Knight
I don't exactly know why it was decided that the best decision to make regarding knight. Was to allow his guards to walk through survivors to get to the exact location they first saw them. Turn around, as if they only just noticed the person they literally phased through three seconds ago. Only to then chase survivors at a severe disadvantage.
I can understand it was likely because you thought it would be too easy if the guard immediately started to chase, but this was not the correct way to do it.
Spirits base kit allows her to do so much with only a few draw backs that can be further expanded on by the right perks and add-ons. Yet Knight immediately has a severe disadvantage of stopping chase to enter a mode that all survivors can immediately see and easily counter. Only to then when the survivors are spotted finally, to then witness to the utmost disappointment. Your guard walk right past, or even through the survivors for no reason. To get to an arbitrary spot they saw the survivor... and no add ons truly help this to become better because it is inherently flawed.
It is extremely disconcerting, to see your power basically do nothing, except stall survivors for a bit. Occasionally pull off something interesting through massive planning and luck. Only to switch to another killer, and immediately have a better time.
I don't believe this is what was intended and I understand the need for balance, but something needs to change inherently about the knight. I don't think it needs to go back to formula, a means to stop your guard from running away from the survivors would help. Maybe an ability to immediately send out a guard on a straight path with only minimal chase potential, that makes the power take longer to come back.
Whatever it is something needs to be changed about knight and a haste buff, aslight Gen kick buff, and having your guard run through the survivors slightly faster to reach the designated chase starting spot. Is not what knight needs.
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