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[Suggestion] Legion's Feral Frenzy

Danblaster
Danblaster Member Posts: 15
edited March 2021 in Feedback and Suggestions
Re-Work Feral Frenzy
  • Each Feral Slash attack on to a survivor will; replenish, increase duration and movement speed for Feral Frenzy for that session.
  • Feral Slash will inflict; deep wound state and hemorrhage status effect until the survivor fully mends.
  • Feral Slash on a survivor that is already in the deep wound state will; inflict the hinder status effect, reduce 7s from the deep wound time counter, cancel out and deplete Feral Frenzy.
  • Chaining Feral Slash on each of the survivors in the trial will inflict the expose status effect on the first survivor that you hit with Feral Slash, once they have fully mended and will be highlighted in a white colored Killer Instinct for that session of Feral Frenzy.
  • Feral Slash will now down survivors that are under the exposed status effect, but will cancel out and deplete Feral Frenzy.
  • Awhile In Feral Frenzy you will now be able to track blood pools, left behind injured survivors.

Example

Feral Frenzy Duration: 10s (Base)-(1st hit) 11.5s, (2nd hit) 12.5s, (3rd hit) 13.5s and (4th hit) 15s (Max)

Feral Frenzy Movement Speed: 5.2m/s (Base)-(1st hit) 5.5m/s, (2nd hit) 5.7m/s, (3rd hit) 5.9m/s and (4th hit) 6.2m/s (Max).

Reasoning

This will make legion's power more enjoyable to use, as well being rewarding for successfully chaining attacks on to other survivors across the map. Power will now be viable in ending chases than, just injuring survivors and relying on basic attacks. Feral Slash can still be severely punished for missing the attack or being pallet stun, suffer from a 20 second cooldown and a 4 second fatigue. Wont feel helpless when playing against a survivor team that will hold w to the corners of the map, when chaining feral slash.

would love to hear feed-back on this idea and hear any other suggestions as well!