On the Legion Update and Developer Communication

knell
knell Member Posts: 595

I appreciate that the developers are informing us on what's being changed, but I wish they would go much, MUCH more into details on WHY these aspects of the Legion's power are being changed. As in, what is each of these changes supposed to accomplish?


What did they see as a problem?

What were they seeing playing as the Legion?

What were they seeing from the Survivors' side?

What are the statistics showing them?

Which changes are made for direct Survivor counter-play? Which changes reduce the potential for exploitation of certain game mechanics?

Why is it important to bring The Legion's default attributes in-line with other Killers?

What is the core vision of this Killer from the developers' perspective?

Which changes are made to "bridge the gap in the extreme playstyle of this Killer and remove some of the ongoing frustrations when playing as The Legion?"


I would really like to know more of the thought processes that go into making each of these decisions on what aspect of the killer's power to change. Otherwise, from the players' perspective, it may seem like the developers are making random changes and hoping for the best (which I'm sure isn't the case). But it may seem like it if it hasn't been explained in detail.

As someone who has enjoyed the Developer Update blog, I hope more effort will be continued to be put forth into communicating with the community.


Thank you.

Comments

  • Nova_Terra
    Nova_Terra Member Posts: 123

    If you've been playing at all you should know most of the answers.


    1) The killer had no counterplay.

    2) No viability without FMT

    3) Absolutely no fun was had. (Due to no counterplay)

    4) High DC rates from survivors which ruined the experience for everyone.

    5) (Not sure really what this question is asking.)

    6) Predictability and balance most likely.

    7-9) These I don't know.

  • Ihatelife
    Ihatelife Member Posts: 5,069
    edited April 2019

    @Peanits Those deep wound changes also will affect the borrowed time?

    Post edited by Ihatelife on
  • Peanits
    Peanits Dev Posts: 7,555

    The deep wound changes affect the deep wound status effect, so yes, the changes are the same across the board.

  • knell
    knell Member Posts: 595

    Thank you, @Peanits !

  • PolarBear
    PolarBear Member Posts: 1,947

    @Peanits Amazing news. No more cheese play from campers either! I am super excited to try these changes out on the ptb!

    If you know and don't mind telling us, when will you copy our player profiles that will be used for the PTB? My legion is currently very low level and barely has any perks and I'd like to lvl him up so I can test him on the PTB to the absolute fullest.

  • liviu1911
    liviu1911 Member Posts: 150

    remember that, not only legion can be played with "moonwalk" thing. :)) and also there exists other methods for making borrowed time's deep wound status to decrease it's timer

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DingDongs At first I agreed with it being buffed. But now that I think about it, it's only a slight change.

    When BT procs, Killers either choose to follow up and end you, or move on. This won't change that very much. If they chase you, it wouldn't tick anyways. If they leave you, whether you're in their TR or not, you can mend because you're not being actively chased.

    Im sure a few situations could be replicated to make the "new buff" to BT seem far more powerful, but I don't think it will have the same impact as the same change being applied to legion. It shouldn't disrupt much.

    If anything, it will help against the campers who would Moonwalk to end BT after your team managing to save you within their TR. They will have to actively attack you, not just bs in your general direction.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DocOctober They mean (I believe) the people who use moonwalking to counter Borrowed Times entire purpose. Campers just seem to be the ones that do it the most.

    Nothing about this punishing campers who Moonwalk exploit BT timers affects people who have stupid altruistic survivors. It doesn't punish or prevent anyone or thing other than the same Moonwalk exploit on legion. That issue is (likely) why they changed it to be TR and not Chase dependent.

  • HavelmomDaS1
    HavelmomDaS1 Member Posts: 1,948

    It's not about his perspective, it's about understanding the perspective of the devs.

  • DocOctober
    DocOctober Member Posts: 2,230

    Oh no, they don't mean just that. They are well aware that many Survivors use Borrowed Time to go for unsafe unhooks without any repercussions, they just don't like admitting that.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DocOctober Right. They absolutely do. But that itself doesn't change how the BT change ONLY punishes Moonwalkers trying to bypass the timer. If stupid survivors go for an unhook, and BT goes off, nothing has changed. Unless you rely on walking backwards to circumvent the point of BT. If you hit them and chase them normally/as intended or leave them alone, this change has affected nothing in your gameplay.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DocOctober Okay, help me understand. How does Borrowed Time, NOT ticking down while in your TR, punish a killer who is going to chase them LEGIT when hook rushed?

    It's not. It only affects you if you cheese or let them leave you and sit in your TR to mend. But guess what....If you let them go, downing them wasn't your intention to begin with. Also, pre change they could sit in your TR and mend without going down.

