Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
The Legion| New mechanic aimed at higher level survivors, Addon Changes
Hey everyone!
Today I would like to show you an idea, that i created long time ago. The idea is to make Legion stronger against good survivors, while trying to not make him overpowered at low level of gameplay. This Legion is the same as he is right now (so u can still down a survivor when u hit 4 people in single Frenzy), but on top of that I add a new mechanic, and change a few addons. Addons which i don't mention are still the same.
NEW MECHANIC: "MARKING"
(Looks like ghostface stalking meter on the HUD, is visible both to survivors and the killer)
- After applying a Deep Wound with your Feral Frenzy to a survivor, he gets 30% of Marking
- After hitting a Deep Wounded Survivor in Feral Frenzy he gets 20% of Marking.
- When a Survivor is fully healed, he loses Marking at the rate: 1% for 1 second
- When a Survivor reaches 100% of Marking, he becomes Marked
- When you hit a Deep Wounded Survivor in Feral Frenzy, who is Marked he is instantly downed, and the Marking meter depletes entirely
- When you down a survivor in any way, the Marking meter depletes entirely
Marked Survivor - ICON
As we know good survivors heal very rarely, while unskilled survs tend to overheal against legion. That's where this mechanic comes into clutch. Survivors will have to heal from time to time to get rid of marking. Getting downed also depletes the Marking meter.
HITTING A DEEP WOUNDED SURVIVOR WHILE IN FERAL FRENZY
- Increases the Marking meter by 20%
- Depletes your entire power gauge and ends your power immediately
- Downs a Survivor if Marked
- Plays the "Weapon Wiping" animation for 3 seconds (Like when The Legion came out) and after that you get into the fatigue state.
Here is a gif showcasing how it would look like
Source: Dat360NoScope - Youtube
Additional cooldown had to be added to make tunneling a single survivor less effective, allowing him to make distance.
MENDING
- Self-Mending takes 10 seconds to complete (was 12 seconds)
- Altruistic Mending takes 6 seconds to complete (was 8)
I lowered time it takes to mend.
That's everything for base power changes, now i'm gonna change a few addons.
ADDONS
ETCHED RULER
- Previously: Survivors hit with a Feral Slash suffer from the Oblivious Status Effect for 60 seconds
- New: Survivors hit with a Feral Slash suffer from the Oblivious Status Effect until Mended.
THE LEGION PIN
- Previously: Survivors suffer from the Broken Status Effect for 60 seconds after mending themselves.
- New: Survivors suffer from the Mangled and Haemorrhage Status Effects for 60 seconds after mending themselves.
I had to get rid of Broken status effects because there wouldn't be a way to counter the new mechanic :<
JOEY'S MIXTAPE
- Previously: Survivors suffer from the Haemorrhage Status Effect until fully healed after mending themselves.
- New: For each hit in single Feral Frenzy, your fatigue is decreased by 0.25 seconds.
Some more value for chaining hits!
BFFS
- Previously: Once the Exit Gates are powered and BFFs has acquired 15+ Tokens, you benefit from the following effect: Grants a +6 % Haste Status Effect outside of using Feral Frenzy.
- New: Vaulting a pallet or a window in Feral Frenzy, causes the Power Gauge to stop draining for 1 second.
FRANK'S MIXTAPE
- Previously: During Feral Frenzy, you benefit from the following effects: Pauses the Power Gauge depletion while performing the Break or Damage Action
- Increases the action speed of damaging Generators by +20 %.
- Increases the action speed of breaking Breakable Walls by +30 %.
New:
- Grants the ability to start Feral Frenzy when the gauge is charged above 33%
(sorry for that Tat :<)
Comments
-
Edit: Fixed some typos in post that were a bit confusing.
1 -
So I just need to use power three times and I am going to down any survivor. We have seen this before and it wasn't popular.
I am Legion main and I don't really want any changes. If you bring BHVR's attention to a killer, it probably won't end well for that killer, when we look in recent changes.
Just leave Legion alone, there are killers who need changes way more.1 -
30% + 20% = 50%
50% + 20% = 70%
70% + 20% = 90%
90% + 20% = 100% - Survivor becomes marked
And another frenzy - down
So actually, tunneling one survivor is worse, than it was with Frank's Mixtape + Stab Wounds Study 2 years ago, before legion got a 4-hit down buff. And this combo of addons was a meme.
As I said, I wanted to make a change that doesn't make u want to tunnel one survivor. Make more pressure on the map, punish ones who are not healing - rushing gens.
And you're right, there are killers who definitely need changes more then Legion, but it's still just an idea I wanted to share :D.
Thanks for your comment tho :>
2 -
Ok, I see.
My issue is this would take quite a lot of work to implement (that is needed elsewhere in my opinion).
This wouldn't change him that much → it would be very rare to happen. Mainly when it is cleared by both downing and healing.
You simply wouldn't get this with normal playstyle, it would encourage actually never commit to chase, which is not good.0 -
Hmmmmm... it's an interesting concept. It's mitigated by hitting a deep wounded survivor causes Feral Frenzy to end as normal, which makes just rushing down a survivor with Feral Frenzy not possible.
