http://dbd.game/killswitch
An idea for a legion rework.
I've already made a post asking for a legion buff, but what about a full scale rework? I suggested the buff assuming that a rework, if it'd ever be considered at all, would be a very VERY long time away. But why not try asking anyway?
Feral Frenzy has a few key points. First is a theme: Murderous instinct and blood lust fueling the killer to go berserk and get a hell of a lot stronger. Second is the mechanics: The ability is initiated in a way by a first stab. It grants a whole lot of speed and agility, in others Power. And the biggest thing is that its design pushes you towards spreading out to multiple survivors instead of focusing a single person down.
My concept: Feral Frenzy turns into a token based ability with a CD instead of it's current iteration. Tokens are earned by hitting survivors in a combo chain fashion and lost if a survivor who has already been hit gets hit again. So hitting Meg grants 1 token, hitting Claudette grants a second token, but if you go back and hit either of them for a second time during the combo chain then you lose all of your tokens. Once at least 1 token has been acquired you can activate Feral Frenzy to consume the tokens and gain bonuses for a period of time, and with more tokens you get stronger bonuses and even more additional effects. So you can choose between activating it for immediate benefits or going for a higher tier and THEN releasing.
At the start of the chain he gains the ability to track down the survivors. Rather than the pin point accurate radar he currently has, my idea was more along the lines of tracking them down through a lingering aura as well as letting him see blood trails REALLY clearly. He'd be able to see each survivors aura as a trail that they leave behind but loses this effect upon activating Feral Frenzy. To visualize it think about how certain TV shows, movies, comics, ect. visualize someones scent. That sort of aurora borealis style wavy smoke effect. Preferably they'd be different colors you can distinguish unique survivors.
Think of it as the killer slowly building up a nasty bloodlust with each survivor he injures, tracking them down like a blood hound as he slowly reaches his boiling point, then letting said bloodlust take over sending him into a Feral Frenzy. Makes more sense thematically than his current self where he can choose to go super saiyan whenever he pleases.
After each chain hit you only have a limited amount of time to get the next chain hit in before you lose all of your tokens and have to start from scratch. The exact time is something I'm still thinking over as map RNG, both in the tile RNG and the selection of the map itself really change things drastically.
First Tier of Feral Frenzy lasts for 10 seconds and grants an empowered version of deep wounds on hit that takes considerably longer to mend.
Second tier gives the same bonus of the first tier but with an additional 7.5% movement speed.
Third tier grants the vaulting capability he has now as well as a better lunge.
For all of the tiers up till this point the same old penalties still apply. Missing an attack, getting stunned, or hitting the same survivor twice will result in the ability deactivating and going on cooldown. The cooldown starts at 20 seconds at the first tier and goes up by 10 seconds with each tier.
Fourth and final tier is Murder Mania time where he's finally allowed to be god tier. The base duration of T4 Feral Frenzy starts at 25 seconds. His base speed becomes 135% BUT he then gets the ability to sprint which boosts speed by an additional 40%. Sprinting comes at a cost of agility though and lowers his ability to strafe while also draining Feral Frenzy's duration at double the speed.
First hits will restore 50% of the maximum duration and apply a bleed out timer that'll automatically down a survivor after 15 seconds if not mended by another person. If the survivor is struck while the bleed is still activate it only returns 25% of the ability duration but downs the survivor.
Missed attacks drain 15% of your maximum duration, pallets stuns and flashlight blinds drain 20%, and picking someone up ends it immediately.
Vault speed remains at the same speed it is now but the pallet breaking effect of Legion's Iridescent Button becomes an innate trait.
That's about it. Even if what was suggested here isn't exactly perfection in its final form I do really think that the idea at its core is good. Chain stabbing survivors to build up to a huge payoff/power time.
Also someone will probably point out that in theory it's similar to Oni's, but to that I say Oni himself is just a better Myers. Abilities are bound to be similar but what differentiates them is the playstyle they use when building up to that big pay off of killing time.
What I'm suggesting would require a very passive high risk high reward setup where as Oni arguably has less payout but naturally builds up his ability while playing normally. Myers is a bit of an inbetween. Though Myer's Infinite EW3 build is pretty similar, so this would basically be that concept but turned into a proper character instead of a niche funny build.