    Literally the only change is that it wont tick in TR as opposed to Chases. Meaning if youre looking at them, and not moonwalking, it doesn't punish you.

    So please help me understand why killers who dont moonwalk to exploit borrowed times countdown are punished.

  • DocOctober
    DocOctober Member Posts: 2,230

    It allows the Survivor to extend the chase indefinitely (until the Killer catches them, which against a good looper can take ages) because now, they won't have to stop eventually to mend because of the timer running out.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DocOctober Are you serious right now?

    As it is RIGHT NOW If you are in a chase, it wont tick down...


    From the BT page: After unhooking a Survivor within the Killer's Terror Radius, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound Status Effect.

    Deep Wounds Applied By: Borrowed Time, Feral Frenzy.



    Deep wounds DOES NOT TICK DOWN WHILE IN A CHASE.

    Which is why moonwalking around it is an exploit.


    This changes nothing in your scenario...You can loop killers with BT RIGHT NOW.

  • DocOctober
    DocOctober Member Posts: 2,230

    My point is that moonwalking was a workaround. That workaround is now gone.

    If it would solely punish actual campers, it'd be for that change. But as I pointed out before, many activations of Borrowed Time are due to hook rush against non-campers and punishing them is not OK.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited April 2019

    @DocOctober No, moonwalking to workaround Deep wounds was an exploit, which is why its been changed. The pause timers were there to prevent you bleeding out WHILE being chased.

    It wasn't a workaround or a counterplay, it was an exploit in design flaws that caused a perk to basically not exist in the match.

    As I said before, Moonwalking is fine, use it to mindgame, use it to sneak up on people with no red stain. But using it to make the game THINK youre NOT in a chase when you clearly are is an exploit.

    BT being activated by hook rushers happens. If you could simply say "nah i don't want to let your BT mean anything because im not a camper and dont deserve it" and moonwalk around it, you would be negating the entire perk and its activation simply because you don't want to deal with hook rushes?

    This change is perfectly fine, only fixes issues that were being exploited, and the only ones truly upset about it are either extremely biased, or the ones using said exploit.

  • DocOctober
    DocOctober Member Posts: 2,230

    A walkaround is a walkaround, exploit or not. Many walkarounds even turn into features as we can see in multiple instances across tons of games.

    Borrowed Time is too strong to be multi-use without any workaround at this point. It is a horror game for Entity's sake, Survivors should fear the Killer and not give them a big ######### you and just do whatever they please without the fear of any repercussions thanks to the umpteenth safety net Perk. That is not good for the balance and the health of the game and originally why Borrowed had the bleed-out timer nerfed until of the devs had the "brilliant" idea to make it have Deep Wound.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @DocOctober Im gonna be done debating/arguing with you at this point. It's obvious you take the info I give you and try to fit it to what you want to be true.

    A workaround is a workaround, right. but when you use a workaround, to gain an advantage, or otherwise bypass intended mechanics through a design flaw, its called an exploit. That shouldn't happen.

    You've given examples of why you think the change punishes the innocent, and i've shown you how that's not true, but you want to contuinue to rant and fall back onto thse kind of arguements :  "It is a horror game for Entity's sake, Survivors should fear the Killer and not give them a big [BAD WORD] you and just do whatever they please without the fear of any repercussions thanks to the umpteenth safety net Perk. "

    When in reality, as Ive said, that perk is situational, and does it's job. the ones upset are BIASED OR UNWILLING TO PLAY WITHOUT BYPASSING INTENDED MECHANICS.


    I agree it should have simply stayed a timer, and not bleedout. But when it changed to bleedout it gave a slight buff to escape chance, as the killer could simply follow you around until you die in front of them.

    Killers Saw this as OP for some reason, and decided to say "######### the chase mechanic, ima walk backwards and get the old results".

    Dev's realized this was not intended for BT or legion, and changed it to TR so that those people in question could no longer exploit design flaws to gain unintended results.

    As I said originally, Im done debating this with you. You've tried to paint me as a survivor main, throw petty arguements about and refuse to either see logic or adtmit that its an exploit tactic that needed to end. So good luck. Have fun out there. But please try to learn to take things from both perspectives, and not just your own.

  • DocOctober
    DocOctober Member Posts: 2,230
    edited April 2019

    The absolute irony of this post is cringe-worthy. I'll agree to disagree with you.

  • CaptainCastle
    CaptainCastle Member Posts: 536

    Hilariously you could probably stay in the borrowed time state forever on a small map like the game vs terror radius doc. Dunno how useful that would be but its funny