Knight QOL and balance change suggestions.
GUARD SUMMON
- Reduces the base Break or Damage Action duration of Guards by -15 %.
GUARD PATROL
- Increases the base Vision range of Guards on Patrol by +2 metres.
GUARD HUNT
- Adding Dried Horsemeat to basekit [Increases the Hunt duration of Guards by +4 seconds.]
- Adding exit gate part from Iridescent Company Banner to basekit (The Exit Gates are blocked by Entity Spikes for the Hunted Survivor.)
ADD-ONS
(Buffed) Gritty Lump
- Increases the Movement speed of Guards on Patrol by +9 %.
- [New Effect] Survivors who vaults a pallet during Guard Hunt causes the Guard to break the pallet before ending the hunt.
(Nerfed) Pillaged Mead
- Increasing the Break or Damage Action duration of Guards by -10 %. (Was formerly -25 %)
(Nerfed) Map of the Realm
- Increasing the Vision range of Guards on Patrol by +1 metres. (Was formerly +4 metres.)
(Nerfed) Dried Horsemeat
- Increasing the Hunt duration of Guards by +2 seconds. (Was formerly +4 seconds.)
(Reworked) Grim Iron Mask
New Effect
- Guards who performs a breaking action on a Pallet, Breakable Wall or a Generator will patrol back to the Patrol Path's point of origin.
(Reworked) Town Watch's Torch
New Effect
- Guards during Patrol emits your Terror Radius.
- Gain the Undetectable Status Effect for the duration of the Guard Patrol.
(Reworked) Healing Poultice
New Effect
- The Knight teleports himself to end location of the Patrol Pathing.
- A Guard is summoned to the location of the Patrol Path's point of origin and begins the Guard Patrol from that location instead.
- The Pathing Orb becomes visible to Survivors.
- Survivor grabs are disabled for the duration between when the Patrol Pathing is active & when it ends.
Comments
I'm unsure about the changes to the Knights general Power, except the Map of the Realm related one.
GUARD PATROL
Increases the base Vision range of Guards on Patrol by +2 metres.
(Nerfed) Map of the Realm
Decreases the base Vision range of Guards on Patrol by +1 metres. (Was formerly +4 metres.)
Current Map of the Realm are really good as training wheel add-ons but they also become REALLY good as turn your brain off addon when you get some skill with Knight. I dont think we should have addons that work like that. Giving half to base kit but keeping it is a bad idea, as I see it only as an easy mode addon when you have gained skill using that addon.
(Buffed) Gritty Lump
Increases the Movement speed of Guards on Patrol by +9 %.
[New Effect] Survivors who vaults a pallet during Guard Hunt causes the Guard to break the pallet before ending the hunt.
I like the new effect. It would make that addon ALOT better.
(Reworked) Grim Iron Mask
Guards who performs a breaking action on a Pallet, Breakable Wall or a Generator will patrol back to the Guard Pathing's point of origin.
(Reworked) Town Watch's Torch
Guards during Patrol emits your terror radius
Gain the Undetectable Status Effect for the duration of the Guard Patrol
This is a very nice effect, I do want both of these, very much in Knights addon.
(Reworked) Healing Poultice
The Knight teleports himself when Patrol Pathing ends by any means.
Guard is summoned in the location Knight was at
Orb is visible to Survivors
Survivor grabs are disabled for the duration between Patrol Pathing is active & when it ending.
This addon should be iridescent quality, I like it.