I had been editing for like 10 hours straight by the time I did my intro and realised I didn't convey the point I was trying to make well. The point was I'm not commenting on whether or not the change is a buff or a nerf since I have no experience with how he was to play prior to this "rework" (played against him many times though). This is just my thoughts on how he feels and plays right now as someone who doesn't have experience playing him. I also did do as much research as I could when coming to the conclusion in the intro and the end (the gameplay was recorded days ago) and did do some looking about before playing him (which is why I'm running map of the realm).
And the problem is that you also cannot use your guard for stalling because they didn't changed the banner mechanic so if you want to be in 2 places in 1 with your guard you can't do that because if the survivor is smart they can just despawn the guard after 5 seconds
This, exactly this. I play a lot of knight and when the survivors grow the basic braincells then they know how to get that flag. It’s so easy to just get rid of them he basically doesn’t have a power
It's forever hilarious that they'll keep the ridiculous AI bug that makes his guards useless, but the ability to cancel out your power is a bug they'll work tirelessly to remove. They want you to do more snipes but they also want to punish you for trying to go for snipes since you'll have to manually chase down the guard or be powerless until it runs out. Thanks BHVR :)
Wait.... They actually want you to not have the ability to spawn guards while the one is out?... Cancelling the previous guard with a new one is a bug?? YOU MEAN THEY actually want to make one of the only good things about this change go away?
Just feels like they are throwing stuff at the wall and seeing what sticks (they do that alot with reworks). I also don't understand how him calling 2 guards out is a bug because there is clearly custom code in place which despawns a currently out guard if you go to spawn another one which means they have actively written code for that interaction to happen, but that interaction would only ever happen if they anticipated that scenario to happen which it never would if they didn't intend for it to happen. It all just seems very weird.
No. According to the patch notes, the bug was being able to spawn a guard while another was summoned. Guard cancel via summon is intended. The moment you begin a patrol path, the existing guard is canceled, long before you can "spawn" your new guard, so per their language, we can safely assume guard cancel via summon is not a bug. Occasionally though, multiple guards would be spawned at once. This is the bug.
@@cjames9320 It unfortunately was the guard cancel that seemed to be the bug, and one that they fixed by making knight even slower at that with a 10 second global cooldown and completely removing guard cancelling via summon.... Here's to hoping they make it a feature though
If this is the case it would make more sense but I was actively looking while playing him for this happening and it never did, nor did it for anyone else's gameplay I've seen of it. Hopefully you're right
i mean... i kinda get why they change him, but he unironcially really enjoy current knight, the "mindgame" of breaking versus deploying on a dropped pallet, the "pseudo exoposed" if you lead them to a spot where they could get hit by both you and the guard in succession and just a strong endgame awell decent detection and slowdown. and now... i loose my faveorite killer... because spawning a guard in a chase is just inviteing them to run though you like you are the spirit, or at least thata was my ptb experience. i wish they would at least give him something in return. like i dunno a 4% haste if you hunt the same target as the guard or an AI fix or the option to press controll after the 10 meters to spawn a staionary guard, maybe the option to holy controll and then rightclick sends out a guard that automatically runs 10 meters forwards and back,literally something, i am not hard to please here, just make it feel like it isnt just a massive nerf
I had been editing for like 10 hours straight by the time I did my intro and realised I didn't convey the point I was trying to make well. The point was I'm not commenting on whether or not the change is a buff or a nerf since I have no experience with how he was to play prior to this "rework" (played against him many times though). This is just my thoughts on how he feels and plays right now as someone who doesn't have experience playing him. I also did do as much research as I could when coming to the conclusion in the intro and the end (the gameplay was recorded days ago) and did do some looking about before playing him (which is why I'm running map of the realm).
And the problem is that you also cannot use your guard for stalling because they didn't changed the banner mechanic so if you want to be in 2 places in 1 with your guard you can't do that because if the survivor is smart they can just despawn the guard after 5 seconds
This, exactly this. I play a lot of knight and when the survivors grow the basic braincells then they know how to get that flag. It’s so easy to just get rid of them he basically doesn’t have a power
It's forever hilarious that they'll keep the ridiculous AI bug that makes his guards useless, but the ability to cancel out your power is a bug they'll work tirelessly to remove.
They want you to do more snipes but they also want to punish you for trying to go for snipes since you'll have to manually chase down the guard or be powerless until it runs out. Thanks BHVR :)
Wait.... They actually want you to not have the ability to spawn guards while the one is out?... Cancelling the previous guard with a new one is a bug?? YOU MEAN THEY actually want to make one of the only good things about this change go away?
Just feels like they are throwing stuff at the wall and seeing what sticks (they do that alot with reworks).
I also don't understand how him calling 2 guards out is a bug because there is clearly custom code in place which despawns a currently out guard if you go to spawn another one which means they have actively written code for that interaction to happen, but that interaction would only ever happen if they anticipated that scenario to happen which it never would if they didn't intend for it to happen. It all just seems very weird.
No. According to the patch notes, the bug was being able to spawn a guard while another was summoned.
Guard cancel via summon is intended.
The moment you begin a patrol path, the existing guard is canceled, long before you can "spawn" your new guard, so per their language, we can safely assume guard cancel via summon is not a bug.
Occasionally though, multiple guards would be spawned at once. This is the bug.
@@cjames9320 It unfortunately was the guard cancel that seemed to be the bug, and one that they fixed by making knight even slower at that with a 10 second global cooldown and completely removing guard cancelling via summon....
Here's to hoping they make it a feature though
"Ughm actually, this is a buff because..... uh? Yeah. Knight got buffed, get good baby killer." -Survivor Main #278
RIP knight.
He was already dead upon release, this is just the cremation. At least we can use his armour as an urn
knight was already hot garbage now he's just a different flavor of trash
Literally the only thing the Knight can do well now with his power is hold 3 gens.. which was the biggest complaint a lot of people had about him.
Meanwhile knight players are happy? Wild
The bug isn't cancel via summon, it's when you try to cancel via summon and the first guard doesn't cancel.
If this is the case it would make more sense but I was actively looking while playing him for this happening and it never did, nor did it for anyone else's gameplay I've seen of it. Hopefully you're right
i mean... i kinda get why they change him, but he unironcially really enjoy current knight, the "mindgame" of breaking versus deploying on a dropped pallet, the "pseudo exoposed" if you lead them to a spot where they could get hit by both you and the guard in succession and just a strong endgame awell decent detection and slowdown. and now... i loose my faveorite killer... because spawning a guard in a chase is just inviteing them to run though you like you are the spirit, or at least thata was my ptb experience. i wish they would at least give him something in return. like i dunno a 4% haste if you hunt the same target as the guard or an AI fix or the option to press controll after the 10 meters to spawn a staionary guard, maybe the option to holy controll and then rightclick sends out a guard that automatically runs 10 meters forwards and back,literally something, i am not hard to please here, just make it feel like it isnt just a massive nerf
See no no it is a buff. Because remember survivors are the player characters and killers are just evil people who ruin the game for people!
As someone who hated playing against the night, I don’t see an issue here 😅