Final hours before Knight is ruined :(
Enjoy fellow Knight mains before he is gone into "Let me stale the game and spam assasin 24/7 from distance" while being basic M1 Killer in chase.
But hey I am happy Survivors won't have to deal with him anymore, win at least for someone I quess.
Comments
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I won't be playing him. Can't anti-loop or chase with your guards, so what's the point? Please someone explain how his new design will make him better. 🍿
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Same as many Killer design updates, they want to adress the issues Survivors have with the killer and then on second place give maybe something to the player who plays that Killer.
Chucky and now Knight is perfect recent example: Lets nerf what Survivors cry about and give him something small in return but ultimately making him weaker and worse for the player who plays him.
As for Knight new gameplay, outside of camping gens and annoy survivors from distance I dont see a point in his power at all. His chase is gone.
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I'm glad you mentioned Chucky's change, because I was gonna in my initial comment, but decided to restrain myself. So now I'll say it.
What was it again that makes new Chucky better than old Chucky? Because he's lost his ability to regularly Scamper under pallets and over windows? Oh, that makes so much sense, almost as much as Hillbilly with overheat being better than without, or original Freddy being his best version. Because people actually tried to argue those things. 🤭
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Anyone remember a killer named Freddy?
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I think he would be best "farm BP while watching a show" killer, since you can still injure and sometime even down people without doing any of chase yourself
Low MMR ofc
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yeah they ruined him they should at least have basekit map of realms
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RIP to the best Killer in shutting down shack loops
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Press F to pay respects
F
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Chucky cooldown reduction was not small. But he is more boring to play now
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They don't listen the feedback
The depletation when you chase someone with a gard, or the minimal range for invocating a gard is just ######### stupid…5 -
That's a survivor, no?
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I not convinced by tne doom and gloom yet.
I've seen a few people making amazing use of the Knight with the guards on demand.
- Using the Carnifex like an event remote pallet break on demand looks disgustingly good.
- Using the Assassin to shoot past survivors and force them towards you to score hits is very viable, especially with the longer draw paths.
- Using the Jailor to exert gen/hook pressure while you pursue a down elsewhere looks very good.
You don't need the guard to be there until the moment to score a hit, you only need them there long enough to push a survivor out into a bad position so you can easily score a hit.
I had way more fun using him as split pressure Knight when I was playing him, and I have seen some people using the new Knight very well. Its hard to say cause its the PTB, but tbh his brain dead loop cut off cheese was boring as ######### even as a Knight player... anyone using him to cheese loops likely doesn't really care about the killer anyway, and is the type of player who doesn't play to advance their skills and learn, and instead runs crap like Egg Wesker.
These changes puts more skill expression and mind games into his kit, so even if he's weak, which I'm not yet convinced he is, I think he will be more fun to play for people who actually like to play Knight. The lame players who only use his power to cut off loops for free hits will leave him and the people who actually like the Knight will find new and interesting ways to use the new flexibility his power adds.
The direction of his rework is healthier, and he can always get numbers buffed later if he needs it.
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I'm not going to deny, as disappointed as I am that they ignored our feedback and decided to still go forward with their changes, I will still be giving him a chance.
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That's not Freddy, that's just a cheap remake poser from 2010 that's in the game.
We need to keep pushing for manual Scamper to return, it's the only way Chucky will ever truly feel like Chucky again.
Hopefully bhvr will give Knight another spin after enough time has passed.
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It is so sad :/
He could have been a great killer that is fun to play as but also against. But nope the developers ignored every feedback and chose to make him like this while keeping these annoying bugs.
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It is so sad :/
He could have been a great killer that is fun to play as but also against. But nope the developers ignored every feedback and chose to make him like this while keeping these annoying bugs.
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Yes, because he was nerfed, - thats my whole point :)
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I know that's what you were talking about, but i'm saying that's not even the actual Freddy to begin with because it's the 2010 version rather than the original, which is why i called him a cheap poser.
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I doubt you can do anything against hooks
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I don't believe manual scamper for Chucky needs to return, but I do believe Slice and Dice Scamper needs to be made usable... it has sucked from day 1.
My personal suggestion is to at the very least not drag Chucky's camera behind him when he scampers. Let me keep my original aim from when I Slice and Diced, then go for improvements from there.
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yeah i am not convinced that he is dead. Just takes more skill to play for similar reward. I suspect that the player that master his kit and one-trick will win more games. this purely comes from fact that his nerfs can largely be removed by add-on's.
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Well thats true on second consideration, since you can run past a guard and just unhook for free. What I should have said was have the jailor guard you during pick up animations and alike to interrupt attempts to save.
Again the guard doesn't need to be there long, just long enough to to achieve what you want it to achieve.
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And i do believe manual Scamper needs to return, it was a core part of his identity and without it, he doesn't truly feel like Chucky anymore and making Slice & Dice better won't change that, in fact it will just push his current identity even further into yet another press/hold power button to dash forward, a playstyle we already have too many killers that does that as their main powers.
