Grail Knight feedback

I wouldn’t say movement speed itself is useless. It’s pretty amazing on Slayer with Dual Axes. It’s just that GK’s weapons don’t have a high level of mobility for movement speed to scale off of well when it comes to practical application. Zealot makes it work with the Greatsword, but has a higher max speed than GK.

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And let’s be honest, zealot with move speed and G-sword is pretty much a meme build. It’s not like it’s competitive with any other talents on that row if you’re trying to make a min/max build. Same for GK, really.

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It pains my heart, but it is true.

In a world of Shade, Zealot, and even Slayer the GK tool set seems rather lackluster.

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Unfortunately so. More single target damage, but less effective dps due to a lack of attack speed buffs and more downtime due to having less mobility/safety.

I find it funny he can block warpfire throwers with a shield and walk through the flames without being knocked back yet he can’t stop knockback from ratlings like slayer can with ults. I’d like to see him just be able to ignore ratling and warpfire knockback without even needing a shield at all because again slayer can already do that.

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I never feared gas and stormers more than during the games I played GK. They are the bane of my existence. No DR to make them hurt less. No range to snipe them. No way to get out of tight situations, but pushing, which, depending on the type of enemies in the wave, doesnt work consistently.

If you get your balls kicked by Fire and Rattling, you at least can tell yourself: “Well. Should have brought a Shield.” The only conclusion you can draw once a gas globe hits your face is: “Guess Iam gonna die-die, or atleast lose a good amount of health.”

Not being able to bring a gun, while having no jump, dash, or other mechanic that lets you avoid being stuck is no nice feeling. I would love if the Blessed Sword hit just wouldnt need that long of a wind up, so you could push into BS to make some room. All that does atm is deleting your health bar.

Right now he plays like a Shade who got a hand tied behind his back, forgot how the 25% DR on crit worked, what invisibility is, how to move through enemies, while not being able to create infinite ammo and how to use a bow.

In the stream they said that some players from all difficulties tested GK. I would love to ask the cata gent why he did not question them if they were serious about his kit.

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“Defend this position for 2 waves”, “Collect that special item” - (make it spawn at one of the ravaged art locations for example), …

They should also be linked to the task ; right now if I pick up a tome and put it down, the reward stays ; same for grims.

Really? Is kiting no longer valuable in the current meta? I struggle to see how being able to outrun the enemies isn’t valuable, especially in last man standing clutch situations.

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Fair enough, that can be useful, you’re right. What I meant more is that GK is vulnerable to being cornered by enemy density, and in case of enemy density is unable to reposition towards a teammate or something because of no movement ult and mediocre to low dodge. If you can’t solve it by shield bashing anymore (which can be amazingly effective sometimes, don’t get me wrong) you’re in trouble. Class like Handmaiden or Slayer has these vulnerabilities way less. I wouldn’t rate GK more mobile than, say, Mercenary, since he can have better dodge and has more ability to make room with Ult, which I think are more powerful “mobility” traits in combat than running faster.

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Ok that all makes good sense. Thanks for explaining :smiley:

If you play him with something that can deal with Specials and something that can help him with Horde clear, he’s insane.

Merc is still better.

Repeater Handgun btw.

Also his quests are far more than enough to make some Weapons/Builds insane. RV actually feels like a normal Career with GK in the party.

Oh that happened. He actually got some really huge buffs before release. I 100% agree he is still a trash can. I put him barely above FK. Below every other career.

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Wow, how bad was GK before the buffs?

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Some cata games behind and i feel that krub quests are too good there and this new career drops other krub careers to shadow just because GH just gives too much in games… Missing range weapon is not even big deal most of my games i end up to be boss killer and horde cc cleaner so team mates can kill specialists In peace. And have to say GH need balance fist on his face his new shield is causin too much control and insane temp heal generation. Its almost like shotgun right click but every hit is count to be stagger and you can go easily to endless loop of cc:s with handmaiden. Without it you just add 1swing everythird strike and can go after double bash if game lets you. Then about that ultimate need longer cooldown with that damage

trust me man, you don’t even wanna know

he was essentially gonna be pay 2 lose

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This is a bad problem in VT2.

In VT1 Ranged was important but not crucial. It was a shortcut, not a necessity.

In VT2, with Stormer, Flamers and improved Ratlings (in VT1 they focused on 1 toon so the other ones could flank, here they fan out a suppressive fire) ranged attacks are necessary to have a probability to not wipe.

Actually, I prefer push + movement over dodging even in Cata.
With the current wonky enemy targeting, hyperdensity, tracking and the not-latency-dependent dodge window, dodging is very unreliable, just like before the first time they raised the windows to 3 sec and then lowered it to 1,5.
I can much more reliably simply walk out of attacks that would hit me if I dodged them, since then the enemy doesn’t get the tracking bonus. I try to avoid using dodge as a reaction and do it rather as a preventive action if enemies try to close in and I intend to go for a better position.

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Pushing is actually a good mobility tool as well, good point. And since GK has a shield in his backpocket most of the time, that can be seen as a mobility tool as well. In any case, it makes him better able to handle pressure and it improves his survivability in some situations by a lot.