So here's my two cents as a Knight main(previously Sadako and Dredge, I sure know how to pick'em huh) -Changing guards and path cancellation feels awesome, you ALWAYS have something to do -Map of the Realm isn't required to play anymore, but it should've been 100% of the addon basekit to be honest. -New addons are really fun, except the ones where the effect comes from Guard hits now for the bad -10m minimum path sounds like a good change in paper, but in game it basically removed his power on small loops and on corners, shack, etc. And the path drawing mode isn't fast enough to make reaching those 10m fluid enough, not even with the Call to Arms addon. Before when you instadropped, the Guards would take much more time to start the chase, and the counter was either taking a lot of vaults to slow the Guard down, or try to go for the flag. Holding ''W'' was always the worst option, because it opened you up for an easy pincer attack. Instead of completely removing instadrops, why not simply add a hunt timer penalty if your path is less than 10m? Make it so an instadrop hunt lasts for 30% of the normal time or something, but don't outright removed parts of his power like: -8m threshold for hunts in tandem with your guard, making hunts deplete 3x faster. This change just boggles my mind. The whole reason this Killer was designed was for you to WORK WITH YOUR GUARDS for a hit, not let them do hits on their own. That's why the scorecard for a hit mid-hunt is ''Flushed Out'', as in, you worked with your Guard to flush out the survivors from bunkering in one spot. If this change goes thru, means BHVR actually wants Guard hits, which only occur if the surv is completely oblivious to the counterplay(Hi Sadako). -They didn't remove the obnoxious 1.5m minimum distance for summoning, the power is still clunky to use in cramped maps. Try to order a break on a gen/pallet closeup to see what I mean. -His teleporting bug and getting stunned when breaking pallets fast with your guard wasn't fixed. -His bug of the Guard completely re-routing it's hunt path if the survivor pre-drops a pallet mid-hunt. -THEY MADE ONE BUG OFFICIALLY COUNTERPLAY. Faking window/pallet vaults makes the Guard ignore everything else, run to the window/pallet, get slowed as if he was crossing it, then continuing the hunt, with a massive distance deficit. This bug was introduced during Tools of Torment, mind you.
i believe the entire point of this was to remove his oppressiveness on small loops; there was no skill expression in it and was incredibly boring to play against as for the first 2 bugs, they are most likely still fixed once it goes live, PTB is pretty notorious for unintentionally having old bugs still be active; the last bug is a healthy counterplay, your only options for a hunt shouldnt be 'hold W then go all the way back for the flag' especially since so many knights just try and 2 tap with it
This character is going to be more or less garbage now. Everything good about him is gone and unless they fix the bugs with the stun/summon distance he is just goimg to stay bad @Triads297
i hope bhvr takes the "bug" where you can summon a guard while another is active and make it intentional, new knight is so fun with it, just look at the final down tat got at the end of the video
It would be WAY too oppressive for knight to be able to have multiple guards out. Imagine 2-3 different guards guarding 3 different generators! Nothing would ever get done. Worst idea ever from a balance perspective
@@tfcbioshock if you summon a guard on ptb while one is doing anything ie: chasing or patrolling, the guard that was summoned first and is currently doing something will stop whatever it is that it's doing and disappear. when this update hits live, you'll have to wait for the guard to finish whatever it's doing or manually swing at it before you can summon a different guard, which kinda makes knight feel slow imo
@@tfcbioshock It's not that multiple guards are active at the same time, it's that activating a new guard immediately cancels the previous one, instead of the killer having to slap the guard first to make it go away before starting a new patrol. The result is you still only have 1 guard out at a time, but he becomes a lot less clunky since if you make a mistake you're only punished with a cooldown on that guard, instead of you being completely locked out of your power for 10 secs or otherwise forced to chase them down and slap them.
It really says something that the best part about the update is a bug which they'll remove lmao They want you to go for snipes, but the punishment is too much. You're still better off cheesing loops, which you can still very much do.
@@davidredskullit does exist. One iridescent rn makes it so once a guard does an action like breaking, they linger for 8 sec. Meaning you CAN have that guard standing still patrolling AND another active guard.
I really hate this rework. They didnt adress the main painful points that make playing knight a constant struggle. They didnt fix the stun pallet break bug, they didnt make the map fully basekit (so it still is a mandatory pick), and worst of all: the bug that destroys the guard nav ai by touching a window or dropped pallet is now "an intended feature". Pincering with your guards is also gone, one of the few things that made this killer unique. Now he feels more like nemesis with guards that are only useful to break stuff in chase. The 10m requirement also feels bad, with no visual indicator of when you can actually place a guard other than looking directly at the bottom of your screen. If "shitting out" a guard at a low pallet loop is so bad, why not make less than 10m patrol guards take 1s more to begin to detect? With the way they aimed for this rework, i might as well drop him because i dont want to relly only on boring survivors to death with snipes (which i think are cool), because i am 100% sure they won't the guards fast enough to actually get hits consistently on their own. Oh and aparently, the thing that allows you to spawn a new guard while another one is active is a "bug", nevermind the fact that disbands the old guard and puts him in a cooldown.
