http://dbd.game/killswitch
Ideas on Trickster And Legion Buffs
Put your idea down below and be fair and honest, no arguments and no threats to be shared. -
Comments
-
The only legion buffs I've ever wanted were addons buffs and changes. There's too many pointless addons and most of them barely do anything. Like Julie's Mixtape reduces your 4 second stun by 0.2.
I imagine its something similar to Any Means Necessary, where they were afraid it might be OP so they gave it a very long cooldown. They obviously dont want Legion to become a problem again so they overnerfed his addons a bit. I hope most of them get the same treatment as AMN and recieve buffs since it didnt make Legion into another mess. Crazy to think Legion's old FF cooldown stun was 3 seconds without addons, and now you have to use both the best addons for it to make it 3 seconds.
As for Trickster idk i was on DbD hiatus when that chapter came out.
0 -
I feel like Legion could use a smoother transition for their Feral Frenzy to base. Make it a bit more interesting and reward players for chaining hits. Not enough to make it ove powered, but enough to make me want to use the power more often.
Trickster really needs to lean into the ricocheting knives. That would make his power more unique and worth playing. If not that, make it so instead of going all machine gun killy while in Main Event, make them ricochet.
1 -
Legion- Fatigue is 3 seconds (add-ons are adjusted, obviously.)
He doesn't lose his power for missing a hit, rather a chunk of his bar and a fatigue, like when a killer misses regularly. Maybe just a little bit shorter.
Hitting an M1 doesn't deplete your power. I seriously don't know why he loses his power at all.
Trickster- I have no idea. Like legit, no idea. Maybe his ricochet knives basekit? Having to do something to get rid of laceration? But not holding M1. That ######### is boring, I can't stand even more M1 holding.
0 -
Legion I would do something like each feral frenzy hit increases movement speed. 130% as usual then after initial first hit you gain like 20% so after the forth consecutive hit you’d be travelling somewhere over 200%.
1 -
Legion:
First hit with Feral Frenzy apply deep wounds (mending should take longer since only potatos go down from it). 2nd hit applies mangeled for 45 seconds and deep wounds. 3rd hit applies deep wounds, mangeled until healed and broken for 45 seconds. 4th hit applies all previous effects and any injured not afflicted with deep wounds can be downed by feral frenzy (obv this all applies xuring the same feral frenzy).
Bloodhound is basekit during feral frenzy.
Legion is now an A tier killer :)
0 -
Being able to down with frenzy is a slippery slope since it’s essentially a guaranteed hit but that’s a decent idea
0 -
Thats why its only applied on the 5th survivor and beyond and they have to be injured and not in deep wounds. Its stupid rare to even hit 4. Survivors have to be really stupid for it to go beyond that.
2 to 3 is way more common than even 4 so MOSTLY what youre getting is extra slowdown for a few reasons. Mending takes a little longer, healing takes a little linger, and youll REALLY want to heal just in case he manages to get a 4 stack. It also means survivors REALLY need to split up early game which means treking across the map to get unhooks.
It also discourages tunneling to hard. When you see someone get an unhook youll want to FF hit them both so they take longer to heal and try to get that 3rd stack so that HOPEFULLY you can get the 4th.
0 -
Completely change Legion. Feral Frenzy is absolutely braindead as an ability that has no thematic cohesion and is just dull. Plus it gives a free hit with zero effort, which ends up appealing to bad killer players that, upon realizing Legion sucks, stack 4 slowdowns to go with that M1 simulator. Just change it to literally anything they have in backburner and it'll be better.
Trickster needs an overhaul on how laceration works. Be it that it never decays or needs survivor action to do so. Contingent on how effective his knives are then, changing his speed could be considered, although whether it is base or when he has the daggers out is up in the air. The power itself is fine, it's how it affects survivor gameplay and the requirements to get results that is the issue. Also Main event needs to be way less useless than it is now. Perhaps leaving half the meter full if its unused.
0 -
Its not a free hit at all, get better at juking
0 -
Nice bait 😈
0 -
Trickster
two options:
1) make him a 4.6 m/s Killer, then tweak his power a bit (smaller buffs or nerfs, whatever he needs).
2) keep him a 4.4 m/s Killer, then rework his power into something unique and strong. An idea would be to make ricochet blades basekit to make it unique, then remove some of the unnecessary downsides to it such as the Lullaby or slow down while throwing knifes (at least put him at 4 m/s so that Survivors dont gain distance on him).
one thing for both options though:
make Main Event actually usable. make it so its not on a timer once you filled the power bar up and let it be used whenever the Killer wants / needs it. maybe make it so while active, Trickster moves at his normal movementspeed aswell.
