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Thoughts on Knight changes from a Knight player

Overall, this seems like a good direction to take Knight in.

My main concern is with the "Hunt Timer ticks down faster when the Knight is within 8 meters" change. I'll hold off judgment until I see how it plays in the PTB since a good Knight will usually try for a pincer maneuver anyway, but I can see this making his power very exploitable on some loops.

I'm okay with the 10-meter minimum distance on patrol paths. I already prefer using Knight's power at long ranges anyway, and hopefully this will make him more fun to play against.

The changes to the Jailer are quite welcome. Previously the Jailer was only good for area denial, and even then his utility was questionable since he couldn't threaten a hit or keep a Survivor occupied for very long.

Being able to choose your guard before you send it out is a welcome change. Sometimes I just want a pallet gone on the double, sometimes I wanna threaten a hit, sometimes I just wanna deny a whole area and/or keep the survivors busy as long as possible. Cycling guards was a pain.

The addon changes- definitely going in the right direction. Although if only Map of the Realm and Pillaged Mead are receiving significant changes or being made basekit, then they or other addons like Call to Arms and Dried Horsemeat might still end up feeling mandatory compared to the rest. Even a small increase in spotting distance makes it much easier to start a Hunt with Assassin, having a longer range and higher speed while drawing patrol paths saves you a lot of time and enables a lot of plays that otherwise wouldn't work, and having a longer Hunt time can easily net you a lot of hits you otherwise wouldn't get. Stuff like Mangled, Blindness and Undetectable just can't compare.