By my calculations it would be, 5 hits overall and at least 3 Feral Frenzy uses to get a marking proc, no matter how you go about it:
- Tunnel: 30% - 50% FF1, 80% - 100% FF2, Mark down for FF3.
- Spread: 30% FF1, 60% FF2, 90% FF3, 100% - Mark down for FF4
If the Legion plays around it, and uses 1 survivor as the "Marking Sponge" and only using them to spring board to others, smart survivors would then be forced them to take time to heal (or stay in deep wpund) to slow down the build up… It seems like something better built up over the course of the game, the longer the game goes, the more marking your chosen survivor will build up until it reaches a tipping point, so it forces some healing.
It also has some nice in built penalties for body blocking a Feral Frenzy hit, as you accelerate your own marking effect... and it does pose a risk to survivors not healing.
It might be a little much to handle for your average survivor pub group... but it's got potential. Rather than "Marking", perhaps something a little more thematically satisfying like building up "Maiming", "Lesion", or "Mutilation".
Pretty interesting idea.
0 -
this is something similar to my idea. the main problem with this idea is that survivor don't have any good practical counter-play in avoiding the hit. that is the main issue with legion downing survivors for why he got changed in first place.
pallet stuns unreliable because the killer can respect pallets. vaulting pallets counters pre-dropping and he moves faster than the survivor. In my original template, I invented an item that survivor could pick up at the start of the trial. it was called running shoes. The original version unlocked the ability to use dash and iframe an attack.
Looking back at it is now, I think i would change to be a 75% haste effect for 2 seconds. The idea being is that survivor could press it and attempt to wiggle to avoid the feral frenzy slash.
My version was a bit more aggressive. It worked based off deep wound timer. each hit would increase amount of damage onto for every unique survivor hit. If Legion hits the survivor a second time, He deals -25% flat damage, ending his power.
first hit → -25%
second hit → 50%
third hit →75%
fourth hit →100%
not necessarily. You get rewarded more for spreading injures but are given option to focus on 1 survivor at the cost of longer time to down.
2 -
not necessarily. You get rewarded more for spreading injures but are given option to focus on 1 survivor at the cost of longer time to down.
I can see build where it would be possible to play Legion on some smaller maps (Saloon for example), where your goal is to get all downs either by 5th hit or this feature.
That would be really annoying to play against in my opinion and I would rather not support such playstyle.
Normal gameplay would be affected very little by this feature. I play Legion a lot and it's really rare to actually see survivors who never heals. It was bigger issue during MFT era…0 -
maps with unsafe pallets get little value from this mechanic. the feature is rarely going come into play because m1 play will be faster. where this features does come into play are maps with atrocious loop strength.
Gideon's is example of a small map where there is safe pallet everywhere. This would greatly buff legion on maps that have survivor favoured loop design. Eyrie of crows, Badham preschool, Garden of joy. He'd be able to get downs against every type of safe pallet.
Post edited by Devil_hit11 on0 -
If you would want to use that feature to down single survivor on strong loop it would take so much time, where it would be faster just get bloodlust III and brute force everything. It would be very inefficient.
This would come into play only if you just keep using your power and running around the map to get survivors into mending state. Sooner or later you either manage to get 5th hit or get close enough to actually down with this feature.0 -
you can plan around it by doing feral frenzy such that last feral frenzy is at a strong loop. Like say someone is at shack and another survivor is nearby, you could hit survivor nearby then go to survivor B at shack, hit them twice and your next hit downs them assuming the survivor does not outplay you on initial slash.
The cooldown of current legion is 20 seconds. Once upon time, Legion's cooldown for his feral frenzy was significantly shorter. I do not remember exact values but i believe it was 15 seconds with the ability to use power mid-way cooldown. So for example, if you had 70% of gauge, you could activate feral frenzy and if you canceled it, you would not lose entire power gauge. it worked like Spirit's phase-walk. I believe I set cooldown to 12 seconds with an add-on to reduce it to 10 seconds(10 second being equal to the cooldown of the survivor item).
My biggest concern when I was thinking about this legion was the Legion's ability to tunnel off-hook. At the same time, since every feral slash has the ability to miss because of the 2 second of 75% haste, It might be ok. I'm not entirely sure about its effectiveness until I would play it. I know for fact that legion would be incredibly potent killer if executed correctly with no errors/outplays but I mean killer should be pretty good at that point.
Legion goes from a killer that requires all 4 survivors to down to a killer that straight up punishes 3 man group-ups and gains severe lethality increase if he finds two survivors to chain. While the number do sound low, consider that his feral frenzy duration is relatively short such that splitting up is not too difficult, at least in regards to base-kit legion.
1 -
Thanks for your comment! Glad you like it :D
doesnt it mean, that you get an instadown after hitting 3 people in one feral frenzy? I think that would be oppressive as hell
0 -
yes. the oppressive level would vary for how strong the item is. The stronger the items, the less probability for the legion to successful hit the survivor in feral frenzy. Legion would be close to Xenomorph design where the killer is as powerful as the item counter.
an analogy. the stronger turrets, less effective the power. the less powerful the turrets, the more effective the power. Legion would follow same rules. despite that, I think legion would still be A-S tier killer just due to nature of the power design. at same time, he kinda deserves to be that strong.
0