Fixing The Knight
Many people hate facing this killer as he either just encourages hold W which is something we never want to encourage or he gets a free hit with nothing you can do when you're cornered. Yet even with these sometimes free hits, he's quite weak. He also has a basically non existent skill ceiling that's sitting on the floor. Our goal here is an overall buff, skill ceiling raise, and a removal of the uninteractive and unhealthy gameplay.
How would you fix him?
I'll list some of my ideas but I'd like to hear yours as well.
Skill Ceiling and Potential for skilled Knights:
I'd like to have his guards speed be based on the proximity of the guards placement to the survivor he detects. This would reward skilled Knights who are trying to gauge the survivors location through hearing since they can't see the survivors. This also wouldn't hurt lower brackets as less skilled Knights wouldn't be able to utilize this. Also remove the green circle shown to Survivors. This wouldn't hurt survivors as much since anytime they'd be getting detected by it they'd be at max range so they wouldn't be getting hit anyway, it would essentially just have the killer using his power to keep one survivor busy. We would also be adding a minimum distance that his placement has to travel to gain this bonus to prevent insta drops right in front of the survivor.
Unhealthy Gameplay:
Next tackling the "drop the guard in a corner and get double teamed" problem with no counter play.
Now when a guard detects the survivor they are both phased out of view from the killer and other survivors(think Freddy dream world type thing). This means The Knight and other survivors cannot see or hear that survivor or the guard for the duration of the hunt. This makes it so you cannot be double teamed by them as survivor and only lets The Knight get hits from long distances where he's skilled in placing.
Required Addons:
There are a couple addons that The Knight essentially requires to function at base, that's Call to Arms and Map of the Realm. Make both of these base kit and change them into something new.
Lastly The Knight has a ton of bad addons that need reworking. I will link my previous post going over just the addons and how I'd fix them.
@Blueberry said:
We've seen a lot of posts for base kit Knight changes and that's definitely topics he needs but I'd like a discussion on fixing his addons as well so that he doesn't turn into another PH or many other killers with tons of useless addons.
These changes would make it to where I could see a situation where almost all the addons could be worth running depending on the build you were running or play style you were trying to achieve as while as giving lots more synergy with different perks. You'll also notice a trend with a lot of these which is trying to incentivize the Knights macro game play. We want to further encourage him to be split pressuring the survivors around the map simultaneously instead of just making it easier to focus one person out at a loop.
Disclaimer: All the numbers are totally changeable so just comment if you think a number needs to be higher or lower and why. Also, keep in mind with the specific Guard effects that it is only on every 3rd use of his power essentually (2 with an addon), so he's not getting these on every use hence some of the strength.
Knights Contract:
New Effect - Survivors are visible while creating a patrol path and length of patrol path is increased by 10 meters.
Allows for some longer distance surprise Hunts and seeing survivors allows you to mind game better.
Blacksmith's Hammer:
Rather than giving the survivor that escapes guard Hunts 15 seconds of Hindered and Exhausted, it instead gives those 15 seconds to all other survivors.
This further encourages the macro game play of Knight and trying to juggle different survivors simultaneously. It also gives him more incentive not to just use the guards to pincer ever survivor which is the game play that survivors don't like.
Flint and Steel:
Is now 5 seconds of aura reading around ALL pallets for survivors within 10 meters of them.
This essentially brings back the old effect it had in the PTB of including all pallets, not just downed ones, except since they deemed that was too strong in exchange I nerfed the distance of 24 meters by more than half. It's live version of just downed pallets is completely worthless.
Healing Poultice:
Instead of the survivors revealing their location it now shows their auras instead for those 5 seconds.
Currently near useless, the aura reading makes it decent though and gives it more addon and perk synergy.
Lightweight Greaves:
10% speed increase for 6 seconds ---> 8 seconds
Actually decent, just making it a bit better. I could see an argument for this being an unnecessary change though.
Broken Hilt and Chain Mail Fragment:
Combining both these effects, but instead of on Guard hits, it is now applied to any of the Knights m1 attacks while you have a Guard actively in a Hunt.
The left over addon without an effect will need a new one.
This essentially makes it a lesser Sloppy as it isn't always active and not as strong of a Hemorrhage effect. It rewards you for being good with your hunts and always keeping the pressure up.
Ironworkers Tongs:
Oblivious status for 20 seconds on escaping a Guard Hunt ---> 40 seconds
Town Watch's Torch:
Survivors escape a Hunt 3 times the Knight gains Undetectable for 25 seconds ---> Every time a survivor escapes a Hunt the killer gains Undetectable for 15 seconds
Gritty Lump:
In addition to its current effect it also decreases the time for the Guard to start a chase after detecting a survivor by 25%
Let me know if you see any holes or issues with these Knight design changes and I will update. I think these changes will make him significantly more fun to face and play as.
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