Exploring Different Possibilities For Legion

Right now The Legion is one of the rather underwhelming killers. With their power being the biggest offender. The survivors can almost always outrun an incoming legion, for example.. While it's easy to see that his intended use would be to gather information and apply general pressure, he does these things poorly. I will try to use concrete numbers when proposing the tweaks here, but I do not really have a list that reads exact seconds in my hand, for example of their frenzy duration or the movement speed they have during the frenzy. So bear with me.


Foreword:

Fix the bug (Change the feature?) that turns auras invisible after hitting a person during the frenzy. The fuming mixtape add-on is literally obsolete because of it.

Tweak Feral Frenzy: Now survivor deep wounds are counted as stacks in the HUD. Any kind of endurance hit such as borrowed time is counted as well. The legion loses these stacks after the frenzy in the first version, when survivors heal the status effect in the second one.

Feral Frenzy focused version:

  • The base frenzy time is increased. About as much as their green add-on should be base. Legion cannot catch up to a survivor aware of his existance, especially with exhaustion perks.
  • Each hit adds a speed buff on a Frenzying Legion. About 10 percent, up to 40 percent bonus speed added on top of his own frenzy sprint.
  • The wound stacks add about 7 metres of terror radius each to the frenzying legion, stacking with other perks.
  • The legion is now allowed to do all actions besides breaking a pallet during the frenzy, and does it in double the speed of the original time (Breaking generators, opening lockers, both stackable with their respective speedup perks.)
  • The Legion cannot see survivors inside lockers with killer instinct.
  • His power gauge is not paused during actions. Including vaulting.
  • The legion can in addition to these close the hatch mid-frenzy. It can make for interesting one-on-one final races to it.
  • The legion vaults faster overall, with a slight base buff and a stacking speed buff depending on how many stacks he has.
  • Missing attacks still stun the legion, as well as hitting a deep-wounded survivor again.
  • Double-attacking someone should have something at least slightly beneficial to the legion in his base kit. For example about 5 percent hindered speed for the legion to catch up, until deep wounds is healed.
  • Frenzy's gauge is replenished by 40%-30%-20%-10%... each hit.
  • The Legion recovers from his stun faster for each deep wound applied in the frenzy.
  • The Legion cannot end the frenzy until it has at least 25% or below gauge. Ending the frenzy manually means legion will take the full stun duration.
  • The Legion does not lose his gauge for hitting survivors normally.


These changes are meant for legion's frenzy to be able to have a psuedo-presence in the map. Seeing two of your allies wounded meaning to immediaetly seek shelter or risk snowballing his power for the fourth person. On top of that making legion a harder to shake-off as a threat.

Base focused version:

the forementioned frenzy buffs are not in effect in this version.

  • The deep wound stacks grant a base speed buff to the legion without his frenzy. Each of them being about 3-5 percent bonuses up to a 15-20% speed bonus, vault bonus and attacks missed recovery bonus.
  • These buffs exist until the status effect is gotten rid of. Each completed status will reduce the legion's stacks by 1.
  • Each new deep wound applied increases the time to mend by 3 seconds on the next target, with the 4th survivor hit requiring plus 12 seconds to mend if the legion leaves them alone.
  • The legion is forced to end the frenzy if there are no other possible victims to deep wound.
  • For every stack at the end of a frenzy legion's stun is increased by 0.5 seconds, but the power cooldown is decreased by 2 seconds.
  • The legion replenishes his power fully each time a new survivor is hit in the frenzy.
  • Legion can now see blood in frenzy.
  • Legion cannot cancel his frenzy manually in any way possible, attacking repeatedly is toned down much more as a countermeasure. Being cancelled out of your frenzy by a pallet/head on nullifies all the stack buffs.
  • Each consecutive hit to a survivor adds a 10 percent stacking speed debuff to them, as much as the legion manages to strike. The debuff lasts for as long as wounds are active on the survivor.
  • The deep wounds timer increases by 5 seconds for each consecutive hit.
  • The Legion loses a stack and continues to lose them when applying more than 1 hit to a single survivor. For example gaining 2 stacks and then losing them both by hitting the wounded survivors 1 more time each.


Although feeling a little Overpowered at the start, we need to take consideration that when you are charging around the map looking for the 4th survivor to gain a stack, the 1st or even 2nd survivor may have finished their mend. This change is meant to give a gentle spin on legion to focus down individuals, with buffs borrowed from hit-and-running their friends.


Honestly looking at this one from outside, I think we could simply bandaid legion with a few mentioned changes on it, but here are the proposed ideas.


Any thoughts are welcome.