Map of the realm is not necessary anymore
There's a lot of questionable feedback on the knight rework lately but one in particular that just screams skill issue is the complaint that map of the realm is still necessary because it was made only half base kit instead of full. I haven't seen a ton of people saying this but still multiple, and it's literally just flat out wrong. This is particularly the case given an undocumented change from the rework which is very significant: the time it takes for guards' vision to fully expand being halved from 1 second to 0.5 seconds.
With old knight you had a 1.5 second guard spawning time, 1 second vision expansion duration and 8 meter maximum vision range. So while survivors could run 10 meters in 2.5 seconds, guards by default could only detect a max of 8 meters away from them by the end of that time, meaning that even placing a guard right on top of survivors would often not work without map of the realm. Whereas with old map of the realm 8 meters would become 12 meters, allowing guards' detection range to catch up to survivors quick enough.
Given the new decreased vision expansion time, survivors now only have 2 seconds to run away and make a total of 8 meters of distance, while guard vision expands to 10 meters in that time. This is the exact same 2 meter margin of error that old map of the realm allowed so, yeah, you simply do not need to bring it anymore.
Comments
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Well we can't have Knight be that strong, can we? Demand he be weaker from every conceivable angle!
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Who exactly is demanding he be weaker
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My only problem with the knight rework, (it's also a bit buggy) is now that you can use one guard back to back. I should just use Jailer, most the time. No need for sight buffs or nerfs or map. Just Jailer. But the map change is fine.
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map of the realm makes knight guard detection easier. The comparison to this add-on is Spirit's Dried Cherry Blossom. Do you need detection with spirit? No but it makes her easier.
I think the issue with choosing MPTR is that knight's base-kit is under-powered. The carnifex is under-powered as a guard as there is no reason to choose him for chases over Assassin. The jailer is also under-powered because the jailer's primary function is to pincer but with 200% depletion rate, 8 seconds is too little time to use the guard. Only the Assassin received straight buffs in this version of the system.
The Carnifex either needs knight contract or the purple add-on to give aura's to be valid choice for chases otherwise he is only good for kicking AND with this cooldown, he is terrible at kicking. The Jailer needs Dried horse meat to bump his chase to 12 seconds so that Jailer can pincer properly.
I wish Knight could received the buffs he received WITHOUT all these nerf's. For every single buff he got, He received an unnecessary associated negative. 10 minimum guard path, 3x depletion rate and cooldown all just make knight add-on dependant.
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I mean who cares, avoiding the guard and getting to the banner is still incredibly easy so being detected is not a big issue.
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Does it matter when he is literally one of the weakest killer anyway
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How does it not matter it literally means you don't have to run map of the realm anymore
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Agree and disagree.
You need to take into account the movement of the guard during the expansion, 3.4m/s. During the 0.5s expansion if the guard is pathed to move away from the survivor (which 95% of the time it will be) the expansion technically goes to 8.3m, since the guard "loses" 1.7m of distance by walking away from the surv during the 0.5s.
Map is no longer needed yes, but that in turn promotes weird playstyles where you only use Jailor for chase, Carn for breaking, and completely ignore assassin. If Jailor didn't get that increased chase time we would all be running it still to use Carn. That extra 2m makes knight so much more enjoyable by allowing you more flexibiliy with what guards you send out.
It really should be base kit for all guards, and put the extended chase time back on Carn so every match isn't just Jailor 24/7. Maybe increase Jailors speed to somewhere between Carn and Assassin (around 105%) to see him used more.
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You don't even play Knight.
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Are you aware that starting to unhook while being hunted by a guard immediately makes it disappear? Should be really helpful against a knight camping hooks w guards
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I mean if it was an addon that makes a difference in a good killer like blurry photo on unknown or scanning distance on singularity it will be something of value. But its a good addon on a killer that is easy af to dunk on so I guess its nice the knight can run other addons? Still the guards are a minor innconvenience at best.
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getting pincered is not a minor inconvenience lol
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It is if you know how guards work, if you are being chased, just use a window or pallet drop to bait them and not get pincered by knight, by the time the guard corrects its path the hunt should be over due to the guard time decay bonus. If the pincer is from a distance you have two options, if the knight is trying to ambush you from afar take the banner. If the knight is trying to pincer you when you go for the banner aka banner camping, just shift w, the guard will not catch up to you and the knight is wasting his time protecting the banner. Both situations are a win-win for you so yes a minor inconvenience
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Your entire power revolves around activating Hunts, it just shouldn't even be an addon choice. It'd be like if Nemesis had a range addon for tentacle. They should have just reworked the entire addon and give a new effect
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Sure you don't need map if you're sending out Jailer, but it is undeniably still powerful when you're trying to snipe with Assassin.
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