Suggestions for Knight Rework (Repost)


Goals: Increase the Knight's skill-ceiling, decrease the Knight's skill-floor, buff him until he's on the same level as Artist/Mastermind, make him much easier to counter for Survivors and make him more fun for both sides.


BASEKIT CHANGES:


Buff: Map of the Realm and Call to Arms basekit. (Obviously.)


Buff: Remove the Standard mechanic. (Obviously.)


Buff: Increase his Haste to 7%, and make it last 12 seconds instead of 10 for drawing a maximum Patrol Path.


Quality of Life: Holding the Power Button for 3 seconds while a Guard is Patrolling or Hunting stops them in their tracks before recalling them.


Buff: Increase Patrol duration of Carnifex and Assassin to 15 seconds, and increase Jailer's to 30 seconds. (These two changes will vastly lower Knight's skill-floor.)


Buff: Increase Hunt duration of Assassin and Jailer to 15 seconds, while Carnifex's to 30 seconds. (Just a good change.)


Buff: Decrease cooldown on Guardia Compagnia to 1 second after Order actions. (This will make Knight players more willing to use Guards on Pallets, Breakable Walls and Generators.)


Quality of Life: Holding the Activate Ability Button while not having a Guard out shows you all dropped pallets and non-regressing generators in the environment that can be reached by your Patrol Path. Press the Attack Button while looking at one in particular to draw a Patrol Path to it automatically using the shortest route. (Decreases Knight's skill-floor and gives him a passive ability to know which generators have stopped regressing.)


Rework: The Flushed Out Score Event is now 500 Bloodpoints. It is awarded by either hitting a non-Hunted Survivor during a Hunt, or the Survivor currently being Hunted. (This encourages Knights to have less tunnel-vision on a Hunted Survivor.)


Buff: Jailer now has 106.25% Movement Speed, a middle ground between Assassin's 110 and Carnifex's 102.5. (Makes Jailer better at Chase.)


Buff: Guards now gain a 5% increase in Movement Speed while the Knight is not within 12 meters of the Hunted Survivor.


Assassin becomes 115%, Jailer 111.25%, and Carnifex 106.5%. (Once again, deincentivises hitting a Hunted Survivor and buffs the Guards.)


Buff: Increased Patrol Speed of Carnifex and Assassin to 4.0 m/s, and the Jailer's to 4.4 m/s. (This makes drawing long Patrol Paths slightly more viable.)


Nerf: Guards now despawn after having a Pallet dropped on them. (I know they're ghosts, but it makes them fairly easy to counter at a fair price to the Knight.)


Nerf: If the Knight is currently chasing the Hunted Survivor, being stunned will despawn his Guards. The Knight will also get stunned automatically if his Guard is stunned during the chase with the Hunted Survivor. This will, once again, only happen if the Knight was chasing the Hunted Survivor. (Makes chasing a Hunted Survivor much more risky, and gives Survivors fun counterplay.)

ADD-ON PASS:


COMMON ADD-ONS:


Tattered Tabard becomes the Meme Add-on. Your Guards no longer follow any set pattern of Summoning. If you run the double Guard add-ons, the chance of that particular Guard is doubled.

Battle Axe Head, Treated Blade, and Cold-Steel Manacles reduced to Common.


UNCOMMON ADD-ONS:


Call to Arms: Reworked. After your Guard has finished their Order action on a Generator, they patrol the Patrol Path set out for them rather than returning to your inventory.


Pillaged Mead: Reduces Jailer and Assassin's Break Time to 3 seconds. Increases Carnifex's break time to 3 seconds. (Standardises the break times. This technically nerfs the tech where you use the Jailer or the Assassin to attack a Generator that's almost completed by Survivors while you get there, but I'm sure people could find an interesting build for it.)


Map of the Realm: Increases Jailer's Detection Range to 24 metres, but reduces his speed bact to Carnifex's. (Just a fun change. Jailer needs some love.)


Gritty Lump: The new Grim Iron Mask. Also has an additional effect, where a Survivor is highlighted by Killer Instinct for 6 seconds after being detected.


Dried Horsemeat: Increases Patrol duration of Carnifex and Assassin to 18 seconds, while increasing Jailer's to 36 seconds. (This technically buffs 3-genning but I'm going to assume that the Devs' upcoming changes wipe that strategy off the face of the earth.)


RARE ADD-ONS:


Ironworker's Tongs: Increases Hunt duration of Assassin and Jailer to 18 seconds, while increasing Carnifex's to 36 seconds. (There's not much to say about this.)


Town Watch's Torch: Knight becomes Undetectable on a Guard Hunt and has Auras of Survivors within 12 metres revealed. (Makes Knight a much better Scratched Mirror Myers.)


Grim Iron Mask: Increases Carnifex and Assassin's Patrol Speed to 4.2 m/s and Jailer's to 4.6 m/s.


Chail Main Fragment: Now gives both Hemmorhage and Mangled to a Survivor hit by a Guard Strike or Flushed Out.


Broken Hilt: Any Generators inside Jailer's Detection Range begin regressing at 200% speed. Does not stack with other regression.


VERY RARE ADD-ONS:


Lightweight Greaves: Reworked. Jailer can now detect Survivors through walls. Also all three Guards inflict Deep Wound. (This is uncounterable, but the effect isn't too strong for it to be a problem.)


Healing Poultice: Reworked. Assassin makes absolutely no sound during a Chase. No Survivor can hear his scream or see the Hunt icon on the HUD. His Guard Detection Range is invisible.


Flint and Steel: Reworked. Carnifex now instadowns Survivors, but his Patrol Speed is set at 3.4 m/s. Also, if a injured Survivor is hit while with Endurance, Guards pause in place for 2.5 seconds, before starting the Hunt with them again. (Very powerful, but not uncounterable.)


Blacksmith's Hammer: Reworked. Now disables all your Perks. If a Guard is sent to kick a Generator, that Guard will continue kicking it indefinitely until the Knight recalls them. The Knight can use the other two Guards at this time on other Generators for the same effects. Survivors can still repair the Generator peacefully, but have their Aura revealed while within 20 metres of the Guard. (This basically makes you an M1 Killer with a 60 metre Wiretap. Very fun.)


ULTRA RARE ADD-ONS:


Knight's Contract: You now see the Auras of Generators in Guard Summon Mode and can see their progress by the Aura's intensity. This is the same as Wraith's All-Seeing Spirit.


Iridescent Banner: Same effect as before, with an additional one. If there is a dropped Pallet in a Guard's path during a Hunt, the Guard will stop to destroy the Pallet before continuing with the Hunt. The time it takes for the Pallet to be destroyed doesn't decrease the Hunt duration, but Survivors can make distance during this time.


PERK CHANGES:


Hubris: Reworked. Every time you get stunned by a Survivor, gain a Token, upto 4. Once you reach 4 Tokens and are no longer in a Chase, Hubris activates, causing all Survivors to scream. The next time you enter a Chase with a healthy Survivor, a token will be consumed to inflict them with Exposed for 15 seconds. You can not gain any more Tokens until all are used up.


Hex: Face the Darkness: Works on Survivors outside 16 metres of you rather than outside your Terror Radius. Makes it more viable for most Killers.


CONCLUSION:


I would really appreciate your feedback. Is this overpowered, underpowered, too complicated, too simple, too unfun for Survivors or Killers? Please let me know and I'll make edits.

(This is a repost. The original post didn't get as much discussion going as I wanted, so I posted it again.)

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