so the new killers minions are a little extra special

I respect the concept of 'None but the killer guy are faster than survivors b/c overpowered' and i get 'Chaser AI is a little dumb b/c overpowered' but Both is just killing me. I've had a few matches now where survivors know they can outrun or escape the chasers easily and so get caught on purpose with, as they understood, no consequences other than i know where they are. Which is a fine thing, but when im trying to guard objectives it doesnt really seem to matter.

At this point, with me being new, im constantly bombarded with input and just become super chasey and bloodthirsty, and it feels like the knights abilities are near exclusively critical against newbie survivors, because im never able to really use them in a chase. Even on the instance that i can catch a mid-chase chaser, unless theyre in a corner, or dont know what theyre doing, the survivors gank on the ability to run away while im locked in place, and also suffer no consequences from being chased, as even if i put the guy in their path, the stall time for a guard to actually Chase a survivor is high enough they can run in whatever direction they want to and stall out the timer, making the play useless.

[TLDR START]

Edit: Also, almost forgot, Guards should be able to deal with breakable walls and boon totems, especially to deal with vault loop walls being an important thing to be able to do on the fly, even if boon totems/both are only completable with the Carnifex

So, a few ideas to consider:

*Make the Guard Chasing AI perfect or near perfect, as most of the more elite survivors have perfect route performance anyway, and so its matched

*Make all Guard Chasing speed moderately faster than survivor movement speed, and the Assassin much faster OR minimal wait time for initiating the chase

*Make as Guard Chasers pass through all walls and obstacles, or at the very least significantly less inhibited by them**

*My personal favorite, Make the Player continue whatever movement situation they were doing at the moment of beginning the Summon, leaving a very basic direction to continue moving or none at all based on how you do it, completely out of your control until you end the Summon^^

*Being able to control manually a guard once a chase is initiated, creating some Hag-like banter nonsense, with plenty of restriction opportunities for a potential teleport bonus type situation, including potential actions or speeds with specific Guards

**This sounds extreme and insurmountable but with the idea that the guards are still /Visually/ inhibited by obstacles, and have to take a moment to figure out where survivors ended up on the other side of the wall before continuing the chase again, for example a survivor is running behind a flat wall facing the chaser, the chaser might follow their exact location for another half second, before straightening and walking immediately through the wall, then finding the survivor again, allowing for an unprepared survivor to suffer the consequences of a chase, and allowing those with adequate cover to hide and sneak and take advantage of the guards not being perfect.

^^I really like the idea of trying to use this to continue a chase while using Carnifex to take care of a pallet or generator or something, to be chasing a survivor and do a quick backpedal before sending a guard after them to get a potential chase stall and do something else, or to get a corner on the survivor by side stepping a bit. If the player hits the wall while they are auto moving, it would be fine to just hit it and walk into it for a while, or even just stop as soon as he touches something. Opportunity for cheesing this on survivors and killers, allowing for the same kind of switcharoo banter you see with the nurse, as well as making a fast false guard to pretend to be lost walking forward and whack a boy, as well as survivors being able to stand in the way of an auto-walker to stop him from moving if that was a feature, mucking up his plan for movement.

Also, having No Way Out trigger and being able to make a guard spot one door as I auto walk over to the other, then triggering it as im already there to guard both at the same time is just too cool an idea to not want to try

[If you think this belongs in Feedback/Suggestions instead of discussions, if you could move this over there for me really quick i would super super appreciate it <3]

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