Legion buff idea

Xornedge
Xornedge Member Posts: 30
edited September 2021 in Feedback and Suggestions

Ability changes:

Feral Frenzy 

  1. Lasts for 10-25 seconds(depending on the add-ons)
  2. Recharge starts after the ability is ended by any means and hitting a survivor with a basic attack will no longer deplete the ability meter. 
  3. Feral Frenzy makes The Legion run at 130-145% speed(depending on add-ons)
  4. Fatigue will no longer black tunnel vision.

Deep wound: the timer should be around 90 seconds, but it should start as soon as you hit a survivor and not be interruptible unless in a chase. 

Hitting survivors while in FF should decrease the timer by 5-20 seconds(depending if you use the add-on) as a base kit feature to add versatility to the power. 

No longer requires mending, the only way to stop Deep Wound is to fully heal before the timer runs out. 

These changes to Deep Wound were made to make the status effect less annoying but more lethal by removing the boring mend action and make it so survivors either have to use up resources such as perks and medkits to heal themselves or be forced to search for help of a fellow survivor to patch them up, stopping Deep Wound and recovering a health state at the same time. However, in doing so it also incentives survivors to stick together against a killer that benefits from grouping up. Making the Legion have a form of map pressure that starts as soon as they hit someone with Feral Frenzy and apply Deep Wound. This also removes the survivor tactic of not healing the whole match, which mitigates and makes the Legion’s current power obsolete. 

Another thing this change affects is that it encourages the use of survivor info perks such as Bond, Empathy and After-Care to locate fellow survivors quickly and work around The Legion’s power. In doing so it also passively buffs the blindness status effect against the aura reading perks that may skyrocket in use in the stead of the second chance builds that are so prevalent in the current meta. 

It also encourages the use of healing perks such as Autodidact, Desperate Measures, Bottany Knowledge, Inner Strength, Self Care, We’ll make it, and any future healing perks. 

Perk changes:

Discordance {

Is fine the way it is.

}

Iron Maiden {

Grants a 3/4/5% reduced cooldown or wind up for your skill per token(4 stacks/20% max). Injured, downed, hooked or dead survivors will grant you a token each, which is lost after they are fully healed. 

(change made so the perk will actually benefit Legion, the character it came with by imitating Thanatophobia)

}

Mad Grit {

Immune to stun dropping the survivor being carried for 10 seconds after picking them up. The only way to drop a survivor now is to have them struggle out of your hands or DS you. (Effects such as stun and blind still applies but no longer makes you drop the Survivor you are carrying)

Or(my preferred one)

No missing penalty.

On hit recover 30/40/50% faster and pauses wiggle progress for 2/3/4 seconds. 

}

Overall these changes, at least in my eyes, seem to do a lot more good than bad by spicing up the meta towards other areas of the game other than a full second chance focused build. I cannot possibly calculate every consequence of this but I can see this as a much needed change to a character BHVR seems to only remember when it comes to making very desirable skins. Spice it up BHVR!

Post edited by Gay Myers (Luzi) on

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