The Knight players: how much has the 10.1.1 pallet pathing change affected your matches?
I’m curious how other Knight players are experiencing the 10.1.1 Guard pallet pathing change in actual matches.
My main concern isn’t really the 48m Hunt cancellation itself. Even shorter detours around dropped pallets can consume a meaningful part of the Hunt timer and reduce Guard pressure, especially on indoor or pallet-heavy maps.
Have you noticed Guards losing noticeably more pressure because of pallet routing? Does it feel minor in practice, or has it had a bigger impact than expected?
And if you think it needs adjustment, what change would you personally like to see?
I’d especially like to hear from experienced Knight players who have played him both before and after the change.
Comments
I can't imagine it affecting any chases, because i don't know what they changed compared to before. I am running towards weak pallets and drop them for many months against guards, because they run around the loop if you do so, except the distance between me and the guard is to small. I never experienced something different. For me it feels like it is written into the patchnotes, so Bhvr can say "we mentioned it being like this in patch 10.1.1!"
That may be exactly the question. If Guards were already doing this consistently before 10.1.1, then the practical impact of the change could be small.
What I’m trying to figure out is whether the patch changed how consistently or under what conditions Guards reroute around pallets, especially on indoor or pallet-heavy maps, and whether the new 48m cancellation creates additional failed Hunts.
So I’m not assuming every chase is worse now — I’m mainly interested in whether Knight players are actually noticing a difference before vs after the patch.
It changed last time when they "fixed" the bug. I was playing the Knight and was able to see guards going through pallets and getting some hits on the unaware. It was a matter of time before people get used to the change. Probably the last time you saw a Knight was before the "fix", were guards made the usual path of respecting the pallet.
I am pretty sure its been just a few weeks, since i did it the last time against knight. The only thing that matters is the distance to the guard. if the guard is to close, then hes going through the pallet, but with enough distance i never experienced a guard not changing its direction
Yeah it was a few patches ago when it was removed, and now added back.
Lol looks like behavior would add/ remove buffs/ counter play as a kind of testing without informing the community.
i have not played enough matches yet to tell for sure but initial thoughts are i prefer them going around the tile instead of through. going through the pallet slows them down and keeps open all possible loop directoins the surv has which makes it harder for you to zone them. when the hunt goes around the loop the surv either has 1 direction blocked off and you can hit the other side of the loop or they run and risk the hit from the hunt. No doubt there are situations where its inferior but so far i have noticed a few hunts where a down occurred much quicker because of the guard not going through the pallet
I think that can definitely happen in some loops, especially if Knight is positioned to capitalize on the Guard taking one side.
My concern is that this benefit seems much more situational than the downside for remote Hunts. If Knight is pressuring somewhere else, there may be nobody to capitalize on the Guard’s reroute, so the Survivor can gain distance while the Hunt timer is being consumed.
So I can see rerouting being better for some close-range zoning situations, but I’m not convinced yet that it’s a net positive overall for Guard pressure.
Yeah if they wanna work this much counterplay into him he could at least use a full check up of addons and stuff he really needs it.
What I find difficult to understand is the inconsistency in how different Killers are being balanced.
The Judgment was just released with an extremely powerful form of global pressure. She can remotely guide Divine Light across the map, through walls, scout distant areas, and potentially injure or down Survivors without even needing to physically be near them. From a central position on the map, she can threaten Survivors and objectives at very long distances, giving her a level of map-wide presence that very few Killers have.
Meanwhile, The Knight — a Killer who is generally considered around B-tier by much of the community and whose power already has clear Survivor counterplay — receives yet another change that makes his Guards easier to deal with around pallets. He does not have anything remotely comparable to The Judgment's ability to directly threaten Survivors across the map.
That is the part I find difficult to reconcile. How does it make sense from a balance perspective to introduce a Killer with this level of global lethality and pressure, while at the same time continuing to add more counterplay to an already mid-tier Killer whose power already has multiple ways for Survivors to play around it?
I would genuinely like to understand the balancing philosophy behind these two decisions, because side by side, they seem remarkably inconsistent.