Logo_launch_secondary-b91d8695efae6663bd7fb44ceec5c0f8 Mighty Quest for Epic Loot

Post Icon The Knight at 20+ is practically unkillable

Displaying posts 1-10 of 53

Profile Picture

xWhiteWolf

Peasant

5 Posts

Joined 2014-03-03

March 07, 2014 23:39 (12 months ago)

About 70-80% of my attackers are knights, so I have been building castles with total focus on shutting down knights. Except no matter what I throw at them they won't die. I set up mortars, tons of stun, tons of snares, Jimbos+Petes with max damage on.

The joke is that they don't even attempt to dodge stuns, zekes, mortars etc. They literally just tank it. The only knights who I ever manage to kill are the ones who somehow fail at Springboard->Fire mines, which is hilarious especially given how they have increased movement speed and can literately walk through straight through spring traps without getting hit. Not to mention 1/2 of them can just tank it with their crazy high armor.

This is not how the game should work, I have no problem with losing to a knight that is dodging and kiting away stuns. When I play mage I am literally terrified of a single zeke shot hitting me because it could spell death. I watched a knight take 2 full zeke head shots to the face, get stunned by a ram, and then a Jimbo landed his hit on top of mortars landing constantly. Any other class would dead twice-over. The knight? He had to cast his healing strike and then eat a potion.

The way the metagame has shifted after the attack ticket system is toward setting up instakill combos because with the high amount of healing a war of attrition is hopeless. I actually have enjoyed that because it requires a high amount of skill to be constantly dodging traps(unless they pull everything past the bridge...), stuns, and charge-up hits. It creates tension throughout the entire castle because any moment a stun->kill combo could occur.

But, knights just laugh at any and all combos. The bad knights I encounter wind up chugging 2-3 potions because they don't even bother avoiding traps, and the good knights don't have to use more than their healing strike. A lot of bad mages+archers will die to a something as simple as 2 zekes and a Dr.Skull/Defendatron.

I'm fully prepared for a ton of flaming from knights so if you actually can show me a 20+ castle that a knight can't just tank everything I would be thrilled.

last edited: March 08, 2014 02:44 (12 months ago)

Profile Picture

HiImSeyden

Squire

27 Posts

Joined 2014-02-24

March 08, 2014 00:56 (12 months ago)

Quote | xWhiteWolf posted on Mar 07 2014 06:39 PM UTC

I'm fully prepared for a ton of flaming from knights so if you actually can show me a 20+ castle that a knight can't just tank everything I would be thrilled.

I would love to argue with you, but you are 90% right. I like the knigt, but as soon as he gets good gear together, nothing can kill him anymore. I enjoyed the first few levels due to leveling faster than getting gear. I had to kite zekes around corners, spam charge+smite while beeing at 20% hp against a peeve pundmore above my level... but the second a knight is well equipped eveything goes easy. (You still suck at getting 3 stars in castles, but nothing kills you anymore)

My own suggestion would be to take away healing strike completly to make up for the tankiness. This way sure he can eat damage... but nobraining trough castles would actually be his death.


Profile Picture

MIGHTY49919693

Squire

15 Posts

Joined 2014-02-26

March 08, 2014 03:35 (12 months ago)

Why are people whinging that the knight needs a buff when it is the most OP hero in the game? Over the last 30 attacks, I have lost 7 times, 6 of them have been to knights, and I have killed a knight maybe 4 times? They are stupidly OP, and the only ones who die have used 0 potions in their attack. I am at level 20.


Profile Picture

HiImSeyden

Squire

27 Posts

Joined 2014-02-24

March 08, 2014 11:19 (12 months ago)

Quote | MIGHTY49919693 posted on Mar 08 2014 03:35 AM UTC

Why are people whinging that the knight needs a buff when it is the most OP hero in the game? Over the last 30 attacks, I have lost 7 times, 6 of them have been to knights, and I have killed a knight maybe 4 times? They are stupidly OP, and the only ones who die have used 0 potions in their attack. I am at level 20.

No. The knight has to much survival, BUT there is no stupid op hero in this game right now. The knight is extremly tanky, the archer can oneshot elites, has two dashes and a big damage migation for few seconds while the mage can pretty much bomb every group down, heal himself for 40% of his maximum hp with a single spell and got the longest dash in the game (which makes him immune to damage)

The survivability of the knight needs to be tweaked, but he is no way to be considered "op".


