My Draft Idea for a Legion Rework
This is just an idea I had for a Legion rework I feel could work. Just so you know my goal is to make him fun to play with/against and giving him counter play at the same time. In no way are these all ideas set in stone in my mind. I just want to know your thoughts and opinions on it.
*Legion Reworked* Make so mending does not go down when within terror radius as well as a chase. This is to prevent Legion from running down your timer creating a forced down situation after being tunneled and him coming back to make sure you don't get the mending off. Also while mending the bar will not deplete and have a similar way/effect as borrowed time. Feral Frenzy fills once a survivor is hit from a normal basic attack. You can manually stop not to lose Feral Frenzy but if you use the entire meter you must hit a survivor with a basic attack to refill. As long as you don't use all of Feral Frenzy it will refill on it's own without this condition. Missed attacks in Feral Frenzy depletes half of what is left (Half of total unless seen as Overkill) of the meter. This is to prevent attack spamming and attempt to stop abuse of speed boosts for missed repeated swings. At the same time will deplete meter faster in turn causing you to not have feral frenzy as punishment until survivor is hit with a basic attack unless manually stopped. This is so players develop timed hits and causes them to think before they swing. A pallet dropped on Legion while in Frenzy will deplete the entire meter of frenzy. In order to get back, must hit survivor with basic attack. Longer Frenzy is used, longer duration of the stun to a certain degree/extent. This is to give survivors more of a chance of getting away from Legion. To make up for these changes put Legion base speed at 115%. Have Legion start with Frenzy. Possibly increase distance of Legion vault to maybe create some counter play around pallets and windows. *Adjust Feral Frenzy timer in one way or another regarding the other changes* *Reward players with less stun out of frenzy for successful hits* *possibly have two hits deplete frenzy so you must go after the survivor with a basic attack at that point* Survivor will have low mending bar at this point and depending on situation might be unwise to chase them as their mending bar will not go down. This is more or less to punish tunneling with frenzy but can be manually stopped after first swing. This will require thinking on the legion's part as to what they want to do before they do it. I believe these changes can work with builds and add-ons in interesting ways, while making Legion still viable, requiring more use of skill, and overall a more fun experience. *Also adjust Legion Stun out of Frenzy* More than Half Left 1.5/2 seconds. Less than half 2.5/3 seconds. As mentioned before successful hits in Frenzy reduce these values 1 hit = 1.3/1.8 / 2.3/2.8 [] 2 hits = 1.2/1.7 / 2 hits = 2.1/2.8. These are just examples not actual values I want them at. Just give an idea. Overall this will give Legion different styles of play. Allow players to experiment in different ways of playing him making him require more skill and thinking and in turn rewarding good play/decisions while creating some counter play.
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I'm proud to say that I feel the Devs might of had a look at this and took a good amount of my idea for their Legion changes. Not sure though but is a thought.
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