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Legion rework (Input Desired)

Vetrathene
Vetrathene Member Posts: 1,425

So this is a very rough draft for my ideas for Legion. I will be doing my best to update it based on my own ideas as well as any feedback people wish to give.


Power: Shrine of the Legion

The members of the legion lay their collected memorabilia collected from the various victims of their crimes. The shrine empowers them, giving them new abilities when interacted with. Every locker within the map contains a shrine.

Primary Activation:We Are Legion

A member of the Legion may interact with a locker, and then choose another locker anywhere on the map. They then travel to the chosen locker, leaving behind a member of the Legion within the first locker. This leaves a subtle smoky trace on this locker. Any survivor that walks or runs in front of this locker will trigger the member, causing them to attack as well as mark the survivor with killer instinct. If the survivor is able to interact with the locker without triggering the member, it is removed. Using this power causes both shrines in the lockers to become dark until the member is triggered or deactivated, and are not allowed to be used by the player. This power has 3 charges.

Secondary Activation:Wolf in Sheep's Clothing

After hooking a survivor, the player takes a piece of memorabilia from the survivor. They may bring this to a lit shrine of the legion. Using this power allows them to take on the shape of the survivor whose memorabilia they offered to the shrine, as well as darkening the shrine as long as this ability is active. They can the undetectable status. They move as a survivor does, gaining a walk,sprint, and the ability to vault; while losing the ability to attack. They may deactivate this power at any time, gaining a stun for 2.5 seconds, with undetectable decaying over 3 seconds. During the use of this power they may still use We Are legion on any lit shrines.

I'm still trying to figure out a power for them to use that would help them in chases, any suggestions on this would be very welcome. This idea is base don others I've seen over the years, and I am trying to create a feeling that makes them more of an actual Legion while also making their trailer more true to their play style. Please let me know what you think, constructive criticism is very welcome!

Comments

  • Saltjar34
    Saltjar34 Member Posts: 766

    The problem with We Are Legion is that it feels like a limited version of Mint Rag Hag. If the lockers are in dead zones that survivors never go to, it's basically just means of transport. It does however make Iron Maiden easier to use for Legion as well as keeping their theme of always being able to find survivors in lockers.

    Now a problem with wolf in sheep's clothing is that SWF wrecks them. Even just staying away from their teammates or grouping up into a group of 4 is enough to deny them of this power. I have an idea and I based this off TF2's Spy and Among Us' Impostor. Basically while disguised and 12 seconds after exiting the disguise, all survivors will suffer from exposed so that Legion can reap the benefits of just a moment of deception.

  • Vetrathene
    Vetrathene Member Posts: 1,425

    I agree Wolf In Sheep's Clothing is a problem with SWF. My counter argument though is so many things are broken by SWF because this game is not balanced around team's being able to communicate. So honestly, I'm kind of in the air about it. As For We are Legion I think it could use some tweaks, but I was trying to keep it thematic with thier backstory as high school students, while keeping it different from Freddy's teleport.

  • Hyd
    Hyd Member Posts: 379

    This is a pretty cool re-work. Is it completely doing away with Feral Frenzy though? If it is, then on paper, this Power doesn't seem strong enough to me. Granted, I've only played a few games as Legion in its current state anyway so, I'm not the most experienced by any means, but, he definitely could use a little help. If not a power re-work like this, then at least an increase in Feral Frenzy duration, and a reduced stun duration (to start).

    Another thought I had is to implement a token system based on Feral Frenzy hits:

    • For each Survivor hit during a single activation of Feral Frenzy, gain a token. All tokens are consumed when Feral Frenzy ends, granting the appropriate benefit(s) listed below.
    • With 2 tokens gained, you'll suffer a greatly reduced stun when Feral Frenzy ends
    • With 3 tokens gained, you'll suffer a regular stun, but Feral Frenzy is re-filled and immediately ready for use when it ends.
    • With 4 tokens gained, Feral Frenzy becomes Fatal Frenzy - for the remainder of the power, Legion hits can put a Survivor into the dying state. The most recently hit Survivor is immune from this until The Legion hits a different Survivor first. Tokens will not be gained during Fatal Frenzy, and the duration will not be extended on any hits.
  • Saltjar34
    Saltjar34 Member Posts: 766

    Alright then what about perks? What if the survivor realizes that the Quentin that's with them isn't giving off Vigil anymore? Wouldn't that be suspicious? Also, does Deathbound still work for Legion while he's using Wolf in Sheep's clothing? Because that's one very good way to terrify survivors into being paranoid.

  • TheWrestler
    TheWrestler Member Posts: 9

    On paper, I actually love those ideas!

    Well, I still believe Legion should be able to keep Feral Frenzy, though. A little help wouldn't be too much.