The Knight's issues remind me of the PTB versions of Ghostface and the Twins.
The issues the Knight has right now remind similar mistakes that were done to two of the worst PTB killers I've ever seen in this game. The devs made way too many weaknesses for him, being way too safe, as if they were afraid the absence of any of them would make him OP somehow, just like they had originally done to Ghostface. Anyone remembers when the noise Ghostface made while sneaking was much louder and he also gave global warnings when turning his powers on and off, not to mention the instant reveal?
Additionally, the devs seem to not have thought, or simply ignored, really simple and easy ways of avoiding his power completely. The same thing happened with the PTB version of the Twins: Viktor couldn't interact with lockers and any survivor entering them was immune to Viktor. Additionally, calling him back was impossilble, which meant survivors could just kidnap him after getting pounced by him once.
The difference, of course, is that most of this issues got fixed when Ghostface and Twins went live (with the exception of Viktor's locker problem). The Knight was released with buffs, but issues that make his power really easy to avoid (just run through his appearing guard and hold W) persist.
Oh, and he is also almost as buggy as the Twins on release (and they had the buggiest release in the game's history). That doesn't help.
Comments
I remember Ghostface's PTB. It was really pathetic how weak he was.
Twins on the other hand were just a miasma of bugs on their release.
I don't know much about the Knight, but is he really that bad?
I guess the knight is nowhere as bad of buggy as those two. I want around when they dropped, but I heared stories.
Knights power is really, really bad. Well, not bad, but there is basically not a single aspect of the power that is not known and telegraphed to the players. Literally. Imagine if Spirit stayed visible during phasing or even got highlighted while doing it.
And then some parts of his power are strangely coded, leading to "unforseen consequences". Chiefly among them, when sending out the orb the knights terror radius and being is transferred to the orb, allowing him to stand right next to the hook, while duping the game into thinking he is far enough away to trigger Make Your Choice. He hears that u hook, he teleports back to his body and SMACk.
they invented this really silly automatic smart-casting pallet break where if you summon guard near breakable pallet, it automatically breaks the pallet instead of patrolling which is dumb, but sometimes instead of automatically breaking the pallet. the guard just disappears and you lose your power for entire game with large ocean noise for entire match.
its also annoying how a lot of objects just cancel your power/grey out your power for no reason. Standing next to an object? can't use it. Standing next to a generator? Can't use it. Standing next to a hook? Can't use it. Standing near a window, Can't use it. Standing near a pallet, Can't use it. this mechanic of unable to use your power is borderline trolling for the killer.
THIS
It's so annoying. I've broken so many walls that I never want to break. And the power isn't responsive at all. Like you said, you can't be standing in the collision box of anything, but there's so much damn clutter on so many maps. Trolling is a good word for it.
I do not remember this problem in PTB. it was more enjoyable to play him in PTB then live. maybe they do not want you to play him. too oppressive for survivor -shrug-
I wouldn't say the Knight is as pathetic as PTB Ghostface, but just like him, he has a power that doesn't work as intended, doesn't do what is supposed to do, and has so many weaknesses it's made almost obsolete.
He is also not as buggy as the Twins, but... probably still the second must buggy killer I've ever seen on release, even more buggy than Wesker. He has a chance of losing the power his whole game or its sound bugging and becoming constant. There's also a bug that makes him abnormally fast. The visuals effects of his powers are also bugged and become permanent on spots of the map, and the detection of his guards is quite inconsistent.
There's also an issue where his powers seems to be unusable whenever the knight is too close to any object or wall, so pressing the powers button only for nothing to happen is quite common.
And let's not forget, you usually want to use it as fast as possible at a loop, but you can't if you're too close to the loop's wall. That's probably the most annoying part.
And it's quite ridiculous that the guards can't just spawn too close to a wall, considering they will walk right freaking through it if they see a survivor.
yeah without all these inbuilt counterplays his abillity gives the survivors he would push Nurse down her throne in no time
If the DLC wasnt cheaper on steam i almost could think ive wasted money on forged in fog.
But their perks are fine.. i mean.. ok i havent played arount with vittorios perks by now so thats on me.. But knight has nice aura reading i guess.
Maybe it was a waste...
I've been trying to gather up all the ways he's been self-nerfed. Let me know if I missed any:
I know that there is an internal test play going on before the PTB takes place.
Despite that prior test play, many problems that we think are possible to notice before the PTB begins are discovered for the first time at the PTB.
Test play is lacking. Otherwise, none of the developers need to be good at the game, but it would be nice to have some feedback from players who are somewhat proficient at playing. It would be nice if we could have fog whisperers participate in test play before the PTB and get a bit of feedback.
There's also another detail: survivors can see whenever his power is ready and what is the next guard he will summon, because the symbol representing them appears floating in his arm, so anyone close enough can see.