No changes for Knight?

Several killers this patch seems to have power shifted around taking a bit off from the add-ons and into the base of the killer. Knight could really use this treatment as well since idk of any other killer that is so dependent on 1-3 add-ons. Can easily do it for Knight so not we're having to run the same 2-3 add-ons every single game.

Map of the Realm - Decrease vision range of the guards by 2 meters (was 4)

Base kit - Increase vision range of the guards by +2 meters.

Call to Arms - Decrease maximum patrol length to 6 meters (was 10) and decrease the movement speed to +1.2m/s was +2.2

Base kit - Increase the maximum patrol length by 4 meters and increase the movement speed by +1m/s

Maybe 2 seconds off from Dried Horse Meat into base kit? (+4 second hunt duration for guards)

Also some bugs while your at it cause lately feels like I have to step so far back away from a pallet to get a guard to break it.

Comments

  • Yeah, Knight feels terribly clunky even if he has two of these addons--He's desperately wanting for these effects to be folded into base a bit. These're actually the exact three addons I've always felt I needed to stack but couldn't. I'd argue Call to Arms is the most necessary, as without it he kind of gets forced to not make long trails because it takes so long and he doesn't have the distance for it, resulting in the constant dropping of guards in the middle of a loop. He can't play around guards strategically and interestingly when he isn't even afforded the ability to set things up strategically.

  • I would make them fully base kit, so the entire 4m and all of the benefits from CTA. Even if you were to make them half base kit they would still be essential add ons.

  • If you ask me, Map of the realm should be full basekit.

    +2 base but -2 in addon will make no difference,people would use Map of the realm.

    Agree on call to arms just a little basekit but not all.

    Dont think dried horse meat its that mandatory(but its really good).

    A little help to jailor could be fine its the worst of the 3 by far. (Not going to happen tho).

    And of course bug fixes x999999

  • If we're lucky, Knight will get his needed adjustments by Q4, two years after his release. But that's only if we're lucky.

  • At very least they should fix his bugs asap

    @fussy said:

    Wow. Just wow. We all know how long it takes BHVR to fix some bugs, but just taking a character away from the players for 1.5 months and not fixing anything with him surprises even me.

    Knight was my #2-3 most played killer before he was disabled, but after he returned, I didn't play him as often, because absolutely all his bugs remained. I just gave up on him. Maybe ton of players' feedback (Otz video included) isn't enough to actually start fixing his bugs, but i will try to remind what's wrong with him.

    1) Guards are still sometimes going around dropped pallet and not through.

    2) Guards are still not reacting to loud noises in their radius.

    3) Guards are still following the survivor's path, not actually survivor.

    All this creates such stupid situations where your ability overplays itself or even hinders you that it makes no sense to touch this character at all.

    And not bug, but:

    4) Maps of the Realm basekit. He needs it badly. I don't think there is another killer that relies on one addon more than Knight.


    • "The Knight's Guards now correctly detect Survivor loud noises."

    NEW IN PTB!!!


  • @Coffeecrashing said:

    • "The Knight's Guards now correctly detect Survivor loud noises."

    NEW IN PTB!!!

    Thank goodness they did at least one thing.