The free hit from spamming Scamper at pallets not only occurs only when Survivors camp pallets, but it could have easily been fix by just nerfing manual Scamper's speed by a second or two, would have been way better of a change instead of outright removing it.
I will keep advocating for manual Scamper's return until it happens, because the removal to me is as much of a deal breaker as the removal of Slice & Dice or Hidey-Ho mode would have been if they got removed.
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That's still weaker than the old one since guards can't stay in a position
It works, but worse
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Good riddance.
Cool killer with a terrible kit and an even worse gameplay style.
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Indeed, I guess the Jailor is more of a scout for when you don't know where survivors are, or when you want to occupy a survivor for a longer time.
The new increased draw distance combined with the longer up time and vision on him is gonna be great for scenarios such as covering exit gates during end game, or trying to defend a 3 gen that is significantly spread apart.
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You can manually change guards and break pallets still with them even when in chase.
Still doesn't excuse the amount of terrible changes he has received, even with all that feedback they still went forward with the changes which is ridiculous.
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Lets nerf what Survivors cry about and give him something small in return
Honestly I didn't even see much crying about Knight's insta drop, it definately never was hot topic or something. Knight was another "leave a loop" killer and this playstyle didn't work against good survivors anyway, unless it was some isolated loop.
But of course post factum everyone is acting like asked for this change desperately, like with every killer's nerf.
And I'm not even against this playstyle is gone, but he will be insanely boring to play as now, bc "drop guard on a gen" is only playstyle left.0 -
I am already worried what they will do to Freddies Ability to fake teleports, which is his best weapon in- and outside of a chase.
Besides that, they cant ruin my boy.
For Knight, I will test it 5 games in a row and see what happens. If I cant have fun, I will drop him.
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I'm expecting people complaining about carniflex spam over palets soon...
Anyway, I'm surprised they didn't even lowered the pincer with closeby guards debuff to x2 instead of x3. Or at least make map of the realm full basekit as you still wan't to use it every time.
It truly feel like they haven't bothered reading feedback but it is what it is I guess. Hopefully they will give some tweaks in a near futur.
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He can still use his guards in a chase, though. At least that was what I gathered from playing him on the PTB.
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Idk why this is a hot take but I think he's way better now. It's just a different playstyle than before. Instead of shutting down loops, you can have your guards chase one survivor while you chase another, creating a stall for two different people instead of just one. You're spreading pressure more effectively and efficiently.
On top of that, the guards do most actions faster, and they now have better ranges for spotting survivors. And if that wasn't enough, the guards chase longer and the standard takes longer to spawn in if the paths are longer than 10m.
The devs aren't nerfing the Knight. They're making his playstyle less boring and, arguably, much stronger. Just don't follow your guards too closely if you insist on chasing one survivor.
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Knight could already chase two survivors at once before the rework. Nothing new under the sun here.
Plus guards could (and still can) break stuff as fast and detecting survivors as far by using same addons (as only half of their effect have been added to basekit).
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There is objectively less skill expression.
All the things you mentioned were stuff he could already do before as well as more.
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12
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Gold
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What is this, this is golden xD
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True that he could do those things before, but nobody did them cause they could only use the guard they had available at the time, and they could much easier just unga bunga close off loops for free hits with a guard, and use that to easily tunnel players out fast.
I would argue that a killer where the most basic ######### strategy works better than any other strategy you can employ basically eliminates all skill expression... would you not agree? That's basically the argument against Skull Merchant is it not, that all skill elements don't matter because plonk drone down at loop is basically as good as anything else you can do?
So with that in mind, not being able to use the brain dead strategy and actually now requiring the player to engage with the more tactile and skilful elements of the killers kit, coupled with the fact he can make those decisions on demand is surely opening the killer up to more skill expression not less?
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he…does
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The thing that upsets me more than the nerfs is the sudden decision to turn the bugs that affected the summons was turning into a feature instead of fixing it
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No he does not.
Half of map of the realm have been removed to be integrated to basekit instead. So Knight have 10 m detection range at base instead of 8 m before. With map of the realm, Knight used to have 12 m range, and will continue to do so with map of the realm after the rework.
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and thats enough especially since the time it takes for the guards vision to expand has also been halved
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yes…assassin is def the one being spammed…while also being on a 20s cd……….. you def know your stuff about knight xd
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Holy ######### they even added a shadow nerf of cool down
Disregard I'm blind and missed the shared cool down dumb as hell change though
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He's even more ruined than he was on PTB, that's impressive.
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If you get chased by a guard longer than the banner takes time to spawn you are either new to the game, are facing knight for the first time or you are AI.
Like new knight guards are so incredibly easy to avoid, and even if knight is pressuring you at the same time, they are less effective then.
And do not even get me started on people who seriously get hit by guards, like my guess its a goldfish would be able to outperform them in chase at that point.
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