Profile Picture

SirCast-a-lot

Squire

17 Posts

Joined 2013-12-15

March 08, 2014 19:12 (12 months ago)

check out the worldwide crown leaders...

they all have knights in the level range 15-25


Profile Picture

Archangel81b

Peasant

4 Posts

Joined 2014-02-26

March 08, 2014 23:34 (12 months ago)

If you really think Knights are in need of a nerf, you must be building your castle poorly then. Knights can't just dash through the jelly walls and then continue to dodge the spring platforms (I've tried, and it works maybe 10% of the time). The Archer and Mage both have a better survival rate because of the way most castles are built. Imagine this: you build a castle using a room that has the narrow one-square wide passageway. You do the whole "jelly wall in front, 5 springboards after it" and hope to screw anything that has ideas about backtracking. If a knight were to backtrack, he'd basically be stuck at a point where he'd feel helpless. A mage or archer, however, would just destroy everything else on the other side with no problems at all, especially it's only one or two jelly walls to begin with. The same can be said for the boss rooms containing all your monsters. Knight is basically screwed. I'm not sure how you think the Knight can tank through all damage and not go through all his potions within moments, especially when he gets swarmed. Stop complaining about the second most under-powered class in the game and learn how to properly build a defense.


Profile Picture

eyestrain92

Squire

14 Posts

Joined 2014-03-05

March 09, 2014 00:41 (12 months ago)

Quote | Archangel81b posted on Mar 08 2014 11:34 PM UTC

If you really think Knights are in need of a nerf, you must be building your castle poorly then. Knights can't just dash through the jelly walls and then continue to dodge the spring platforms (I've tried, and it works maybe 10% of the time). The Archer and Mage both have a better survival rate because of the way most castles are built. Imagine this: you build a castle using a room that has the narrow one-square wide passageway. You do the whole "jelly wall in front, 5 springboards after it" and hope to screw anything that has ideas about backtracking. If a knight were to backtrack, he'd basically be stuck at a point where he'd feel helpless. A mage or archer, however, would just destroy everything else on the other side with no problems at all, especially it's only one or two jelly walls to begin with. The same can be said for the boss rooms containing all your monsters. Knight is basically screwed. I'm not sure how you think the Knight can tank through all damage and not go through all his potions within moments, especially when he gets swarmed. Stop complaining about the second most under-powered class in the game and learn how to properly build a defense.

Are you level 10 or something? Have you never played the other classes? No, you must not have. You have no idea what you're talking about.

No other class can "easily destroy everything" past the trap because no other class survives without some improper setup screw. The standard 6x6 "wall of mines" will instakill any character if there is no escape, which is possible in some rooms to do with merely a wall of jelly. There is one exception: the knight. You know what happens without the same defense rating and hilariously overpowered health scale? Death. Do you know why the top crown ratings are knights? Do you know why the "best" trap setups are exactly as I have described? (jelly with firespouts, springboard, minewall surrounded by springboards?) Because only a knight, which you have to have in order to even remotely succeed at higher levels, will survive that - and then proceed to face tank -every mob in game-.

Let me run that by you: you can kill every mob in game, you have low cooldown aoes, multiple control effects, and you can kill every mob in game. No, it's not "defenses are built wrong," the character can destroy anything because of the wonky scaling and balancing. You can argue "get into melee range is a threat" but let me just ask: when nothing will even -kill you- in melee range (which can actually happen for every other class INCLUDING the runaway,) what is the point of having mobs? To give farm to knights?

No, knights have low dps but have the fastest clear times. That's not in question, and you talk to anyone in higher levels with character sets and tell them otherwise and they'll laugh at you and your misguided "pls don't nerf me" opinion.


