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BALANCED AND CONSIDERED CHANGE TO LEGION

So the potential of Legion, especially with Stab Wounds/Mixtape is very high. So although she (i'm saying she because Susie is best Legion, and should be default.) Is the frequency and recovery of her power. Using her power not fully charge is incredibly painful, and normally will see her sprint forwards, and then impotently gas out after a few feet, with the survivor just sprinting away laughing. This especially gets frustrating when trying to track multiple survivors. (Like say hookswarming, or trying to heal a downed player) In that they can easily exploit this, especially with Sprint-based perks.

The change that I think would make this better, and result in Legion feel better in general, and a lot less stop-starty, leading to less stuns in general. (because taking a stun hit 30 times a game watching survivors run away/teabag is just not rewarding gameplay.) would be to reduce the cooldown considerably, to around 7 seconds or so, letting you use it for a decent duration quickly, and making the sprint more viable for map control. The tradeoff would be to restrict using the ability untill it is fully charged, and regen from where it finished, exactly the same as the Spirit. This would both make Legion a bit smoother, more fun, and should be enough to leave them in a good place balance wise.

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    I really dislike this idea. Part of the skill of this character is being able to judge if you have enough frenzy meter to reach your target. Having to wait for a full meter for Spirit is the thing I dislike the most about her. That isn't a feature that I would like to emulate.

    Here are the changes that I would like to see for HIM. HE shouldn't just recharge HIS frenzy meter by 100% when successfully landing a frenzy attack against a survivor without deep wounds. Rather, I think the frenzy meter should be overcharged to around 150%. The reason for this is that after successfully hitting a survivor, getting the second hit on the same survivor is trivially easy most times. So the extra sprint duration really wouldn't help Legion tunnel harder. Instead it would making chaining attacks on different survivors more viable and give Legion more incentive to change targets. This is what the devs stated they wanted him to do. But since the frenzy duration is rather short, unless the survivors are really close together he will often run out of gas before reaching a second survivor.

    The next change I would like to see for him is the way that frenzy interacts with already injured survivors. When you use frenzy against an injured survivor, they shouldn't get a full deep wound meter. They are already injured! The deep wound should be... deeper. They should have approximately one frenzy hit worth of deep wound meter already gone. This would give survivors greater incentive to heal up which would help give him time to pressure the survivors and slow gens. Again, this is what the devs stated he was supposed to play like.

    The last thing I would like to see considered is a small increase to the amount of frenzy damage does to the deep wound meter. Currently, without add ons it takes 25% of the deep wound meter. I would like to see that increased to 30%. If you are doing the math, that would still take 4 hits to knock down a survivor, but doing 60% meter damage with 2 hits is still better than 50% with two hits. That means less time waiting for a survivor to bleed out. I think those 3 changes would put him at the correct level of power for the game. If the number need adjusted after playtesting then that is fine.