Is there any reason to hunt with any other guard but assassin?
In the PTB knights guards each had an individual cooldown, and even outside of the bug that allowed you to spawn guards while other ones were active it made his power feel less clunky. However, now he has a 10 or so second cooldown after using a guard for literally anything.
A 10 second cooldown wouldn't be as bad if it was just 10 seconds. But instead it is 10 seconds + however long it takes for your guard to despawn. So if you get a max range hunt with jailer you waste a minimum of 20 seconds of the survivors time, which would be good if you didn't waste a minimum of 30 seconds of your own. Not including however long it takes to set up the path.
And carnifex is literally useless outside of breaking pallets. With there being a global cooldown is there any reason to not just spam assassin, as he's the only one who could ever even conceivably get a hit?
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Jailer keeps them occupied for way longer, and has a larger patrol radius. He can potentially get a hit with a max length patrol path.
Basically, use Assassin if you know where they are, Jailer if you need to find them or want to keep them stalled, and Carnifex for breaking pallets.
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Jailer has an issue it locks your power for very long time. So good luck chasing as M1 killer without a power.
You can be up to a minute without power I think.
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If you're using his power correctly you don't really need the larger radius as you can just drop the guard at their feet. And he's also not likely to get a hit against a good survivor, he's 4.1 m/s and if the survivor knows how to abuse his pathing he'll never get a hit. And during the time he's hunting you're just an m1. So even if you do waste 20 of their time you're significantly weaker for 30 seconds.
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Even then it takes forever for your gaurd to actually activate and do anything. So by the time even your assassin is up they are already on the otherside of the map. And thats spawing them on top of survivors too.
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I reported the 10+ second cooldown as a bug since it went unspoken for during the PTB, their changes, or the patch's release. I recommending reporting it as such since we've thus far had no word if this is intentional or not. It makes the character feel slow to have this 10+ second cd
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I agree, Carnifex is entirely useless outside of breaking pallets. He needs some sort of chase specialty - why would you ever bring out the objectively weakest guard?
Carnifex has the slowest patrol speed, smallest detection radius, shortest patrol duration, slowest chase speed, shortest chase duration, and fastest banner spawn time.
Sure, he can break pallets, but Guards either break pallets or they Hunt - not both. So if Carnifex isn't breaking pallets, there is literally no reason to ever use him because he does everything objectively worse than the other 2! And even with the fast break speed, there are reasons why you would want to use the slower break speed from the other Guards to prevent survivors from returning to a gen or using a pallet for longer, so even in most Order situations the other guards are more useful.
Carnifex should have an extra benefit, like basekit Call to Arms (extra Patrol length)
Jailer is incredibly strong, because he almost always guarantees a hunt and can guarantee at least 24 seconds of chase time (up to 36!) because that's the minimum length of time it takes a banner to spawn with him (26+ with the new add on)! Which, in my opinion, is absolutely insane, and if you chase with him then it almost always guarantees an eventual hit because players just can't outrun 2 separate Killers for 24 seconds.
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I like how knights guard choices are between hot garbage, garbage, and hot garbage outside of breaking pallets.
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From my own tests:
Carnifax is only good paired with Knight's Contract, and used for breaking pallets now.
Assassin is the best to try and get hits and have your power back faster.
Jailer is only good for pincer attacks, and you'd better plan that far ahead or else you're wasting too much time.
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if every guard was equally good at everything, there would be no reason to have 3 guards, just have 1 guard that does everything. i believe this what knight's skill-cieling was suppose to be but wasn't.
the negative changes didn't need to happen but it is whatever.
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Having a guard that just does one thing: break a pallet is a huge waste and lowers his "skill ceiling"(ugh) by giving him less versatile options to cycle through. How about that?
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The way I view it, Assassin is the best for chasing down survivors that you know the location of. I feel like Jailer is supposed to be the best at keeping survivors busy, but given how long he can chase them for if you get the full patrol buff, I find alot of the time he ends up chasing them for so long he inevitably catches up an downs them. The extended hunt time even lets Knight shrug off the faster decay time when near the guard.
And then there's Carnifex, who's just good at breaking pallets and nothing else. Even then using him to break a pallet or kick a gen feels like a waste because spawning the Carnifex puts your power on cooldown for the next 10 seconds (not counting the time it takes to make a path or for him to finish breaking something.), not to mention I often him it detrimental to use him for kicking gens that are being worked on from a distance, with the other guards the slower damage time means I have a chance to run over to the gen and chase the survivors away, because Carnifex does it so fast I often find whatever damage has been done is already repaired, since he only blocks the gen for a second.
I've only ever had Carnifex chasing someone because either I clicked Ctrl too quick and summon him when I meant to someone else, or because the one time I tried to use him to kick a gen, the gen popped in my face so I just stopped the patrol path and tried using him to chase someone, he of course failed miserably.1 -
i think major annoyance with this killer is his purple add-on being trash and his yellow add-on being cooldowns… add-on's. like why does he have cooldown add-on's. he already get punished for missing a guard chase from the patrol. he should have no cooldown on guards. those add-on should improve guards strength themselves like better regression kick, better assassin chase, old greaves for jailer.
It is just BVHR logic to punished killers passively with unnecessary drawbacks.
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I'd be happy with that too, except between the global cooldown, lack of guard swapping and time wasted on using Jailer over the other two, it feels really bad.
As it stands, there's no reason to send out any other guard than Assassin because he can sometimes get hits. Only use Carnifax if you're off cooldown for pallets. Jailer locks you out too long if the survivor can loop and getting close negates him due to the hunt regression anyway.2 -
well they have in the past hot fix killer after their changes. knight now needs hotfix on his cooldown for his guards. 10 second is absurd for his ability. i thought they were going revert his cooldown to what it used to be pre-patch knight functioned with cycle feature.
they need to go back to what cooldown used to be. 3 seconds. where they get idea to triple cooldown for his ability is beyond anyone understanding. now we need wait another 2-3 weeks for them to make killer playable…… classic BVHR.
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