A feedback on the Knight's rework

So, i've been testing the Knight for two days - i was traveling when the rework was released on live - and i have some feedback to give:

The Positives of the rework:

The longer hunt duration and the longer time to spawn the Banner - with long patrols paths - make guards much more effective. Its hard to describe how much better the guards feels - with the exception of the Carnifex, but we will get into to it.

The 10m feels nice to play against and to play as. It doesn't feel too much restrict and you still can use your power as a form of anti-loop

The Negatives of the rework:

The 3x hunt depletion is VERY VERY BAD, specially since it feels it can work through walls. I think it should be 2x at the maximum. Aside from assassin (and even him), guards can't get hits on their own, specially when the player is in a strong loop. I don't think that making the depletion times 2x would be a bad thing, since it still would allow to counterplay but would lead less to spam Jailer, since he is the only guard that can still pincer survivor when needed.

The global Cooldown is VERY PROBLEMATIC too, as its make the Knight powerless in many way, specially after a successful use of his power. There were many situation where i hit because of my power and had to wait 10seconds before i had any power again. Also, there were situation where i got a down because of a guard (pincer attack/ solo hit) and then i didn't have my power to patrol gens or anything. Also, Carnifex becomes useless with this global cooldown because breaking a pallet removes your power for 10s;
Really, it wasn't like this in the PTB and its HORRIBLE, make the Knight HORRIBLE TO PLAY AS. Please, revert the guards to individual cooldowns.

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