Vecna gameplay show a possibility for Knight (rework)
Hi! Hope everyone is doing fine.
I am playing Vecna these days and could not notice how "similar" the spells and the Knight's guards are: its like different powers in one killers (although the Knight Guards are far more similar among them than Vecna's spells).
What if the Knight had a system just like Vecna, where he could select a guard having individual cooldowns for every guard (like 15s each)? At the start i was against the Knight having the ability to choose a guard because of how the "sequence" is part of his learning curve - a good Knight player should have in mind the sequence of guards and how will use them - but i feel Knight would be so much more pleasant to play if he could just select his guards as Vecna select his spells, according to the moment of the match needs.
Jailer is said to be the useless guard but most of this come from the fact that he is better used as a tracking tool than a chasing tool and sometimes you have to "waste" jailer into something to draw a Carnifex or the assassin. But this would go away if you could choose jailer only when you need more tracking or you are uncertain where the survivors are. Same for the other two guards.
Of course, this alone wouldn't fix the all the problems the Knight has, but would be a nice addition.
Fellow Knight mains, whats your thought on this?
Comments
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You need to explain why Knight needs a rework first. and then we need to discuss all the ways this can turn into OP town.
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You'd never use any guard but carnifex.
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Maybe that leads to the why, which is more often than not because he is much better… Which leads to why are we not changing that and making the others more usefull as well?
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Dunno. There's a lot of stuff you can do. Here's some ideas:
Carnifex can perform two break actions during a single patrol.
Assassin banner is invisible beyond 8(?) meters.
Jailer patrols faster, has a longer path and reveals the first survivor chased's aura when they are first detected in addition to the aura of any survivor within his ring during chase.
Jailer seems a little overloaded but realistically he's never getting a hit so I think it's best good info is very good.
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Because the killer is annoying to go against, buggy as hell and could need many changes to make him more pleasant to go against and play as. I mean sure, the issue could be that carnifex shreds through pallets everytime and you just get a hit. But isn't the main issue with that just that the other guards just don't feel worth it.
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That should have done that from the beginning and I have no clue why they did not. The guards could have been similar to Vecnas power in their purpose and and not just numbers changes between basically the same thing.
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I don't know if two break actions is a good idea. To be begin with you should be able to just let the guard do the action without drawing the path within lets say 10 m or so…
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This was already discussed a lot on this forum. Its close to a consensus that Knight has some issues like gamebreaking bugs, silly counterplay, some cheese strats and addon dependancy and its on the weaker end of the killer rooster.
As being OP, i don't think so. It would be the same as the Knight but with a faster depoly of the desired guard. Today we can do this by popping a guard, hit and get to other one, but its so boring to do this that its easier just to deploy the "wrong one" and just do the chase the way its possible.
Edit: I've made a topic on some suggested changes for the Knight were i deeply discuss his problems and how i would solve them.
Well, at least i would use all the guards: Assassin for ranged snipes, Carnifex for some chases and Jailer when i need info or to hold an area. Also, keep in mind that with individual cooldowns you wouldn't be able to just spam a single guard, but would need to circle at least between two of them.
I can understand what the devs have thought in the release, but seeing how Vecna plays it feels a much better design than the Knight original one. Also it would fit better his theme as his lore, as the guards are his loyal servants, each of them fulling a specific role inside his army.
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Consensus? My guy your post has 3 upvotes. You call that consensus?
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" I've made a topic on some suggested changes for the Knight were i deeply discuss his problems" ← The topic is where i discuss most of the Knight's problem, raised with other Knight players, not where the consensus is shown.
I'm not saying that my suggestions for rework is a consensus. It just some ideas on how to change that i gave. I don't take this topic as a consensus, its just discussion the problems of this killer. Sorry, but you didn't understood my point.
Ask killers who play the Knight (or used to play) and i assure most of them agree that Knight need at least SOME CHANGES and Quaility of Life, specially on the utility of every guard and their
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Ranged snipes don't do anything. If the survivor throws a pallet or vaults a window the assassin will never catch up.
Jailer for.... Info? Holding an area? That's nonsense. If you're randomly plopping him out to try and find survivors, he's not going to do anything and you're going to have to either not have a power for the patrol duration which is forever or trundle back over to him and hit him which is a huge time waste. If he's "holding an area" you're out a power for any survivors you might spot on top of survivors just advancing their objective elsewhere.
All the other guards are just pathetic compared to carnifex. The chase duration for the others is too short to effectively herd survivors where you want them to go and their utility is middling at best.
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In my experience, this is not true.
Although its not always a guaranteed hit, with Dried Horsemeat the assassin can catch up survivors. They won't be always near a pallet or a window to avoid the assassin.
For the Jailer, there are times where you know more or less where the survivors are but you cannot be sure, so you send the jailer in a route where you can intercept them, specially in the corners. Also, for holding an area, you can use the jailer to protect some gens or the path to a hooked person. Since he gets a big range with Map of the Realm, you can spot people while they are traversing the map.
Anyway, although i believe Carnifex is a very good guard, the other two can have their uses too.
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Hey look at that:
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I appreciate that you recognize that each guard should have it's own cooldown along with this instead of just being a flat buff, unlike other suggestions I've seen 😒. Still, I feel like this is something unique to knight and doing this would make him too similar to Vecna
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Yeah, they really read the forums. Lets see how this will work on the PTB
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