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Knight Suggestions
Suggestion 1: Make Map of the Realm's effect baseline. A longer detection range enables a variety of plays that are otherwise likely to fail.
Suggestion 2: Remove the visible green orb. Survivors should get a sound cue when the Knight is using their power nearby, but being able to see exactly where the guard will spawn makes it very easy to avoid detection.
Suggestion 3: Buff the Assassin's Hunt. As it stands, Assassin is the weakest of the three guards. Carnifex keeps the Survivor Hunted for longer, and Jailer's Patrol is much harder to avoid. Assassin's increased movespeed and Deep Wounds rarely compensate for his poor detection range and short Hunt duration.
Suggestion 4: Give the Knight Haste while Hunt is active. Currently, in many scenarios, the Knight can take a long time to secure the hit against a Hunted survivor. I understand that Guards are not intended to get the hit on their own, so I think a good way to make his power stronger is to make it easier for the Knight to personally secure the hit.
Suggestion 5: Rework Tattered Tabard. This add-on is usually a downgrade in my experience. A longer Patrol duration means that if you "missed" with your power, you have to wait much longer to use the next Guard, unless you can afford to M1 your current Guard, which you usually can't in a chase.
I'm still unsure just how much help Knight needs in terms of buffs, but these are all ideas that I think might be worth considering. In my eyes, Knight's biggest issues currently are how effective it is to just hold W against him, how telegraphed his power is, and Assassin's lack of utility.