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Outline of Legion's problems, playstyle and potential solutions

Before I get to anything I need to say that the worst thing about Legion at the moment is Frenzy's interaction with perks. The
only way for a player to know if expose perks applied to frenzy hits or if Franklin's Demise applies to frenzy hits is via their web browser. Tooltips and/or fixed interactions will be absolutely necessary before release or there'll be a mountain of "I DIDN'T KNOW X DIDN'T WORK WITH LEGION" posts. Anyway, as it stands Legion has 2 plays they want to make, one a few times and the other as many times as possible. Both of these plays have some problems bundled with them but if the second is tuned too high Legion will ruin the game. Both of these plays are perk dependent.

Play 1: The Multistab
This needs no explanation, everyone knows that Legion wants to stab everybody in a single Frenzy activation. I assume the design was something along the lines of "If exposed is so strong what if there was a killer that could easily injure everyone and essentially expose the entire team with their power alone?". However, if someone has 110% MS with no ranged option or mobility that directly leads to a down survivors just don't care. They won't even bother healing themselves so they can deny the Frenzy refresh, that's how much survivors respect the pseudo-expose Legion provides. NOED isn't strong just because of it's expose, the MS bonus to take advantage of it is paramount to the perk.

If you start Frenzy too far away you might not even get a single hit on a survivor due to sprint burst, balanced landing, jukes, literally anything, so Monitor & Abuse is absolutely necessary. Ideal Legion play leads straight from a Multistab to a second activation that ensures a down.

Play 2: Double Activation Down
The down or very real threat of a down on a second Frenzy activation is what Legion is gunning for. There's 2 methods to use your second activation to ensure a down, the first is to use a second activation to catch up to a wounded survivor and cancel it near them to go for a down. The second activation might not be necessary if you can stay close during the first activation.

The other method involves using a second Frenzy stab during your first activation breaking Frenzy in order to deplete the wound gauge, break chase immediately to start the timer, pursue via blood, activate for a third hit, break chase for more ticks and the survivor will either tick out or be unable to move far enough away without mending ensuring another hit.

I don't think the second chase breaking method was intended but as it stands it's the only way to make deep wounds have any impact in the game. Legion's entire gameplan is scoring as many hot DADs as they can per game. Any pallet stun on second activation hoses DADs and No Mither outchads any DAD.

Problems with Legion's plays
You need M&A to get within stabbing range and to expand your terror radius so you're more likely to get a big multistab, the reduced terror radius gives you a chance to potentially down a survivor without resorting to a DAD. If you are going for a DAD you need to track a target during Frenzy and post stun, the only method available to Legion is blood so Bloodhound and Sloppy are practically required to access DADs. If you can't threaten a DAD all Legion does is nuisance the survivors by making them mend every so often while hooking no one. As it stands Legion loses 3 perk slots just to use their power. Mend actions retaining progress when stopped can still invalidate deep wound based DADs.

Frank's Mix Tape and Stab Wounds Study turn the DAD via deep wounds chase breaks from a decent shot to 100% down. If the FMT and SWS combo is left as is this is what survivors will scream about, justifiably so.

Potential solutions
15% MS
Easiest one to implement. Makes M&A less necessary and pushes the player toward breaking frenzy for a normal stab down over deep wound abuse.

Deep wounds hemorrhage
Makes sloppy and to extent Bloodhound less necessary. If the devs want to push Legion in the direction of stalking wounded prey and deep wound abuse then this can work.

Pack perks into existing add-ons
A reduced terror radius, hemorrhage and more visible blood can be added to already existing add-ons to reduce the perk dependence on both of the Legion's plays.

Mend progress not retained between mends
Not recommended unless the above solutions prove inadequate. Deep wound abuse is has little counterplay, well timed mends between jukes is basically the only thing a survivor can do if they're being tunneled. If you're not convinced about this being a bad idea here's what deep wound abuse truly looks like

https://twitch.tv/otzdarva/clip/SuaveSaltyStrawberryDancingBaby?filter=clips&range=7d&sort=time

https://www.twitch.tv/otzdarva/clip/AlertArtsyMoonVoHiYo?filter=clips&range=7d&sort=time

Currently about 30-40 seconds for a down with near 0 chance of a survivor escaping. Even faster with absolute 0 chance of escape with FMT and SWS.

Deep wound counter ticks during chases
This change is inevitable considering breaking chases to start the timer is ingrained into proper Legion play. Removing the annoyance of moonwalking/staring at the ground is a quality of life change Legion players should get. I'm not sure how much to increase the timer but it should still be short enough for a DAD to work, lord help us if Legion is in TAD territory.

Conclusion
I think that Legion should be balanced so that 2 activations leave room for some Survivor counterplay to survive but generally lead to down if the Legion plays properly. Currently Legion is too perk dependent to have a decent chance at downing in 2 activations and some add-ons push Legion into OP territory.