http://dbd.game/killswitch
What do we think of Knight now?
About a year I think since his last big revision. Besides being one of the buggiest killers in the game still (cant beat twins and nurse but watching my guard run the complete opposite of shack will always be halarious) his power just seems to be Meh as the game as fastened. He also has one of the most counterplays for a killer. You have the banner, faking windows (made offical), just out running the guards normally (normally 1 window will be enough). Hes punished for pincering with the guard since the last revision. Do we think hes still good for current or could he get some improvements and if so what would you change? (Honestly remove the banner for me its never been the "good counter" to him despite being the offical counter made for his power)
Comments
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He's my 2nd main killer after Sadako. He's fun to play, but I genuinely feel he has some problems:
I don't think I've ever swapped from the longer hunt duration and the undetectable while hunting addons, because there's no reason to. At most I'll run out of the undetectable addon and swap it out for the longer and faster pathing. Most of his addons are just… meh. Uninspired cooldown changes or the basic "mangled and hemorrhage" addons that every killer has.
Also if I send my carnifex to break something, it shouldn't stop a hunt that's ongoing. It makes no sense. I get punished for using my power, because 99% of the time if I'm chasing someone and need my carnifex for a pallet, there is an active hunt going on somewhere. So it's just guaranteed to screw me out of my power.
The carnifex should be able to apply gen kick perks if you have any. Right now, there is ZERO reason to ever use guards on a gen because it doesn't really do anything. You're not going to waste your carnifex on a gen when you can use it on a pallet, and you aren't going to waste your jailer or assassin when you need them for hunting. Plus the whole thing about cancelling active hunts as well.
The banner mechanic makes it so good survivors who understand how the killer functions can basically make the entire hunt system useless because at most it distracts them for a few seconds and they just grab the standard and it's done with.
Also the same old bugs of his power while you're pathing randomly getting stuck on absolutely nothing (usually near doorways) and playing some loud notification in my ear as if I can't tell I'm stuck. Having the notification that I can use my power but then when I use my power to summon carnifex and break a pallet, it doesn't do it so instead I end up swinging at air because this dude somehow still has this issue of not being able to use your power if something is within like 6 feet of you. Which is a detriment btw because that means you have to telegraph your carnifex summon WAY more since you have to do it from farther, which lets survivors mindgame the pallet drop 10x easier. And a problem that doesn't happen very often at all for me but CAN happen… the guards literally just get stuck themselves, like they'll find someone, start chasing, and then just run into a wall permanently.
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Imo, Call to Arms should be made partially basekit and that would help him a lot
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Honestly, my friend, I think his "rework" was a failure.
And I think it was a failure because there was an indecisiveness regarding whether or not the Knight was meant to work alongside his guards.
It is simple, really: if the Knight is meant to work separately from his guards, then they have to be a threat, all three of them. They need to get hits consistently, and might as well get rid of the banner.
But, if the Knight is meant to work alongside his guards, then the banner can stay and they don't need to be as threatening, because the killer is meant to be close.
Seems to me they wanted the Knight to not work alongside his guards, but they didn't make the guards enough of a threat in order for that to be viable.
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