The Knight is dead
The devs killed the knight. I hope the survivors are happy.
Comments
-
how
0 -
He feels so bad now.
17 -
They are happy now. He's so terrible
14 -
Very happy thank you, I hated loading in to see the killer is Knight so hopefully that will be rarer after this. Now if they could just kill off Trickster and SM too…
7 -
This content has been removed.
-
Yes, let's make content worse for the sake of previous iterations being bad instead of recommending better changes.
/s
14 -
Don't feed the trolls
2 -
BHVR when it's time to nerf B tier killers: 😈
BHVR when it's time to nerf Nurse: cricket noises
13 -
Hopefully knight will get buffed in next update.
6 -
I'm not going to say they're trolling, considering I've seen the same opinion said about SM, Sadako, Blight, Nurse, Wesker, Xeno, Trickster and Billy.
There's no reason we should celebrate content being put in a terrible state. For example, I dislike SM for her visuals and lore, but I'd never celebrate if they nerfed her to a state where it's an uphill battle to even do the basic function of a killer. I think it needs to be said, regardless of trolls or not, because I know people think that way.
5 -
If someone shares such an opinion, no matter what you say is not going to change it.
There is nothing rational going behind that. It's such a waste of time and you just invite them for follow up.
2 -
I really don't think Knight's that bad, you just can't place guards right at your feet anymore.
6 -
While that's true, it can still be said for anyone else reading. I don't need to convince the one person, the sentiment can be shared though so we can try to prevent this from happening with future changes.
1 -
Have you actually played him?
4 -
I mean he was pretty much dead before? I rarely ever played against knight probably the top 5 rarest killers in the game this probably just cements the knight as the rarest killer lol
1 -
Not today but I did on PTB. I know that isn't the same as live but from everything I've seen, the biggest thing is the shared cooldown. Besides that, I loved what I saw.
1 -
I've been playing a ton of Knight now that the rework's on live servers and honestly, I'm not seeing it, the only way these changes are a nerf is if you played Knight in the most brainless way possible and dumped a guard at every pallet
Carni breaks pallets instantly, letting you bulldoze through small loops and saving yourself some time outside of chase
Assassin can be used to pincer survivors inside of loops or keep pressure on them if you can predict where they're running to, hell I have been able to get Assassin hits even when the survivor uses Sprint Burst thanks to the increased duration
And Jailor keeps survivors busy for several eternities, AND can still be used in chase thanks to his much longer hunt duration
Knight has not been nerfed, Knight has been buffed, the only way you could see the much better Hunts as a nerf is if you were a meathead and dumped a Guard at every pallet for free zoning, use your brain and he'll be much, much more effective
6 -
I always played knight as a split pusher and I can see how these are nerfs.
Personally I'm glad placing at your feet is gone, but the downsides:
- Global power cooldown post-guard return feels awful. They really should have kept cooldowns between guards to punish spamming and promote smarter allocations of your guards. Heck, the bug that let him swap guards in the PTB quickly while they were out would be balanced with this exact cooldown system.
- Hunt regression time by proximity, while a good idea to negate the worst of his pincer options, is too much to do reliant pincer attacks in complicated tiles. Especially with how his AI still acts.
- Far too easy to juke the guards with windows now. I've been doing it against a few Knights.
- Jailer time increase is great, until you realize paired with the global cooldown it means you're down a guard for too long using him. You have to hope he gets a hit early if you use him for wasting time.
I think the only positive I can think of is the change to Knight's Contract.
5 -
the biggest thing is the shared cooldown.
That completely changes how you approach the killer and how killer feels to play tho.
On PTB it was fine to go for scouting patrols, because you had option to call guard of you found survivor. Well, you get punished for it now.
Cooldown is twice as high compare to previous (live) version.
With increasing hunting duration, you can be without a power for very long time.
24 seconds patrol, 18 seconds hunt, 10 seconds cooldown (Jailer)
1 -
Good
0 -
He was literally buffed from the previous patches
2 -
He got undocumented changes from ptb to live
3 -
I'm aware, undocumented changes that arguably made him even stronger lmao
0 -
They definitely didn't.
Global cooldown snuck in post-PTB and is not cool. It's longer than his pre-patch cooldown
8 -
how so?
3 -
I'm saying they made him stronger from ptb to live, not from live to live.
