Some simple changes to knight

I think the knight at his fundamentals has a good power. but it's simply too hard to get it to function for the reward, which leads to just antiloop gameplay, which it's not even that good at.

here are some number and some power tweaks that i think would have an immense impact on his gameplay and actually make the strategic gameplay viable

  • 8 second longer chase duration for every guard, 4 seconds for carnifex
  • banner spawns 4 seconds later for assassin and jailer (smart survivors will tend to loop the guard once and return to the banner so that they lose very little distance on where they were previously compared to holding W away which although safer, actually leads to more distance gained and therefore more time lost for the survivor)
  • the summoning path extended by 4 meters
  • survivors within 6 meters radius of a newly summoned guard's spawn point will always be chased as soon as possible (to prevent the cases where the guard is right behind a survivor but is too blind to start a chase, and to reward accurately knowing where the survivor is)
  • either the knight can see survivors while summong OR survivors cannot see the orb at all
  • and lastly the guards dont get stuck in a wall or try to walk through a literal fence in hopes of reaching the survivor on the other side (just better pathing in general)

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