Legion Rework Idea
Hey there! I had no idea where to put this but since other people were popping their Legion rework ideas here I decided mine could go here too! Anyways, I had a rework idea for Legion that could make them much less obnoxious to face and could keep the integrity of the character as a "switch targets and chain attacks" killer.
My idea is to:
- Make it so each time Legion hits a new target (M1 or in Frenzy), their next Feral Frenzy attack will do x% more bleedout damage. For each consecutive hit on the same target, Legion will lose x% of their bleedout damage.
- Feral Frenzy will not apply bleedout damage to uninjured survivors, instead the survivor will only be injured. If an injured survivor is hit with Feral Frenzy, they will receive bleedout damage.
- Survivors can no longer mend bleedout damage applied by Legion
- Bleedout no longer decreases over time
I'll explain an example scenario so it makes more sense (these are dummy percentages so keep in mind this is just an example), Legion's Feral Frenzy starts by doing 10% of someone's bleedout bar in damage (with 100% being the whole bar depleted and the survivor goes down). Legion hits Meg and receives 5% bonus damage to their Feral Frenzy damage and injured Meg. Legion's ability now reveals a nearby Nea and they go and hit Nea for another 5% bonus to Feral Frenzy and injures Nea. At this point Nea and Meg are injured and neither have a bleedout bar/bleedout damage, but Legion has stacked 20% of their bleedout damage (5% from Meg, 5% from Nea, 10% by default). Legion then goes and hits Kate with Frenzy, gains 5%, then hits Kate a second time in Feral Frenzy but this time and because she was injured she recieves 25% bleedout damage, however because Legion hit Kate twice back to back they receive a -5% to their bleedout damage so it's down to 20%.
TL;DR for example:
- Legion has 10% damage on Frenzy
- Legion hits Meg and gets +5% damage
- Legion hits Nea and gets +5% damage
- Legion hits Kate and gets +5% damage, hits Kate a second time and deals 25% bleedout damage to Kate and gets -5% damage for hitting the same target twice in a row
As far as Legion's add-ons go:
- Mend time increase add-ons can increase time to heal instead
- Decrease bleedout timer add-ons can increase bonus % given when switching targets instead
- Frank's Mixtape can injure and apply bleedout to survivors in 1 Feral Frenzy hit instead (this could probably be really strong, and might need some downside to compensate like much shorter Feral Frenzy duration)
With this idea, I think a few of Legion's core issues would be solved for example:
- Spending the entire game mending and healing, just having to heal instead will cut down on time spent holding M1 vs Legion
- Tunneling Legions, if they try to tunnel you they lose all their bonus % and won't be able to down you unless they straight up go for M1s
- Moonwalking, if the bleedout timer is no longer a "timer" that activates outside a chase and is instead it's own mechanic that has nothing to do with time, moonwalking won't do anything
- Adds counterplay, healing will force them to hit you twice if they want to deal bleedout damage which will make them lose some of their bonus %
So yeah. Sorry this post ended up so wordy but hopefully there's some good ideas somewhere in here.
Comments
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good idea bro,hope more people see it!
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So a massive nerf to legion? no thanks.
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@MhhBurgers said:
So a massive nerf to legion? no thanks.It doesn't have to be a Legion nerf. If the percentages were high enough, they could quickly scale into a beast. Like what if each target switch gave 30% and after switching targets 4 times the next Feral Frenzy attack on an injured survivor was a down, but to compensate for such a fast bleedout damage gain they lost significantly more bleedout damage after hitting the same target twice or something along those lines?
The way I play Legion now is to pretty much switch targets as much as possible and chase the survivor I'm on when Frenzy is on CD. After Frenzy is back, I go back to patrolling gens for targets. Unless the survivor I'm chasing messes up during that window and I can M1 them they won't go down, and if I commit to downing them with Feral Frenzy it takes far too long to get all the hits in (unless Frank's) and the gens pop super quickly. As such, I think this rework would overall be a buff because at least then they'd be able to down survivors as a reward for maintaining true to their target switching play style.
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Kind of confused, you say that Survivors no longer Mend themselves so what's with the Bleedout timer? Do they just go down or do they need someone else to Mend them? Survivors need to Mend themselves because eventually there will be a scenario in the match where there's 2 Survivors and they both go down because they can't Mend each other.
Also, looking at your reply on how you play Legion your rework wouldn't help with yourown playstyle because healthy Survivors will get a smack and just keep doing Gens while you switch targets. Like Dwight and Meg are on a Gen and you smack Dwight so Meg runs off and you chase after her, well Dwight's just doing the Gen because he has no Bleedout timer. Granted later in the game there will be many injured Survivors so the Bleedout will always be there but in the beginning it could be a bit harder to snowball.
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@HatCreature said:
Kind of confused, you say that Survivors no longer Mend themselves so what's with the Bleedout timer? Do they just go down or do they need someone else to Mend them? Survivors need to Mend themselves because eventually there will be a scenario in the match where there's 2 Survivors and they both go down because they can't Mend each other.Also, looking at your reply on how you play Legion your rework wouldn't help with yourown playstyle because healthy Survivors will get a smack and just keep doing Gens while you switch targets. Like Dwight and Meg are on a Gen and you smack Dwight so Meg runs off and you chase after her, well Dwight's just doing the Gen because he has no Bleedout timer. Granted later in the game there will be many injured Survivors so the Bleedout will always be there but in the beginning it could be a bit harder to snowball.
