Legion Rework Concept
Hey everyone, my name's Dar'Karon, and I've got a concept to run past you all today.
So, I've noticed how the Legion is considered to be incredibly toxic, even at the baby levels, and they are also quite boring to play against. Today, I hope to remedy that a little bit! Allow me to introduce you to...
The Legion: Reworked(Conceptually)
First and foremost, let's cover the basics:
The Legion retains their movement speed of 115%, or 4.6 m/s, and their alternate movement speed is 130% or 5.2 m/s. Their height is average, but nothing changed there.
Their perks remain the same, this is not a perk rework.
So now we've covered the basics, so let's cover...
Feral Frenzy:
- By pressing the Power button, the Legion enters a deadly rage, granting them an increased movement speed of 5.2 m/s.
- Additionally, they can vault pallets while Feral Frenzy is active, and they vault both pallets and windows with increased speed(Approximately 0.9 seconds).
- Survivor scratch marks and blood pools are hidden from the Legion and only become visible again once Feral Frenzy is deactivated.
- Missing an attack ends Feral Frenzy, dropping the power bar to empty.
- Feral Frenzy now lasts forever, provided the requirements listed below are not met.
"So what's changed?", I hear you asking. Well, let me show you!
The Changes:
Deep Wound: While Feral Frenzy is active, hitting a Survivor who is not afflicted with the Deep Wound status:
- Applies the Deep Wound status effect.
- Injures survivors who are not already injured.
- Reveals the auras of all other survivors not inside lockers for 3 seconds.
- Adds one Stab Wound stack to the Survivor.
While Feral Frenzy is active, hitting a Survivor who is already affected by Deep Wound or missing an attack:
- Depletes the Legion's Power gauge and ends Feral Frenzy, stunning the Legion for 5 seconds.
- Feral Frenzy cannot be activated again until the Power gauge is filled.
So, already, we have a slight tweak that promotes not tunneling, because that drops your Power gauge to nil. But we aren't done yet, folks!
The New stuff:
Stab Wound: While Feral Frenzy is active, basic attacks apply one stack of the Stab Wound status effect. While a Survivors has at least one stack of Stab Wound:
- They suffer from the Mangled status effect.
- Additionally, upon reaching 5 stacks of Stab Wound, the Legion may deactivate Feral Frenzy manually, stunning them for 3 seconds before they may grab the target and perform a quickened Mori, in line with Executioner's Final Judgement, although this triggers by grabbing the Survivor in question and immediately following it up with a Mori, similarly to the Shape using certain add-ons.
The design philosophy behind this Legion rework concept was to turn them into more of a "Hide-and-seek" killer, while also punishing tunneling, and rewarding patience with the endgame Mori chain. Also, I found it quite ironic that the Legion, despite their name, was really quite awful at dealing with groups of survivors, coordinated or no.
Either way, I hope you all enjoyed the concept, and please let me know what you think! I'm open to critique and debate, seeing as this is my first rework concept.
(EDIT: Added bolding and italics to make certain words more in-line with the others.)
(EDIT-EDIT: Added the descriptor detailing that Feral Frenzy lasts forever unless cancelled or when the Legion attacks a Survivor with Deep Wound.)
Comments
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Although I love the concept of Stab Wounds, I don't like the fact that he has an increased stun time and he can't find survivors from a longer distance as easily.
I'll accept the aura change if he can see scrathmarks, but that stun time is nasty.
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Something I actually forgot to mention!
The idea was that Feral Frenzy can last theoretically forever, provided you don't stab the same person twice or miss your mark. Alternatively, you can pop out of it with a shorter stun manually to tunnel, if you're toxic.
Does this make it easy to farm BP? Yes.
I'll actually add that as an edit!
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I like this idea but it also would mean a longer stun duration and its already long. Also the legion could just farm stab wounds on a survivor they didn't like. You should reward him for having the knowledge to hit every survivor and decrease his stun duration with every Survivor hit.