Profile Picture

steveraptor

Squire

67 Posts

Joined 2014-02-26

March 09, 2014 00:43 (12 months ago)

Quote | Archangel81b posted on Mar 08 2014 11:34 PM UTC

If you really think Knights are in need of a nerf, you must be building your castle poorly then. Knights can't just dash through the jelly walls and then continue to dodge the spring platforms (I've tried, and it works maybe 10% of the time). The Archer and Mage both have a better survival rate because of the way most castles are built. Imagine this: you build a castle using a room that has the narrow one-square wide passageway. You do the whole "jelly wall in front, 5 springboards after it" and hope to screw anything that has ideas about backtracking. If a knight were to backtrack, he'd basically be stuck at a point where he'd feel helpless. A mage or archer, however, would just destroy everything else on the other side with no problems at all, especially it's only one or two jelly walls to begin with. The same can be said for the boss rooms containing all your monsters. Knight is basically screwed. I'm not sure how you think the Knight can tank through all damage and not go through all his potions within moments, especially when he gets swarmed. Stop complaining about the second most under-powered class in the game and learn how to properly build a defense.

Sorry but thats totaly rubbish.
Im having the same issues like the poster, and my castle is lvl 20, for the past 2 days i got attacking ONLY by knights.
Rangers are extinct and mages are rare sight at my current level.
They dont need to dash jelly walls or anything.
They just stand at a certain spot, can be on a spike trap also, tank 6 mortars, that hit them for 80 dmg each (and their HP pool is 3500+), tank 3-6 creatures, clear the room, proceed onward.
corrosion traps makes the damage tickle them more.
most knights got armor + buffs that stacks to hilarious amounts so they can just sit in a big creature blob, with their armor stacked up to 80% dmg reduction and kill everything, i just dont know if to cry or laugh when my lvl 18 1800 psdps jimbo, hits 200 on a lvl 18 knight that just stands and takes the hits from him , 3 bear trap smelly archers and 3 mortars.
sometimes they just walk through ur entire castle to the boss room with 85% hp.
they got no weakness, simply as that, they got huge HP pool, 60+ resistance, very strong AOE control and damage and a very good healing spell, as well stuns and solid damage output, which are ALL on short cds.
healing blade is overpowered in hilarious ways, 12% scales of an insane amount of hp pool, a knight that cba to use abilties can just auto attack and use healing blade to heals enormous amounts of punishment.
every replay, same story.
mages and rangers 21+ that i ask to test my castle are having a very hard time, some of them die, some of them barely make it out alive.
and then comes a lvl 18 knight that rolls the place over and takes 20 crowns from me.

we dont need ur theorycrafting, its pointless and uselss and doesnt show anything. we are posting actual facts from the field and for many people they really get on then nervs, me included.
also judging by what u posted, u clearly got no clue of the game, u either didn't pass level 10 or only played a single class.

last edited: March 09, 2014 00:57 (12 months ago)

Profile Picture

WorldWWilliam

Prince

1,115 Posts

Joined 2013-11-02

March 09, 2014 05:45 (12 months ago)

Quote | SirCast-a-lot posted on Mar 08 2014 07:12 PM UTC

check out the worldwide crown leaders...

they all have knights in the level range 15-25

Max level players "Late game players" are in a different category then level 29 and below. Because competitively the knight is weak, It's just in the current fire mine meta(that the knight can survive) and the only worth while minions are zeke's and the soft cap is 26-28. (Makes it super hard to make any useful group with the caps) and swarm of newer players in open beta who don't know how to deal with the knight make him feel better at lower levels. (at level 1-15 he is pretty strong though)

3 punch pete's and 3 punch cyclops's can be a big issue for knights, If your having a issue spam them dampeners and traps and knights will have a bad time, You probably won't kill many archers if you build a anti knight castle but pick your poison.

last edited: March 09, 2014 05:50 (12 months ago)

Profile Picture

xSh4rk3yx

Squire

68 Posts

Joined 2014-02-26

March 09, 2014 13:26 (12 months ago)

So you are complaining that your copy/pasted clusterfuck castle can't kill knights. Seems legit.

You seem to be forgetting 3 things:
1- The knight got lower damage than archers and mages
2- The knight must be in the frontline and not shooting from behind a corner
3- The knight mana degen while out of combat so he must be always attacking if he wants to heal

If you nerf his defense to the level of other classes then the knight would be simply unplayable. Maybe you should build a castle with your own mind instead of copying it from other people if it's not effective against knights.
But still, in a game where all the castles are built in the same way, most knights run around with +armor per adiacent creature and blessed armor set. Don't blame the class if you put all your monsters in the same room and he enables godmode, that's your fault.


Displaying posts 1-10 of 53

Please log in to reply.