Knight Power Rework Suggestion

Mouse2 places the Jailer who stands still. If the Jailer spots a Survivor, he calls in the Assassin to chase them, or perhaps just alerts the Knight to their presence with killer instinct or aura reading

Holding Mouse2 and pressing Mouse1 will summon the Assassin who runs forward. If he spots a Survivor, he chases them

Holding Mouse2 and pressing Mouse1 while directly facing a generator, pallet, or wall will place the Carnifex, who kicks it

Pressing Ctrl will send away the summoned guard if their timer hasn't expired

All cooldowns, activation times, banners, etc. could stay pretty much the same, but the ghost orb and cycling guards should be removed.

This makes the Knight's power much more proactive and responsive while retaining the essence of it being a squad of killers working together, and helps to address the issue of the optimal play being to simply leave while the Killer is pathing out a pointless patrol route for his guards.

Comments

  • This sounds like a worse version than how he is now. Even less gameplay, more auto stuff. Also this doesn't adress his main problems.

    I don't like it.