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Well, if you noticed, I explicitly stated the following:
While Feral Frenzy is active, hitting a Survivor who is already affected by Deep Wound or missing an attack:
Depletes the Legion's Power gauge and ends Feral Frenzy, stunning the Legion for 5 seconds.
Feral Frenzy cannot be activated again until the Power gauge is filled.
Additionally:
upon reaching 5 stacks of Stab Wound, the Legion may deactivate Feral Frenzy manually, stunning them for 3 seconds before they may grab the target and perform a quickened Mori, in line with Executioner's Final Judgement.
Deactivating Feral Frenzy is actually faster if done manually in this rework.
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You do realize that once a survivor mends then you see them with killer instinct again. So if the survivors are all huddled up you get a ton of stacks.
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Question. Other than BP and emblems, what's keeping a Legion player from doing the following.
- stabbing someone.
- going away
- survivor mends
- Legion returns
- Repeat 1-4 until 5 stacks of stab wound.
- Mori the Survivor
That looks like the most brutal and unfun way to tunnel someone ever.
Unless I'm mistaken, your rework would allow Legion to be in Frenzy for the entire match except brief bits where they Mori someone. I don't know about you, but facing off against a permanently 130% movespeed killer who constantly forces mending would be obnoxious.
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In this rework Legion doesn't have Killer Instinct, and this design also heavily encourages splitting up between survivors.
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Maybe so, but hiding in lockers would actually be *useful* for once, since it blocks the aura reading Legion would get.
As for the abuse, it's fairly easy to abuse, but the same thing was done by Executioner players with a passion for tunnel-camping, so that can't be helped, unfortunately.
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Just to be clear. Is manual Frenzy canceling ALWAYS 3 seconds?
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Always. Always, always, always. The cooldown restriction doesn't apply to manually cancelling it, but then again, the Legion in this version is at their worst when outside of Feral Frenzy.
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Legion in this version is exactly like he is in live.
How exactly is the Mori triggered? Is it like Tombstone Myers?
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If you read through it, I describe exactly what differs between this concept and live.
Feral Frenzy, in this concept, works NOTHING like it does now.
As for the Mori, yes, it is triggered like Tombstone Myers. I even reference that in the post.
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Ok that mori requirement is far too lax.
You have infinte Frenzy and sooner or later they have to mend to let you hit them again. Just run Ruin, Surveillance, Thrill of the Hunt, Iron Maiden and you win every game.
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this is the dumbest thing that could be done not to mention stupidly op
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so hooking becomes useless? pyramid head at least has to cage/hook you 2 times before kiling you. this legion just needs to run back and forth in the map and just gaining stacks.
just make legion like this:
-infinite frenzy until you hit a survivor
-the more you do chain hits the less the cooldown
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I think this is a start. I don't like the Mori part though, and I'd rather have more, but less powerful rewards scattered throughout. Maybe 1 Token Mangled, 3 Tokens extra mend time, 5 Tokens Hindered while injured. This way you can't really tunnel one guy, as doing so wouldn't allow you to remove them from the game. I'd also just make the stun 3 seconds at base, as having it trigger when cancelling near a 5 Token Survivor would feel weird, and very confusing to try to get the shortened stun on a survivor. As well, is there a way to tell how many tokens a survivor has? A Token based system works best if you know how many you are at.
But, based on just what you put and not my changes, I think it would be pretty good. A map wide (If I'm seeing that correctly) Aura read is VERY powerful, even if you have to hit a survivor to get it. Though I can see people having an issue with it, as people already have an issue of Legion seeing people in the Terror Radius as it is. The ability to Mori people like Myers runs into the same issue as Myers, in that you could Mori someone who's never been hooked, hard punishing them for getting caught once. It would be very easy to just spend the match farming tokens, and never hooking anyone. Just be constantly hitting people, and moving on to someone who isn't in Deep Wounds. Since you can see Auras across the map, and you don't need to hook anyone to actually kill them, just running around stabbing people could be a viable strategy, especially since it's infinite. That's why I think the Mori should be removed.