Legion
simple: give them a secondary power that allows them to do what they did in their trailer. let them take off the mask and lose their TR with that.
however, they'd have to put it back on in order to attack again.
now we got a Killer with a power that quickly injures others and who can then enter a stealth mode to get ambushes on said injured targets. they would be a lot better than now.
1 -
Its not bait at all. I run him all the time. You should give it a try see if you hit 100% of your shots across 10 games. Bet you dont
0 -
The only time I don't hit my frenzy each time is if I haven't played killer in a long while, and especially Legion that I dislike playing. After a small warmup? No, I don't miss. Because basic jukes don't work on this power if you've played killer long enough and the autoaim + speed makes a hit inevitable even if they try some stupid spin.
Going to harbour a guess and say you aren't in red ranks if you're frequently getting whiffing legions.
0 -
Legion needs to stop losing his power gauge when he M1's and when he picks up in Frenzy. It would also be pretty neat if Legion only had a 2s CD if Frenzy is ended at least 16m away from a Survivor. Mostly to make it so using Frenzy for mobility can actually be a thing.
Trickster needs to not have his lullaby and needs to be able to hold on to Main Event for as long as he wants. Also some of his add ons could use some work. Like... he doesn't need 2 sets of add ons that make laceration stick around longer. I don't even know if he needs 1 set that does that.
1 -
R1 actually, i dont whiff frequently, but it does happen. To you too. Because its not a guaranteed hit. Easier than the regular hit? Sure, but its not guaranteed.
0 -
Console player? Then that makes sense. PC here, and no, after a while these tricks stopped working on me. Nor does it work on most killers with a lot of experience. But if you're on console, then this makes a bit more sense. Otherwise? You may as well say it's easy to juke killers and M1 is inconsistent (R1 for you), which is really isn't. The only time this happens now is if the game has performance issues, which admittedly are more frequently recently.
0 -
I am on console lol.
That said the m1s are inconsistent, at least on console
0 -
For Legion, I would keep their existing power as is, but give them an additional power that reflects their name-sake.
I'd have all 4 members of Legion there, with 3 in random lockers. When one member goes into a locker, any other can come out. A survivor who opens a locker to find legion there is instantly hit, and the player will be prompted if they want to transfer to that legion.
0 -
Legion:
- easier to see in power.
- something to allow into a better chase transition. like after hitting a survivor twice reverts back into normal mode and resets the power.
- and lowering the mending time needed just cause.
Trickster:
- increased default movement speed
- slight speed boost when putting away knives for a better chase transition.
0 -
Remove Tricksters Lullaby Radius.
Allow Trickster to "recall" laceration on all Survivors. For each blade recalled, the survivors aura is revealed for 0.5 secs. For each blade recalled, you get extra Main Event charges.
Main Event activate window larger, from 10 seconds to 20.
When activating Main Event, Survivors auras are revealed depending on their laceration meter above (without recalling)
Main Event causes bonus Laceration depending on distance, with a maximum of double laceration beyond 30 meters.
0 -
For trickster let people bank main event I don't understand why it's on a timer.
For legion idfk how you make running slightly faster and not being able to down with you power interesting.
0 -
they don’t need buffs lol. Not every killer needs to be capable of 4ks every single game. Survivor numbers are already sinking because nobody wants to play that role with game as is.
0 -
why do I get the feeling that you don't think Trickster should have gotten the set of post release buffs he got?
0 -
Legion:
Rework them entirely, from the ground up. If not, reduce cooldown after ending FF to 3 seconds, and remove the cooldown timer increase after hitting a survivor (Why does that even exist?)
Trickster:
- Main Event can now be held onto
- Injuring a survivor with Main Event will recharge Main Event by 50%, allowing more time to down the survivor
- Melodious Murder now base-kit (8 > 7 knives to bring health state down), that add-on reworked
- Laceration will only go down after the chase ends. Takes 15 seconds to go down as usual, after a chase ends from escaping a chase or ending it.
And those are my proposed changes to these killers! Not sure if the buffs will make Trickster overkill, but I feel like it'll be balanced.
0 -
For Trickster i had the Idea that each Knife in a Survivor gave 1% Speed Decrease
0