Knock Out is a bad design
"Whenever a Survivor drops a Pallet, for the next 6s, if they move 10m away from it, they gain 20% Hindered for 3/4/5s.
This ends early if the Pallet is broken.
Dev Note: We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet. We've increased the range to account for some longer loops, as our intent is that this should only impact players who intentionally run away from a pallet. We've also updated the removal effect to now also end the Hindered early if the pallet gets broken, even if it's already beenapplied."
We want Knock Out to really feel impactful for those cases where Survivors refuse to loop around a pallet.
Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.
And what about The Permind Head? This killer shouldn't be looped, but rather trying to gain as much distance as possible because this killer is very strong at close range.
I'm not very excited to see Zanshin Tactics + Knock Out.
And why punish the survivors for every decision they make during the chase??
Please, developers, stop holding the killers hands. The Judgment with auras perks for sniping without any skill is enough, making the whole match is a gamble with strikes you don't know when they will come.
Comments
This is an extremely healthy change because breaking the pallet makes it not work. So if you keep looping the pallet, then great, you don't have to deal with it. If the killer breaks it, great, you don't have to deal with it. This will be a nice perk to use on killers that need tons of help already like dredge for example.
Dropping a pallet and then just shift+w away is the most boring thing a survivor can do, and having a perk that punishes that is great.
The judgement being released when perks exist is now holding Killers hands. Good grief. Is this where we are now?
Aura perks are the new boogyman because content creators starting crying about them.
I keep thinking on this. Besides the fact that it's not even in PTB yet, I don't understand this complaint.
» Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.
This isn't hand-holding, this is literally the premise of the game my brother in the mist. This is what perks are for. Survivors want to do gens faster, so they have perks to do gens faster. Or, alternatively, to loop better, etc etc. The killers have perks to try stopping the survivors from doing their objectives, because that's the killers job. Gen regression to stop gens being done, hindered effects to stop survivors running away, auras to stop survivors hiding, etc etc. That's not 'hand-holding' that's quite literally the entire principle and point of Killers having perks.
Will this be a miserable perk to face on some killers? Absolutely. As with all perks. Aura perks are strong on Judgment and trash on Spirit. That's just how that works.
auras have been a "thing" ever since Nowhere to Hide and the Lethal buffs. It's why killers started to get upset at Distortion because now that auras were a "thing" they felt entitled to it 24/7
I am one of those killers that feels entitled to my auras 24/7. I run a 3-aura build and a 4-aura build on Huntress. I don't think it's legitimate or sensible that a single perk can counter three to four of my perks in totality.
That being said I don't actually mind distortion. Never found it all that problematic, as if one person runs it that just leads to me accidentally tunneling whoever doesn't. 🤣 Not optimal, but not that problematic either.
No, they weren't. I have been playing this game since 2017. They were never complained about at this level until recently when suddenly all the content creators started talking about it.
But the killer ignores breaking the pallet? That's not great.
The knight summons a guard and forces you to leave the loop? That's not great.
The pig is crouching and using a dash attack? That's not great.
The Twins using Victor? That's not great.
The first uses Vine Attack and Undergate Attack? That's not great.
I can continue, and what these killers have in common is that most of the time they don't break a pallet.
This perk has a very flawed and oppressive design.
Everything (save one) you just listed as 'That's not great' are literally just examples of killers using their powers, you realize that right? Also why is 'The killer ignores breaking the pallet' not great? That's literally a desirable outcome for most survivor players.
Also also, what is 'oppressive' about this? Once you see it's in play, you just… ya'know, don't trigger it. Only throw safe pallets and stay on loop until the timer is out. That's not 'oppressive,', it quite literally has its counteractions built in.
Not every pallet needs to be broken, looping them is sometimes the play. Every pallet break gives the survivor 20 seconds of distance, now that every map has like 20 pallets that is 400 seconds of distance available on the map, and that doesn't factor in loops, or windows, or perks, or the fact that you have to hit the survivor twice. If you break every single pallet you are going to lose.
So the solution is to "force" the survivor to stay in the same place? How is this a fun and engaging design? What will happen is that the pig will crouch and then force the survivor to leave the loop, just to punish the survivor by 20% Hindered for 3/4/5s for making the right decision.
This is a flawed design.
… what?
A killer chasing a survivor around a loop is "forcing" the killer to stay in the same place. How is that fun or engaging design? This logic doesn't work in the present game as it is. Most perks do things of this nature. Doing gens "Forces" a survivor to stay in one place. There's a great deal of things that "force" players to stay in a given place or loop to achieve a counter-action. That's… that's literally the purpose of looping.
Are you suggesting that looping is inherently unfun design? Because I'll agree, don't make me do it. I hate looping.
They all assume that the survivor is in the perfect loop, and this rarely happens on most maps, especially indoor maps, most of which have a medium to weak pallet.
But I didn't say it's hard to avoid, I meant it literally forces you to run away, which in turn forces you to leave Pallet and then you get 20% Hindered for 3/4/5s for making the right decision!
You're not playing the role of the survivors to understand my post.
???
This logic doesn't work when the killers have perks literally designed to close loops.
I literally don't know what the developers are thinking. The intentions are good, but the execution is very bad.
I find it interesting that we're about a year away form BHVR cancelling anti-tunnel on the grounds of 'forcing players on rails'. Which, fair enough, that isn't great gameplay, but then using the opposite logic on survivor play.
I won't argue that one.
^