How the promethean knights should be if in 5

One thing I really didn’t like about Halo 4 was the Prometheans. Most notably the Promethean Knights. For anyone who play the Destiny Beta, the Fallen Captains in that game was really how the promethean knights should have been. I hope the knights are more like that if they are ever included again (which they probably, definitely will)

The destiny ones barely teleported out when their shields were down… as in, not too far and not for offensive purposes.

I think you should need powerful weapons on their weapons to kill them. I think they should use their abilities more as well. More zigzag more leaps, more pulses and more stuff. Make them fear worthy but give them a weakness to their own weapons.

Make them worthy of being called Prometheas.

> I think you should need powerful weapons on their weapons to kill them. I think they should use their abilities more as well. More zigzag more leaps, more pulses and more stuff. Make them fear worthy but give them a weakness to their own weapons.
>
> Make them worthy of being called Prometheas.

Totally agree. After reading about the actual Prometheans in the Forerunner novels, I had a certain perception of Forerunner – both Warrior Servants and their elite Prometheans. Then the Knights came along with their crawlers and, well, changed everything.

The Knights didn’t feel aggressive enough IMHO, they never really seemed to press home an advantage. And the teleporting became a nuisance more than anything else. The lunge and skull thing was neat but never got enough play time.

Of all the Forerunner enemies introduced, only the Watchers were halfway interesting.

I just hope they won’t be the main enemy again.
They should be stronger than in h4, but more rare.

> I just hope they won’t be the main enemy again.
> They should be stronger than in h4, but more rare.

Yeah, to me they were hit or miss, I didn’t enjoy them, the story was fine, but I just didn’t like fighting theem.

> One thing I really didn’t like about Halo 4 was the Prometheans. Most notably the Promethean Knights. For anyone who play the Destiny Beta, the Fallen Captains in that game was really how the promethean knights should have been. I hope the knights are more like that if they are ever included again (which they probably, definitely will)

How about no. Mostly no because…they acted exactly the same. The only gameplay difference between the two is that Prometheans teleport farther away. You couldn’t make them more similar even if you tried.

I didn’t mind the Knights, I actually would like to see them them become tougher still.

*More abilities
*Use those abilities more often
*Knight Melee is a OHK at Heroic difficulty.
*Health buffed, shields only a little for standard knight.

Knights are the some of the only enemies where I don’t mind them being bullet sponges because it feels appropriate. My only gripe with them is simply that the ammo capacity was so low that you ran out ammo after one or two encounters. We just need higher ammo capacity in general. It seems like just another part of the game affected by poor multiplayer decisions(ammo perks) and ordinance(more common power weapons).

I think simply upping the ammo capacity would make people much more receptive to knights and the Prometheans.

> I didn’t mind the Knights, I actually would like to see them them become tougher still.
>
> *More abilities
> *Use those abilities more often
> *Knight Melee is a OHK at Heroic difficulty.
> *Health buffed, shields only a little for standard knight.
>
> Knights are the some of the only enemies where I don’t mind them being bullet sponges because it feels appropriate. My only gripe with them is simply that the ammo capacity was so low that you ran out ammo after one or two encounters. We just need higher ammo capacity in general. It seems like just another part of the game affected by poor multiplayer decisions(ammo perks) and ordinance(more common power weapons).
>
> I think simply upping the ammo capacity would make people much more receptive to knights and the Prometheans.

This. The Needler was a great way to take out Knights, but because weapons despawn after 12 seconds it was hard to actually get to use this tactic.

> I didn’t mind the Knights, I actually would like to see them them become tougher still.
>
> *More abilities
> *Use those abilities more often
> *Knight Melee is a OHK at Heroic difficulty.
> *Health buffed, shields only a little for standard knight.
>
> Knights are the some of the only enemies where <mark>I don’t mind them being bullet sponges because it feels appropriate. My only gripe with them is simply that the ammo capacity was so low that you ran out ammo after one or two encounters.</mark> We just need higher ammo capacity in general. It seems like just another part of the game affected by poor multiplayer decisions(ammo perks) and ordinance(more common power weapons).
>
> I think simply upping the ammo capacity would make people much more receptive to knights and the Prometheans.

i’d rather have them acting more intelligent & less predictable,
than cowardly & jumpy bullet sponges like they’re now.
they neither were hard nor fun to fight, they were annoying, boring & repetetive.
IMO, they need a lot of fixing to make them challenging & fightworthy opponents.

I think the Promethean Knights mostly just need some tweaks to be awesome in Halo 5: Guardians. For example, if their teleport ability was altered slightly to, yes, be more in line with the Fallen Captain in Destiny, then that would be a positive change. That means that when they do teleport, where they’re going should be a lot more obvious, but the range they can teleport should also be dramatically reduced. They shouldn’t be able to teleport to cover if they’re really out in the open. They also shouldn’t be able to teleport away if they’ve just charged you, but you still managed to pop their shields - at least, not very far away.

I actually like their teleport-charging move a lot - I think it’s really unique and I want them to retain that. However, it should be a little bit more obvious that they’re about to do it - a louder audio cue may help with that. Also, I don’t think it’s a good thing to give Scattershots to Knights. That’s a little too frustrating. Those Knights variants should be given a different weapon, while the Scattershot should be given to a smaller, more aggressive but also more vulnerable type of Promethean whose sole role in the battlefield is to charge you, if possible. Kind of a like a Flood with an Energy Sword, this new enemy type would be very dangerous if you’re not aware of them, but very vulnerable to headshots if you are.

Finally, Knights should keep their extremely-durable energy shields, but the visual cues for when they’ve popped or are recharging should be a lot more obvious. As well, they should start to recharge a second or two later than they currently do, and the Knight underneath the shield should be a little bit more vulnerable than it currently is.

This is how I would change Knights. Make them just a bit more vulnerable, take away their Scattershot, don’t allow them to flee nearly as often, and make some of the visual language communicating these moves a little or a lot less hazy. It has just always really bugged me that I can’t tell where a Knight is teleporting to unless I’m closely watching my motion tracker. It’s also always bugged me that when the Knight has teleported away, its energy shields have seemed to already start to recharge when I locate it again, but I can’t really tell - and I can hardly tell when I’ve popped them in the first place, anyways. I think a lot of this visual communication being improved would make the Knights a lot more fun. I find them an intriguing and mostly fun enemy, but they’re too often also irritating.

> I just hope they won’t be the main enemy again.

Then who will be?

I like how halo 5 is expanding the lineup of promethians . It won’t be the same three over an over absorbing fire.

Hey if you still want to know, ik just finished the halo 5 campaign.
MINOR SPOILERS AHEAD!!

okay so they basicslly are like the old ones but more rare and tougher. They have two wrak points on their armour. If you destroy them a critical hit spot is revealed at their back.

They are, and look a lot more tough than the one’s in Halo 4