I think it's a good idea, but has some flaws that would need to be looked at. Making the token rewards more spread out instead of just a Mori near the end would make it more fun to use, and would discourage people from not hooking. And making the 3 second stun permanent would make it easier to use his power to down people, also encouraging people to hook.
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Oh, it certainly has flaws, but the idea was kind of the long-con playstyle, while also not requiring hook use at all to make the most of their Power. Hide-and-seek tactics are basically a necessity when fighting them, unlike every other killer ever.
In regards to the comment about this Legion having the same problem as Meyers, the thing about that is that a survivor Morid by Meyers that way may have just been caught out, but in this one, the survivor needs to be caught FIVE TIMES, EACH. Just figured I'd emphasize that point. One smack to each survivor per generator pop, and then the endgame becomes a mad dash to the exit before they get Morid.
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Surveillance only triggers when YOU kick a generator, not while Ruin is regressing them, to my knowledge. Maybe add a clause to Feral Frenzy that the Legion can't kick generators, I suppose, and it would fix that build.
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No. Surveillance triggers when a generator is regressing, it does not care about how.
You are thinking of PGTW and Overcharge.
If it specifies when you kick a generator then it cares, otherwise it does not.
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Whispers, Ruin, Thanatophobia, Iron Maiden. Whispers to find the first survivor, Ruin to punish anyone who leaves a gen, Thanatophobia since you'll always be keeping everyone injured with this strat, and Iron Maiden to know when a Survivor tries to hide in lockers from you. Never leave your power, waste their time by slowing gens with Thana + Ruin, and make them constantly Mend. You'll give up Gens for sure, but the reward of instantly Mori'ing people is a great flip-side. It removes practically any downside to his power. Aura read is only 3 seconds? Whispers tells you if the guy who you saw is still in that area. Counter play is to hide? Ruin hard punishes that, and Iron Maiden removes Lockers as a hiding space. Given how much the gens will regress from Ruin, the slowdown from Thana, and the constant, CONSTANT mending from his power will make Gens go by pitifully slow. All the while, you're just circling the map building up stacks on everyone. 5.2 is FAST, so you'll be hitting all of them a lot. If they are close together amplify that by a lot. The counter to Myers is the fact that when he uses his Tombstone Piece, his Tier 3 runs out. With regular Tombstone, it takes forever to get, and he's still loopable. And there's counter play to Myers, it's very easy to break LOS to prevent him from getting his power. Legion? Your only hope is that he doesn't find you. If he finds you, you will get hit. And with the right perks, and by constantly cycling through all survivors, no one will be able to do gens. Making the downside of the Mori taking a while Null, as this Legion could effortlessly stall long enough to get it.
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Definitely one of the better/ more thought out ideas for a legion rework
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That's fair, and I will admit, I haven't taken perks into consideration, though I would definitely like to make specific mention to Iron Maiden for synergizing very well with the concept power.
But I'm not an expert on balance, or really anything for that matter, I just figured I'd pitch a concept and see if it stuck. Does it need tweaks? Hell yes. I'd be surprised if I nailed it first try.
I appreciate the critique and advice rather than openly bashing me, however, so thank you for that!
I will, however, make specific mention to the fact that Ruin could be cleansed, maybe, and Calm Spirit exists as a hard counter to Iron Maiden. Or is that Iron Will? I believe it's Calm Spirit.
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hoenstly legion is not fun to play against now, if you now add the fact that he has infinite frenzy and can mori you without hooking is so much more annoying. Your idea can be modified like: when you have (insert number here) tokens, you can be put in the dying state by feral frenzy. After you've been downed by it, the tokens reset. The mori thing can be an add on like myers.
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Then he's just a worse legion with a mori?
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The Legion may not have Killer Instinct, but they DO have access to auras being revealed for a few seconds with each stab, giving them a good indicator of where to go next for that chain stab.
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Okay now you're making more sense.
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