep requirement to activate this add-on. And it is completely outclassed by the Ironworker's Tongs that do effectively the same thing after only 1 failed hunt.
So I'm left wondering...
What exactly was the design process behind these changes?
I'm all for Knight receiving some changes to his add-ons. But only changes that actually fix the problems his add-ons have. Like giving him viable options outside of Map of the Realm, Call to Arms, or Dried Horsemeat. And reworking Knight's Contract so you can't facecamp people and get free downs when someone goes for the save.
These changes were apparently made by someone with absolutely no knowledge on how Knight works and seem completely arbitrary. The add-ons changed are still awful and will continue to never be used since there's just much better alternatives.
These changes are so meaningless they might as well have never happened...
Comments
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Probably the classic "low useage = buff" All though the torch could be funny.
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But the torch is still just a weaker version of the tongs. It's still garbage.
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Every time I read that Knight can camp a hook with his ability, I lose interest in what I read.
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You didn't read the post properly then.
The reason why Knight's Contract allows Knight to face camp is that it exposes nearby survivors when he summons his 4th guard. After hooking a survivor, you can cycle through guards by summoning them and cancelling them with a basic attack until you have your 4th guard ready to summon.
Then once you see summon about to unhook, you can slap down the guard and insta-down the survivor before they can save. It's a blatantly unfair and overpowered strategy.
And the fact that Knight's Contract still lets you do this while useless add-ons that nobody uses get meaningless number tweaks is disappointing.
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they couldnt care less about knight, his rainbow addon is still broken and doesnt block survivors from exit, been like this since winter, his balance changes are probably generated by AI because no dev wants to touch him after release.
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I sadly agree :(
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Good question. None of them addressed any particular issue.
His biggest issues are needing MoTR and the buggy Guard AI, imo.
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Absolutely spot on. None of the Knight addon changes actually did anything meaningful or, in 2 out of the 3 cases, actually do the opposite of what the devs likely intended. Pillaged Mead is actually better for gen-damaging than it was before (it’s still bad for you, just less bad) and Tattered Tabbard is now worse than it was. Meanwhile Map of the Realm and Call to Arms are still basically required to play him (especially MotR).
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I agree.
Assuming those 2 issues are fixed in the future the next thing that Knight needs is an add-on pass. Buffing some of his weaker add-ons and reworking Knight's Contract.
I still have no idea why a dedicated facecamping add-on still exists in the game.
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+1
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