In my proposed rework there is no mending. So damage done that would apply damage to your bleedout "timer" is now just permanent damage. Think of it as being able to apply half/quarter damage instead of a full hits worth of damage. The way to prevent this damage then becomes healing, because in my rework Legion can't take "time" off your bleedout if you're uninjured, you must be injured first.
And I think my play style would maintain in tact because unless they want to put themselves at risk of being on the receiving end of a large amount of bleedout damage they'd heal. If they just stay injured then when Legion comes back to stab them (either with the intention of downing them or gaining more bonus %) if they're injured the damage they sustain would be permanent.
Also, since bleedout timers are permanent the "refresh Feral Frenzy cooldown/see other nearby survivors" condition should be hitting any survivor with Feral Frenzy you haven't hit during that Frenzy yet (since if the refresh/chain attack happened when hitting survivors without bleedout like it currently does, they'd never get to chain attacks past early game since bleedout is permanent)
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So when you say bleedout timer you mean the timer you have in the Dying State when you're on the ground? Except you're taking that timer and putting in during the Injured state? So if you're Injured and you get the FF you get this long timer and each FF attack takes chunks out of it until eventually, you'll fall down unless you're healed because the timer is slowly going down. Is that right? I apologize for not getting it but it sounds interesting.
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@Scoobie101 said:
@MhhBurgers said:
So a massive nerf to legion? no thanks.It doesn't have to be a Legion nerf. If the percentages were high enough, they could quickly scale into a beast. Like what if each target switch gave 30% and after switching targets 4 times the next Feral Frenzy attack on an injured survivor was a down, but to compensate for such a fast bleedout damage gain they lost significantly more bleedout damage after hitting the same target twice or something along those lines?
The way I play Legion now is to pretty much switch targets as much as possible and chase the survivor I'm on when Frenzy is on CD. After Frenzy is back, I go back to patrolling gens for targets. Unless the survivor I'm chasing messes up during that window and I can M1 them they won't go down, and if I commit to downing them with Feral Frenzy it takes far too long to get all the hits in (unless Frank's) and the gens pop super quickly. As such, I think this rework would overall be a buff because at least then they'd be able to down survivors as a reward for maintaining true to their target switching play style.
Switching targets is the ideal right now but it's VERY unreliable, against a good survivor team that stays spreade out you'd get stomped to #########.
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I sort've understand what you're saying, and it might work, but I think it still needs some tinkering.
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@Saint_Ukraine said:
I sort've understand what you're saying, and it might work, but I think it still needs some tinkering.If survivors are within 10-15 metres after hitting them then you stack up damage, otherwise you gain no penalty if nobody is nearby.
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@HatCreature said:
So when you say bleedout timer you mean the timer you have in the Dying State when you're on the ground? Except you're taking that timer and putting in during the Injured state? So if you're Injured and you get the FF you get this long timer and each FF attack takes chunks out of it until eventually, you'll fall down unless you're healed because the timer is slowly going down. Is that right? I apologize for not getting it but it sounds interesting.Almost! The only thing is that the bleedout "timer" is no longer a timer. Under no circumstance will it start depleting over time, only if the Legion hits you with their Frenzy while you're injured will the "timer" decrease (hence why I keep putting timer in quotes, it isn't really a timer anymore :P). So the idea is that the Legion will continually chunk away at your health until you go down, and the size of the chunk they take will depend on how often they switch targets.
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@Scoobie101 said:
@HatCreature said:
So when you say bleedout timer you mean the timer you have in the Dying State when you're on the ground? Except you're taking that timer and putting in during the Injured state? So if you're Injured and you get the FF you get this long timer and each FF attack takes chunks out of it until eventually, you'll fall down unless you're healed because the timer is slowly going down. Is that right? I apologize for not getting it but it sounds interesting.Almost! The only thing is that the bleedout "timer" is no longer a timer. Under no circumstance will it start depleting over time, only if the Legion hits you with their Frenzy while you're injured will the "timer" decrease (hence why I keep putting timer in quotes, it isn't really a timer anymore :P). So the idea is that the Legion will continually chunk away at your health until you go down, and the size of the chunk they take will depend on how often they switch targets.
Ah I get it, ok so they have two health states, the normal 2 hits or the FF which takes out chunks if you're injured and hose chunks can get huge if played correctly and could potentially eventually be insta downs with the FF.Sounds like Legion would get more powerful as the match goes on and healing would be very important against Legion. So it's the same concept but done differently, at first glance it sounds meh but then I remember this meh is basically a normal attack with his power and right now Legion doesn't have that at all, it takes forever. This could be a buff but I'm unsure, the Deep Wounds is really powerful and distracting for Survivors and taking that away could hurt Legion, but then again maybe not as no other slow Killer has it.
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