I can see why the last second patch was added. About 30% of your patrols paths actually got someone yet you could spam so many at the same time. No risk, but still a reward.
These changes for the knight will hurt him against mid to high level players in or out of swf. He's encouraged to not chase surviors but let guards chase.
Kinda wish the guards either A) can’t be spawned by hooks (like the unknown), B) have their duration shortened if patrolling near hooks, or C) add to the unhook bar to add just a little bit of anti-camping play
No to that. Singularity has something similar and makes him really bad to play and its something that will be removed when this ptb hits live. Knight's guards already have anti camping: when a guard is chasing a survivor, if that survivor starts the unhook animation, it will disband the guard INSTANTLY.
It sucks that the ability to spawn a new guard, cancelling out the current patrolling one, is a bug
It feels really good
I being able to have a lot out, have a guard kick a gen and send another to patrol all while keeping a guard extra
The new Ormond variation is tripping me out! I was like "when did the hut spawn over there?! And the snow plow?!"
its really confusing.. i lowkey wish the OG ormond came back in the variants
@@Tatariu yes!
So here's my two cents as a Knight main(previously Sadako and Dredge, I sure know how to pick'em huh)
-Changing guards and path cancellation feels awesome, you ALWAYS have something to do
-Map of the Realm isn't required to play anymore, but it should've been 100% of the addon basekit to be honest.
-New addons are really fun, except the ones where the effect comes from Guard hits
now for the bad
-10m minimum path sounds like a good change in paper, but in game it basically removed his power on small loops and on corners, shack, etc. And the path drawing mode isn't fast enough to make reaching those 10m fluid enough, not even with the Call to Arms addon. Before when you instadropped, the Guards would take much more time to start the chase, and the counter was either taking a lot of vaults to slow the Guard down, or try to go for the flag. Holding ''W'' was always the worst option, because it opened you up for an easy pincer attack. Instead of completely removing instadrops, why not simply add a hunt timer penalty if your path is less than 10m? Make it so an instadrop hunt lasts for 30% of the normal time or something, but don't outright removed parts of his power like:
-8m threshold for hunts in tandem with your guard, making hunts deplete 3x faster. This change just boggles my mind. The whole reason this Killer was designed was for you to WORK WITH YOUR GUARDS for a hit, not let them do hits on their own. That's why the scorecard for a hit mid-hunt is ''Flushed Out'', as in, you worked with your Guard to flush out the survivors from bunkering in one spot. If this change goes thru, means BHVR actually wants Guard hits, which only occur if the surv is completely oblivious to the counterplay(Hi Sadako).
-They didn't remove the obnoxious 1.5m minimum distance for summoning, the power is still clunky to use in cramped maps. Try to order a break on a gen/pallet closeup to see what I mean.
-His teleporting bug and getting stunned when breaking pallets fast with your guard wasn't fixed.
-His bug of the Guard completely re-routing it's hunt path if the survivor pre-drops a pallet mid-hunt.
-THEY MADE ONE BUG OFFICIALLY COUNTERPLAY. Faking window/pallet vaults makes the Guard ignore everything else, run to the window/pallet, get slowed as if he was crossing it, then continuing the hunt, with a massive distance deficit. This bug was introduced during Tools of Torment, mind you.
100% agree glad I’m not the only one that feels this way
i believe the entire point of this was to remove his oppressiveness on small loops; there was no skill expression in it and was incredibly boring to play against
as for the first 2 bugs, they are most likely still fixed once it goes live, PTB is pretty notorious for unintentionally having old bugs still be active; the last bug is a healthy counterplay, your only options for a hunt shouldnt be 'hold W then go all the way back for the flag' especially since so many knights just try and 2 tap with it
Sad times have come
Should I unlock this character as my first? Or dredge?
This character is going to be more or less garbage now. Everything good about him is gone and unless they fix the bugs with the stun/summon distance he is just goimg to stay bad @Triads297
i hope bhvr takes the "bug" where you can summon a guard while another is active and make it intentional, new knight is so fun with it, just look at the final down tat got at the end of the video
it feels sooo good with that bro
This bug is not benefit survivor, so its 100% not going to live.
It would be WAY too oppressive for knight to be able to have multiple guards out. Imagine 2-3 different guards guarding 3 different generators! Nothing would ever get done. Worst idea ever from a balance perspective
@@tfcbioshock if you summon a guard on ptb while one is doing anything ie: chasing or patrolling, the guard that was summoned first and is currently doing something will stop whatever it is that it's doing and disappear.
when this update hits live, you'll have to wait for the guard to finish whatever it's doing or manually swing at it before you can summon a different guard, which kinda makes knight feel slow imo
@@tfcbioshock It's not that multiple guards are active at the same time, it's that activating a new guard immediately cancels the previous one, instead of the killer having to slap the guard first to make it go away before starting a new patrol.
