The Knight (and his problems) ~
Guys… can we please talk about the Knight? It's one of my favorite killers, but he's got so much problems right now…
The most obvious one is how you can juke his specters by simply touching a window. This is so unfair, specially considering that his most efficient (at hunting) specter is the Assassin, which stays hunting you for a very small time and, on top of that, has a huuuge cooldown to be used again (out of the three specters Knight can summon, Assassin is the one with the bigger cooldown).
The second problem is: sometimes, when you're creating a path to summon one of your specters, your pathing gets blocked by invisible collisions. It's not that frequent, but I've faced this problem a few times. I guess it has something to do with invisible hitboxes, idk? Kinda like when you're playing as survivor and try to walk through a small space (but not that small that a human body cannot go through) and your survivor simply cannot do it, it hits something invisible.
The third one is related to perks. Out of every build I've tested, Knight does not synergize well with a single one… Maybe the totem build? The one with Thrill of the hunt, face the darkness, ruin and devour hope. Aside from this one… i've tried numerous builds… not a single one stands out, unlikely for Kaneki, for Doctor (with the impossible skill check one, the anti-heal one, etc), Blight, Nurse, with the traditional one (pain resonance, grim embrace, etc)…
Ok, so… what's my point? Since he does not synergize well with any meta builds (aside from the hexes one), my suggestion is: lower his cooldowns a bit and remove the window-juke.
Anyone has good suggestions that we can discuss? Novel ideas, maybe? I'm all "eyes".
Comments
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Yeah these first are annoying like bug that devs couldnt fix made into feature they are doing it a lot lately like look at ghoul firts hinder when he vaults with leap that stayed after kidnap tech was removed thankfully and then his last where survivors can vault through when you vaulting with your power just bugs that are make into feature like cheap band aid.
On ghoul ok he is strong but knight? He has nothing if survivors can loop at this point they should either buff his guards inteligence by not doing this crap with window or made them faster (not assasin maybe) or reduce that 3x times when knight is close to like half so he can play more around guard (even when its not what people wanted).
He is just noob stomper at this point. THe hitbox part or when you cant drop with guard well I take it as pinicle of DBD balance but why knight suffers it when there are killers with stronger powers that can even travel through multiple floors is compleate mystery to me especialy when knight strongest power is he himself because of speed so guards arent even that strong and their pathing sucks hard.
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I don't play Knight that often but I find if I have a competent team on the survivor side, most Knights really struggle to get anything done. The thing is, after seeing guards get stuck running in place on staircases, completely beef the pathing while chasing me, or fail to spawn correctly when the knight is trying to pincer, I have to wonder just how much my Knight escapes are the team doing well vs the Knight fighting both us and his own kit.
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i do agree with all this, but i generally wanna know how no one has downvoted this post yet, dont people hate the Knight?
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Hello!
I really really encourage you to grab a video and write up a bug on our BetaHub whenever you encounter an issue with the guard pathing so the team can investigate!
For your other feedback, I am taking notes and can get the feedback to the team!
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I played against him the other day and his guard got completely lost while chasing me. It was on Crotus Prenn (I think) and I ran towards shack and the guard just went off in the other direction for seemingly no reason. Totally bizarre.
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"I dont get paid enough for this crap" ahh guard
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Happens sometimes to because guards pathing is like blind man chasing you semetimes. Sometimes when you drop pallets on larger loops the guards go around the whole god dam loop which is like 1/2 of their chase time.
The most hurting one is windowtech which was bug and for easy band aid fix they make it a feature.
Sometimes I wonder when killer bots work better than some players why his guards suck so hard in primitive pathing which only is following the survivor.
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Knight needs so much love i dropped him because it feels like he doesnt do anything against even halfway competent survivors. They touch a window. Or round a loop right till banner spawns and instant end chase. Where's this much counterplay to any high tier killer? Touching hook also instant removes them which no other killer gives that far as i know I can still saw someone at hook as billy or bubba. The guards themselves are easy enough to just run from being 102 i think to 110 with assassin lol. Sprint burst or lithe basically 1 move removes your power.
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I agree. I think Knight's concept is awesome (as in "very different from the usual Killer powers"), but it's undeniable that he struggles a lot against medium-to-good survivors. I play this Killer almost everyday, and I have realized some things:
- This "fake vault tech" to confuse the guards renders them almost completely useless (except the Carnifex, which we use to break pallets). This needs to be removed.
- Huge cooldowns does not allow the Knight's fantasy to fullfill itself through his gameplay, which is a strategic Killer, commanding the ''pace of the game", forcing survivors to shift gens, play around the flag, move around a lot. Just keep the guards busy. The cooldown only starts counting when the guards disappear (or hit you). Then you got yourself almost 30s of peace.
- If you refuse to use the "call to arms" addon, you cannot surprise survivors with "guards coming from nowhere", as his summoning-path lenght is basically the same as his terror radius distance. As a survivor, I can simply pre-leave the vicinity, or hide in a locker until the selected guard's patrol ends. If you try to summon mid-chase, they get to see the pathing and can simply juke around it.
- Once the guards realize they found someone, it takes almost 2 to 3 seconds before they actually start acting. They scream and make that "open arms animation", then start running after the survivor, which gives the survivor plenty (as in PLENTY) of time to react.
- His swords are usually gigantic, and he hold them on his shoulder. Looping a Knight in big structures is kinda easy, as you can always see the tip of his sword above the structure, not to mention he is a tall Killer, which kinda ruins the purpose of the "Town's watch torch" addon. This addon works greatly on indoors maps, but we cannot force maps now. Most of the time we end up playing in open maps…
- As I said before, sometimes, creating a summoning path gets blocked by no reason or bumps your camera on top of a structure/hook. I'm going to install OBS again and try to capture some of these ''bugs''.
So… based on these observations, I can make a few suggestions that might improve his gameplay and help the Knight fullfill his fantasy concept…
- Remove fake vault tech, improve the guards AI.
- Reduce his cooldowns, specially Assassin's, since he only hunts you for a very short ammount of time, and experienced survivors never get hit. That or increase Assassin's speed to 4.6m/s. Kaneki, Henry Creel and Krasue have almost garanteed hits (you need to be very good to juke Henry and Krasue all the time, and Kaneki gets a free hit all the time, so…) I genuinely do not believe that this would break the game.
- Someone from Behavior once said they've been thinking about reducing the overall number of addons and make some of them base kit. I believe this addon should be Knight's base kit. His only advantage, so far, is the surprise factor.
- Reduce that animation delay to 1.5s or 1s. Survivors have pallets that they can drop and force the guards to ''cross it'' or ''countour it'', and when some guards ''dematerialize to cross the pallet'', they lose speed. So survivors should have less time to react. (Not to mention perks such as Sprint Burst + Vigil, Lithe, that Nicholas Cage one…)
- Aesthetically wise, not much can be done here. Maybe allow the Killers to have increase chance of being sent to specific maps? We cannot turn the Knight into a mythological dwarf, neither reduce his swords to daggers…
- That can be easily fixed by removing the restraint on path-creation. Once the path has been created, if the guards find the path pass inside a hook, they simply countour that hook and keep chasing. Making the pathing more…fluid?
Post edited by Fenril on1 -
I would also remove the penalty for getting close to your guards. You shoudnt get punished for working with your power imo
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Knight is also one of my favorite characters just like Twins, Dredge, Houndmaster etc but there are problems that makes me not play these killers. It's sad.
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