The Knight Addons
We've seen a lot of posts for base kit Knight changes and that's definitely topics he needs but I'd like a discussion on fixing his addons as well so that he doesn't turn into another PH or many other killers with tons of useless addons.
These changes would make it to where I could see a situation where almost all the addons could be worth running depending on the build you were running or play style you were trying to achieve as while as giving lots more synergy with different perks. You'll also notice a trend with a lot of these which is trying to incentivize the Knights macro game play. We want to further encourage him to be split pressuring the survivors around the map simultaneously instead of just making it easier to focus one person out at a loop.
Disclaimer: All the numbers are totally changeable so just comment if you think a number needs to be higher or lower and why. Also, keep in mind with the specific Guard effects that it is only on every 3rd use of his power essentually (2 with an addon), so he's not getting these on every use hence some of the strength.
Knights Contract:
New Effect - Survivors are visible while creating a patrol path and length of patrol path is increased by 10 meters.
Allows for some longer distance surprise Hunts and seeing survivors allows you to mind game better.
Blacksmith's Hammer:
Rather than giving the survivor that escapes guard Hunts 15 seconds of Hindered and Exhausted, it instead gives those 15 seconds to all other survivors.
This further encourages the macro game play of Knight and trying to juggle different survivors simultaneously. It also gives him more incentive not to just use the guards to pincer ever survivor which is the game play that survivors don't like.
Flint and Steel:
Is now 5 seconds of aura reading around ALL pallets for survivors within 12 meters of them.
This essentially brings back the old effect it had in the PTB of including all pallets, not just downed ones, except since they deemed that was too strong in exchange I nerfed the distance of 24 meters in half. It's live version of just downed pallets is completely worthless.
Healing Poultice:
Instead of the survivors revealing their location it now shows their auras instead for those 5 seconds.
Currently near useless, the aura reading makes it decent though and gives it more addon and perk synergy.
Lightweight Greaves:
10% speed increase for 6 seconds ---> 8 seconds
Actually decent, just making it a bit better. I could see an argument for this being an unnecessary change though.
Broken Hilt and Chain Mail Fragment:
Combining both these effects, but instead of on Guard hits, it is now applied to any of the Knights m1 attacks while you have a Guard actively in a Hunt.
The left over addon without an effect will need a new one.
This essentially makes it a lesser Sloppy as it isn't always active and not as strong of a Hemorrhage effect. It rewards you for being good with your hunts and always keeping the pressure up.
Ironworkers Tongs:
Oblivious status for 20 seconds on escaping a Guard Hunt ---> 40 seconds
Town Watch's Torch:
Survivors escape a Hunt 3 times the Knight gains Undetectable for 25 seconds ---> Every time a survivor escapes a Hunt the killer gains Undetectable for 15 seconds
Gritty Lump:
In addition to its current effect it also decreases the time for the Guard to start a chase after detecting a survivor by 25%