The result is you still only have 1 guard out at a time, but he becomes a lot less clunky since if you make a mistake you're only punished with a cooldown on that guard, instead of you being completely locked out of your power for 10 secs or otherwise forced to chase them down and slap them.
It really says something that the best part about the update is a bug which they'll remove lmao
They want you to go for snipes, but the punishment is too much. You're still better off cheesing loops, which you can still very much do.
i thought bhvr giving knight ability to choose between guards as you want like vecna chosing his power
They are, but it works more like switching Clown's bottles where you just hit ctrl to cycle between them.
no spell cast wheel; just the ability to cycle by pressing a button
I think that's manageable, thx both of you for the info
Lithe plus Laura's vault perk is gonna be nutty
there should be an iredescant add-on that you can summon two guards
thatd be hype
but it'll probably be op so their chase sequence last a bit shorter
@@davidredskullit does exist. One iridescent rn makes it so once a guard does an action like breaking, they linger for 8 sec. Meaning you CAN have that guard standing still patrolling AND another active guard.
@@davidredskulliri addons are supposed to be strong
@@tfcbioshockfair but i think my idea is cooler than what he have rn
I really hate this rework.
They didnt adress the main painful points that make playing knight a constant struggle. They didnt fix the stun pallet break bug, they didnt make the map fully basekit (so it still is a mandatory pick), and worst of all: the bug that destroys the guard nav ai by touching a window or dropped pallet is now "an intended feature".
Pincering with your guards is also gone, one of the few things that made this killer unique. Now he feels more like nemesis with guards that are only useful to break stuff in chase. The 10m requirement also feels bad, with no visual indicator of when you can actually place a guard other than looking directly at the bottom of your screen. If "shitting out" a guard at a low pallet loop is so bad, why not make less than 10m patrol guards take 1s more to begin to detect?
With the way they aimed for this rework, i might as well drop him because i dont want to relly only on boring survivors to death with snipes (which i think are cool), because i am 100% sure they won't the guards fast enough to actually get hits consistently on their own.
Oh and aparently, the thing that allows you to spawn a new guard while another one is active is a "bug", nevermind the fact that disbands the old guard and puts him in a cooldown.
Yap be glad they didn't gut him
God I fucking love this change
I can see why the last second patch was added. About 30% of your patrols paths actually got someone yet you could spam so many at the same time.
No risk, but still a reward.
I love knight. Glad they made these changes so maining him won't be as painful.
1:16 i be like WTF is this Lara Croft doing parkour what did i miss lmao
It’s her new perk
now imagine the guard switching but with vecna's spell select
Neverr 😂😭
That'd be Abit annoying to work in chase
The only thing I don’t like about knight is when he’s chasing you and your looping him he can just spawn a guard to pull you out of the loop
That is not posible anymore, just so you know.
These changes for the knight will hurt him against mid to high level players in or out of swf. He's encouraged to not chase surviors but let guards chase.
I use it now unless all the bug its a very good buff if you have good song for follow survivor with guards
Now this is literally like playing chess
I'll play knight when they do a berserk collab
Can't wait to try new knight
Is this still only in the ptb?
1 gen left 8 minutes into the match
17 minute match
So it seems they haven't changed *too* much about Knight lol
This is way better. No more boring free hits. Being chased by a guard is suspenseful as a survivor
OMG RIU PLAYING KNIGHT!!
I’m bringing old YT back. So.
301 squad
FIRST
1:06 lara
Bro, that's a New S TIER killer
Didn't we say this for Vecna, Vecna became b tier after ptb
having 2 guards out at once would be so unbalanced but so fun lol
You cant
@@mctoasty7054 hence "would be"
@@Free_Hugz oh sorry didn’t see that
someone suggested it could be an add-on
It is an addon @@Tatariu
Kinda wish the guards either A) can’t be spawned by hooks (like the unknown), B) have their duration shortened if patrolling near hooks, or C) add to the unhook bar to add just a little bit of anti-camping play
No to that. Singularity has something similar and makes him really bad to play and its something that will be removed when this ptb hits live.
Knight's guards already have anti camping: when a guard is chasing a survivor, if that survivor starts the unhook animation, it will disband the guard INSTANTLY.
@@dinomastah912 I didn’t know that. Most Knights I go up against will hook then pop a guard to keep me company
the guards don't even do anything at hook, if you touch the hooked person they despawn. We don't need anti camp like that I powers
@@dr.jessemr.hayden575they are only there because you team thinks that they can't save you, they're dumb
These changes are so ass