zeromorph
zeromorph
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I agree with most of the things you specified. I like the idea of the guards giving mangled/hemorrhage and broken it does really fit since the assassin already gives deep wound, it would create a lot more strategic options of not only which guard to use but also which status effect you would like to apply to a given survivor.
I also agree that the guards should start off weak or their current base and get stronger the longer they patrol, this is a change i have heard many people in the community say would really improve the knight. As for the guard speeds i think that these are a bit too high, while i do agree they should be faster i think they should increase their speed by 2.5%, the guards are not meant to guarantee hits but they should hit a survivor if they make too many mistakes or the survivor does not make any effort to outplay them, as of now i have seen a carnifex chase a survivor for the full 24s in a straight line and for the last 10s he was right on their heels and still never hit them. By increasing them by 2.5% this would make the guards a lot more useful but still not strong enough to guarantee hits on their own. The assassin working like a mini legion is a very interesting concept but i feel like that would make him a bit too strong and more dominant than the other guards.
In terms of the green orb yes I fully agree it should not be shown to survivors. During the ptb the community almost unanimously said that survivors should not see the green orb, i dont know why this wasnt done. The radius on the other hand once the orb is not shown anymore i feel like it wouldnt really make a huge difference whether it was kept as is or showed intermittently as the orb is the main reason why the power is so easy to outplay.
"the Knight can now recall his guards early by tapping the power button again which will immediately start the cooldown." - yes please, since you cant cancel the power once you activate it, if you place a useless guard and suddenly you find a survivor you essentially have no power for 12s or 24s if its jailer. They already added the ability to cancel guards by hitting them so why not just make it easier and let us just right click again. Its also really annoying that the only way to cancel a guard is to go up to them and bonk them on the head and if you miss or he goes through you while swinging you are just left trying to hit the guard multiple times.
An addition i would make is something i also said during the ptb which is being able to switch guards with ctrl when you dont have any guards summoned. The way it would work is you can switch the guards but you have to use all the guards in your current rotation in order to use the same guard again as i strongly feel that you should use all 3 guards as that is his power and not just use 1 guard throughout the whole match. So for example say you start the match and you use ctrl to switch to the assassin, then use him in a chase or however you want. After he disappears you can still switch between guards but you can only choose between carnifex and jailer, then you switch to jailer maybe for gen control as some survivors tried to gen-rush you so you would like for the gen to regress for a bit longer. After he disappears you only have carnifex left so you cant switch between guards, you then use the carnifex to destroy a door or pallet and after he disappears the rotation resets and you can choose between all 3 guards again and so on. He is described as a strategic killer but since you cant swap between the guards his strategy is very limited and i feel this would fix the problem (right person for the job and all that) while still keeping him on pretty much the same level. You can already do this very tediously of summoning a guard, hitting him, summon guard, hit him to get a specific guard so again why not just make it easier and let us switch using a button.