Developers, The Knight needs a Redesign
The Knight is the fundamentally worst-designed Killer in the game because his intended design is not optimal, he can be played in ways that incentivize scummy behavior and he has a metric $*!? ton of exploits that are ruining the integrity of the game as we speak.
He needs a redesign. A long-term one that should be started before or after the next Killer is released. The state of The Knight is extremely abysmal and is the lowest possible standard for any Killer in this game. He's unfun, he's broken, and he's in desperate need of a change.
But hey, maybe if the someone on the team actually does read this, and if you guys are open to just changing him, perhaps he can go in a better direction for his Power. So you want to know what needs to be done about The Knight, developers? This is what needs to be done:
Power: Guardia Compagnia
Special Ability: Summon Guard
- Change: The ability to summon Guards has been altered to now have The Knight be able to draw a path while mobile, or to set a Guard in a stationary area.
- Change: The Knight can instantly set a Guard to be stationary by pressing the Power Button again while in Summoning mode.
- Change: The Knight can draw a Patrol Path by holding the Power Button again while in Summoning mode. This creates an orb that is shown to The Knight and the Survivors.
- Change: The amount of energy consumed by drawing a Patrol Path is based on the amount of distance drawn by your aim. This incentivizes slow, meticulous paths for more elaborate plays, and quick, snappy paths for more long-distance plays.
- Change: The minimum instant casting distance of a Guard is 3 meters.
- Change: The maximum instant casting distance of a Guard is 20 meters.
- Change: The maximum Patrol Path creation distance is 20 meters after starting creating it. This cannot be done if the Guard is past a casting distance of 5 meters.
- Change: The Knight can cancel the summoning ability by pressing the attack button. This cancels the ability, but puts it on an automatic 5 second cooldown.
- Change: While The Knight is in Summoning mode, his movement speed is reduced to 3.68m/s.
- Change: Paths have a range restriction of 10 meters from any hooked Survivor. This is to ensure fairness with the Power.
- Change: The effects gained from creating the original draw path have now been removed due to their redundancy.
Guards
- All Guards - Change: Guards will now trigger the chase theme of The Knight once they begin to Hunt the Survivor.
- All Guards - Change: Guards can now be returned to The Knight by pressing the Active Ability after they are summoned, and at least 5 seconds have passed without them getting triggered by a Survivor.
- This effect can be used to swap out Guards for each other.
- All Guards - Change: Guards can no longer be returned to The Knight by hitting them with a basic attack, as this is a redundant ability.
- All Guards - Nerf: Guards can no longer trigger on either the rescuing or rescued Survivors for 5 seconds after an unhook occurs.
- Carnifex - Change: The Carnifex will instantly break any pallet or wall in his path to Survivors. This will dematerialize him and end the Hunt.
- Carnifex - Buff: The Carnifex now moves at 4.2m/s (was 4.1m/s).
- Carnifex - Buff: The Carnifex now has an increased Hunt duration of 25 seconds (was 24).
- Assassin - Buff: The Assassin now has an increased Hunt duration of 30 seconds (was 12).
- Assassin - Buff: The Assassin now has a reduced Hunt start-up of 1.5 seconds (instead of 2.5).
- Jailer - Buff: The Jailer now moves at 4.2m/s (was 4.1m/s).
- Jailer - Buff: The Jailer now has an increased Hunt duration of 25 seconds (was 12).
- Jailer - Buff: The Jailer now applies Hindered when a Survivor is injured by him.
- This Hindered effect lasts for 2 seconds at a power of -20%.
Standard
- Buff: The Standard now always takes 10 seconds to materialize.
- Buff: The Standard now has to be interacted with for 1 second (by standing near it) in order to capture it.
- Nerf: The Standard can now be picked up by any Survivor, which ends the Hunt.
- This does not provide the Haste or Endurance bonuses to the Survivor that isn't being Hunted.
- Survivors not being hunted need to interact with this flag for 2 seconds before it can be captured.
Add-Ons for Guardia Compagnia
Tattered Tabard
- Increases the Patrol duration of Guards by +4 seconds.
- Increases the Patrol speed of Guards by +9%.
Gritty Lump
- Increases the maximum patrol path distance that can be created by +5 meters.
Treated Blade
- The Assassin now produces no noise when being triggered by a Survivor.
- Reduces the range Survivors can hear The Assassin nearby by -4 meters.
Dried Horsemeat
- Reduces the start-up time of a Hunt by -15%.
Cold Steel Manacles
- The Jailer afflicts the Hindered status effect for 2 seconds upon spotting a Survivor.
- The effectiveness of Hindered is -5%.
Call to Arms
- Reduces the time needed to return a Guard by -2 seconds.
Battle Axe Head
- The Carnifex will continue hunting a Survivor after damaging a Survivor or breaking a pallet and wall in their path.
