So when will Knight get his Guards adjusted
So if you don't know how the knight's guards work
When ever you set a guard their detection zone slowly expands untill max size
but that expansion allways reaches max size at the same time roughly 1s to max size
12m 1s 28m 1s, you get the idea
But this is what causes knights guards to be kinda useless if you place a guard on top of a surivor that is running before you set them
that 1s expansion will almost never detect that Surivor unless you place it infront of them but it's inconsistent to know where they will be
Makeing the map of the realm a must have addon. Upping the detection of guards from 12 to 16m meaning that you will just catch the surivor that is running
Now there are other issues with knight but this is probably the more impactful one
My suggestions on how to fix this is one of these 2 thing guards reach full detection after .6s was 1s
Or increased the detection range of carnafex and assassin to 16m was 12
I personally think the first one I'd the better way it prevents stacking the map to get an insane detection radius
Comments
You just watched Otz's recent video on Knight didn't you? XD
Yes but I've been playing him since launch also and it's getting boring having a power that dosent work
Knight has always been the jankiest, most poorly-coded killer in the game (except maybe Twins). They really need to go back to him and rework him, not in design but in pure functionality. The Otz video really highlights just how weird and frustrating his implementation is.
Which sucks because his Halloween cosmetic is awesome and I like the Knight's power, but he feels terrible to play because of how unwieldy and unreliable his power is. And also he's pretty much countered by MFT's existence.
They are even more useless, as any survivors with mft (and let's face it, not having a 4 stack of mft every match is rare these days), survivors literally run faster than 2 of the 3 minions.
Yeah I've taken to running mind breaker can't stop for 5s if being chased