0 -
he was stronger in ptb? global cooldown ruins him
6 -
not when its 10s long lol
1 -
”why are there so many weskers :((((((“
1 -
I'm sorry but I don't see how Knight is better when they made your power worse, banner is still a thing for some reason, survivors breaking the guard's AI is now an oficial mechanic, the only functional guard in indoor maps is carnifex since you can't insta drop guards anymore, the 1/3 timer if you're next to your guard hurts Assassin and carnifex more than it should, they just shifted him, he was miserable before, but now he's miserable in a different way :/
(I mostly disagree with my sentence above now)
Post edited by RFSa09 on6 -
Carni is extremely punishing to use when miss. If Huntress/ nessmiss pull up their power at pallet and survivor greet than survivor win the mind game and continue to run around it. knight preemptively summon up carnifex and the survivor greet than they can leave the loop now. You can't cancel in time before they get somewhere. You can't just drop guard and it not wise to to try in land the carni on the running survivor. You're also way too slow coming out of your power compare to most killers so can't even bait it at short loops. Now the cancel is pretty good at big loops like shack/jungle gyms. You can bait survivors with a path being draw and cancel it as they flee out of position. Most will assume you going to lock down the tile. Overall his anti loop isn't free anymore and extremely time costly.
3 -
There's no reason we should celebrate content being put in a terrible state.
The entire game is in a horrible state of content fatigue, though. And it's only going to get worse and worse. There's such a thing as too many killers, survivors, and perks, and that the biggest problem the game already faces. Too much cosmetic and "new" content and not enough actual whole game qol/balance focus. Cash cows, though, amirite?
1 -
And yet when we try to get these QoL balances, it's always people wanting stuff to be unusable/horrible to play for the sake of 'well I don't like that character anyway'
You can make an argument for content fatigue, but it has nothing to do with balance changes and altercations to kits that are clearly negative.
5 -
While I do love the ability to cycle between his guards freely, using his guards now just feels more clunky and restrictive. Certainly less fun to play than before, and less accessible to newer players too.
1 -
I understand why they gave him a global cooldown but man he felt smoother on the ptb because of it. With dead man switch you can push multiple people off gens with different guards without having to wait. You have more freedom to adapt to what was going on and put guard somewhere else it needed to be. Much like his anti-loop I think his map pressure is solid still but extremely punishing if you make the wrong call. If u put jailer on a survivor from a long range the hunt will last forever with mean no anti loop like u said. So you need to be way smarter on when to used to sssassin and when to you use the jailer. One wrong call and u can be m1 killer for nearly half a min. I will say the guards get hits wayyyyy more frequently now with long draw path. increase hunt time and decrease flag spawning base on path length make it harder for the survivors to know when to get the flag. I will argue his map pressure is pretty good but time down have suffer immensely.
1 -
Definitely not arguing there, more just saying that the more content we get, the harder it'll be to actually balance anything meaningfully or on a way that appeases a larger overall demographic. And let's be real, if you play something and you love it because it feels easy, it's probably too easy. That's for survivor and killer alike. We'll hate any change that removes an effortless victory. (Knight being one of the easier victories once he was mastered, survivors being fairly peeved when BNP was nerfed, etc)
1 -
He is the most boring M1-Simulator. Purely bad design.
Shame!
4 -
They've somehow made him more annoying to go against and unless you know how to bork the AI during a hunt then most knights just go for a maximum range assassin hunt since without that knowledge you're gonna get hit 90% of the time.
1 -
I've said that in another discussion actually, as if BHVR has added so many things that they don't have the manpower to make meaningful changes in a decent timeframe, especially with releases coming at the pace they are.
That said, it's worse when you have a dedicated community recommended changes, PTBs, and a dev team and still manage to put out an update that feels worse than it was in the PTB. Especially when a bug made it feel way better.
1 -
I truly am. Knight is one of the most miserable characters to verse ingame. So I really appreciate it if i dont see him even once anymore.
0 -
Tricksters dead(killswitch aside) and now Knight. I love the live service experience!
0 -
I think it's really dumb that, despite having the code for Vecna's power wheel, they decided to go with a cyclic power instead. What?
Yeah, you can choose your guard, but since you have to cycle through them, it’s not as quick or smooth as it is with Vecna's powers. You still have to land on the right one, use M2, wait a second on the ground, and then move the orb. Good luck trying to quickly select the right guard to break a pallet during a chase.
3 -
cooldown needs to be reduced. each guard should be 3 second cooldown like it was before. the cooldown of his ability is missing patrol and hitting the guard to cancel it, also guard chase itself is a cooldown. also rework the useless yellow add-ons guard add-ons for cooldown.
5 -
I was fine with Knight before. I certainly wasn't asking for him to be nerfed. Not my fault! ;)
1 -
Honestly, i agree with you now for the most part
1 -
I don't agree with most of these types of threads, but this one I totally do. I'm basically an M1 for an eternity after using my power.
5 -
Is cooldown sharing a bug in the first place? If it's a spec, please put it in the patch notes.
Even if it is a spec, it is very painful to wait for 10 seconds every time.
0