http://dbd.game/killswitch
Knock out change will allow the Knight's guards to get unfair hits
As the title says, the new knock out is unhealthy for players going against the knight.
The knight is already good at forcing survivors away from a loop with his guards, so he can reliably trigger the new knock out. A slowed survivor will move at 3.8 m/s while carnifex and jailer move at 4.1 m/s, so with this perk they have a 0.3 m/s advantage, almost the same as the speed advantage the assassin normally has (he moves at 4.4 m/s). If the assassin chases the slowed survivor, the speed advantage becomes 0.6 m/s, the same advantage that the knight himself normally has against a survivor.
I suggest making survivors who are in an active hunt become immune to the hindered status effect, as the guards only function as intended if the survivor is able to move at least 4 m/s. The only other perk this would affect is forced hesitation, and it would future-proof the knight against any future perks that apply hindered.
(edited to correct the assassin's run speed)
Comments
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That one would never come to my mind. Props to you for figuring it out.
Making survivors chased by a guard immune to hindered is not it though.
Maybe it would be better if Knockout only triggered while a chase with the killer is going on?
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the guards only function as intended if the survivor is able to move at least 4 m/s
Says who? It's called synergy. By your own logic it's "unintentional" that Legion works so well with Thanataphobia because he can injure multiple people consistently. Knight being able to Hinder survivors to give his minions an advantage is a perfect example of Power and Perk synergy.
Frankly I'm glad and happy to see movement speed being used more as a mechanic. We need more unique ways to slow down Survivors and make them more chaseable and this is a good, creative way of doing it while also punishing a mechanic that doesn't have a large amount of counters to it (pre-dropping.)
The real issue is that they played it really safe with the numbers. 5% for 5 seconds is just a tad bit too low. It's on the cusp of being good. Even if both of those values were just increased by 1 (so 6% for 6 seconds) it would be viable without being overpowered.
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But this doesn't matter because you can loop within 6 meters from the pallet for 6 seconds, or just go to the dropped pallet/window and the guards will ignore you and run through the window/pallet
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no no thats too difficult for them the knights guards should be toys for them to play with when they got bored of gens!
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🤡
Some killers are going to be able to take better advantage of certain perks than others.
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And frankly I am glad I never will play against Knight ever since the last few games I had with him his stupid guards just walk through walls so no point in even playing with him lol his power is just unfair he can have fun with people that can tolerate him.
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Uhhhh loop the tile? The guards go away 3x faster if the knight is within 8m of his guard
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