- The Carnifex will end his hunt after performing two hit interactions.
Town Watch's Torch
- Reduces the time it takes for the Standard to materialize by -8 seconds.
- The Standard can be instantly picked up by The Knight.
- Grants the Undetectable status effect for 25 seconds if The Standard is picked up by anyone.
Ironworker's Tongs
- Survivors damaged by Guards will become Oblivious for 30 seconds.
Chain Mail Fragment
- Reduces stun duration from pallets and Head On by -50% while a Guard is either on Patrol or Hunting.
Broken Hilt
- Survivors damaged by Guards will be afflicted by the Mangled and Hemorrhage status effects.
Lightweight Greaves
- While a Guard is on patrol, your movement speed is increased by +3%.
Healing Poultice
- After summoning a Guard, all Survivors within 16 meters of that Guard's location will scream and reveal their location to you for 3 seconds.
Flint and Steel
- Grants The Knight an increased movement speed of +10% for 6 seconds after the Standard has been picked up by any means.
Blacksmith's Hammer
- Guards will continue chasing Survivors even after The Knight has injured that Survivor.
- Guard movement speed while Hunting is increased by +5%.
Knight's Contract
- When a Guard starts to hunt a Survivor, several illusionary Standards will appear within the Trial grounds. The auras of these Standards, including the real one, are revealed to all Survivors and The Knight.
- The real Standard is revealed in Yellow to The Knight.
- While the real Standard is active, Guards will continue hunting the Survivor for an indefinite amount of time or until that Survivor is put into the Dying State.
- All Standards are instantly materialized upon a Guard starting a hunt.
- All Standards are instantly picked up when interacted by a Survivor.
- The amount of Illusionary Standards does not increase when using Iridescent Company Banner. Instead, the amount of real Standards will increase.
Iridescent Company Banner
- Grants The Knight the ability to summon all of his Guards.
- When a Guard is hunting a Survivor, that Survivor will be prevented from leaving the Trial through the Exit Gates for 15 seconds, and any window that is vaulted by that Survivor will become blocked for the remainder of the Hunt.
- Applies a 15 second cooldown to Guardia Compagnia if two Guards are summoned.
- Applies a 25 second cooldown to Guardia Compagnia if all Guards are summoned.
- Cooldown is applied after all available Guards dematerialize.
- Guards that dematerialize cannot be re-summoned until after the cooldown starts.
This is all I need to say.
Comments
The state of The Knight is extremely abysmal and is the lowest possible standard for any Killer in this game. He's unfun, he's broken, and he's in desperate need of a change.I'm actually curious, this take is from which side? Killer, Surv or both?
I clicked on this thinking it'd be about how he was visual designed and not his gameplay design. From the ones that I read, there's already a few features that mirror these ideas but with less complexity and, for lack of a better word, gate keeping on parts on the power.
Now if we talk about his visual design- I say remove the hair seeping out and it's infinitely better than before.
Iridescent company banner summons 3 guards is likely too demanding for the game. same reason why nemesis has 2 zombies.
Knight Contract seems very complicated to make for a single add-on. Its is too complex.
I think iri company banner is suppose to make the killer more dangerous around windows.
Iridescent company banner
-Survivors that are chased by the guard have their aura revealed to the knight.
This would make knight more dangerous at windows when he successfully begins a guard chase.
Knight contract is weird. Its impractical to use for an exposed add-on and expose has almost nothing to do with how his power works. The knight gameplay wise is all about restricting the survivor's movement. The add-on should reflect his strength.
Knight Contract
-Survivors suffer a -5% hindered penalty during the guard chase.
The knight already has access to an instant down if the guard successfully hits the survivor. you can double hit the survivor. This add-on improves guard chase which would allow more opportunity to get an instant down with The knight.
The current Knight contract is only good for face-camping hooks. This would be more exciting for survivor to play vs then current version of this add-on.
knight need a lot of updating i wish they would give him buffs along the way in hotfixes
Both. As a Killer, I feel like The Knight is in a poor state because I can't play him the way he was intended to be played, and his most optimal ways of playing are some of the most boring and exploitative ways to play. Even playing optimally on loops means I'm just a basic M1 Killer for many seconds because I can't just recall the Guards at will.
As a Survivor, I feel like Knight's counterplay makes for an underwhelming experience because once he summons a Guard, I just know to start running to the next tile, invalidating his power and not experiencing the fun or intense parts of it. And if the Knight has the "funny build", I'll just be held hostage.
Iridescent Company Banner's change from my notes is not demanding. We're talking about a game on Unreal Engine 4, and a game which some people have shown can have more than 2 AI assets at once without it breaking. If the developers cannot pull off just having one more AI than 2 zombies, then that is on them and not the game engine itself.
Knight's Contract likewise is in a similar vein. My version would not be too tough to implement, nor would it be too complicated to add.