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Legion's rework was rushed

RIP_Legion
RIP_Legion Member Posts: 428
edited August 2019 in Feedback and Suggestions

Honestly they're "rework" was beyond sloppy and seems like it was done on the fly without much thought at all, a good example of why is the addons, the majority of the rarest addons are completely useless, the pins rare-common have nonsense requirements that are completely counterproductive, the speed addons were changed to be nearly pointless as you have no hope of reaching anyone outside of 32 meters especially since they KNOW you're coming and have probably already started running. The blades are incredibly weak and entirely not worth using until they get buffed, save those for the day he gets buffed. The cooldown addons are very mediocre with only cold dirt and Joey's combined feeling at all noticable. The ultra rare mixtape is bad because after you hit someone you can't see gens at all meaning the only time you'd have to look around (after a hit) you can't see the bloody gens, and the iridescent button no longer shows people outside terror radius after a hit even though it covers the entire map.

The ability itself is ok at best, even at purple ranks I only use it maybe once or twice, it's a good ball roller at first but after that it's not doing much at all unless everyone heals up and they stay together (which any decent player knows not to do). I find myself usually only getting maybe 2k deviousness points before the free 2.5k for the 4k, I have to force myself to use it because it just feels like a waste of time especially when nobody but maybe one guy is full health.

I could go on especially about how the incredible amount of downsides to this power make it pointless to use midgame meanwhile every other killer has a lot of reason to use their power all game, he just doesn't have that unless they just keep healing all game and can't run a 115% killer with no anti loop capability. If someone wants to know about all the big downsides you'll feel as a Legion main for more clarity I'll post it as a comment to this. To be fair the devs have done a seriously good job for a while now making good changes but they dropped the ball with the Legion rework as a whole, even as a survivor I just don't fear them because I know all I have to do is do a quick 360 and their power becomes worthless.

Comments

  • PolarBear
    PolarBear Member Posts: 1,899

    They had to do something and they didn't have time to do anything else. At least now Legion is bearable to play against.

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    The old Legion was too ez they couldnt do anything so they rushed but in a good way cuz its still good at games but he needs some buff but not soon

  • G0lden_Ra1den
    G0lden_Ra1den Member Posts: 56

    Legion, at the time was very broken. His ability made looping essentially useless with no counter play whatsoever. Legion unfortunately was not given enough time and thought into his power, considering his ability is literally a mirror image of Borrowed Time, get hit, survive but with a time limit. His “rework” (if you can even call it that) was done to calm the community that was in a huge uproar at the time, I know I’m not the only one that still remembers everybody saying “Remove Legion from the game”. Legion is a very disappointing case, because in my opinion Legion should be the most interesting killer of them all, but it’s looking like now that Legion is gonna become another Freddy type killer and not receive any major rework/buff until another year and a half. But I have a few simple ideas that could very easily be implemented in Legion to make him a little better;

    When Legion stabs an already injured survivor with Feral Frenzy, they become downed.

    Legion cannot open lockers when in Feral Frenzy, much like when Billy cant open lockers with his Chainsaw.

    At the very least fix the button add-ons. Stabbing another survivor again with Feral Frenzy in order for them receive the afflicted status effect is not worth it and is already discouraged to do.


    But those are only a few quality of life changes. Frankly, like I said before, Legion didn’t spend enough time in the oven. I believe the only solution for him/her is to actually remove them from the game to fix them. Because Legion is now, for a lack of better wording, pathetic. Any killer that uses does not use their unique ability at all during whatever point of the game to provide some effectiveness is bad design. Especially more so that Legions power forces him/her to run away from the person Legion is chasing.

  • TheDarkWall
    TheDarkWall Member Posts: 132

    I do agree that the rework needs more work. I think that legion is however in a better place now. They're in a spot where they can be changed and improved without feeling like bs to the survivors, which I think it good. While I liked old legion, I'm also getting a lot of mileage out of new legion as well. I think while falling short, he's better than he used to be. I'll repost my list of proposed legion changes that I think would dramatically improve the character while maintaining counterplay.



    " Frenzy run speed increase - Not sure how fast to make him. Maybe similar to old legion with a speed add on. This is to allow him higher levels of map coverage, therefore making him less map dependent, as well as enabling him to have a chance to more effectively apply his power against spaced out survivors on larger maps. I do not think vaulting should be changed as it gives the survivor at least a chance at breaking LoS and even running some loops vs him. I do think the detection add ons should stay as they offer up more technical approach angles to throw survivors off as well.


    Pin rework - You've already discussed this so I'll keep it brief. My two ideas are either apply on first frenzy hit like you've mentioned before, or apply the status ailment AFTER the first time the survivor is returned to standard injured state. Meaning after unhook if you down and hook them, after getting picked up from dying or after mending.


    Frank's and stab wound rework - These are probably the worst add ons legion has. Had a fun sounding idea for frank's mix tape though. Keep the reduction on hit, maybe lessen it a bit. But when you go into killer instinct, you have a map wide TR for 5 seconds, and then no TR at all. This does two things. Creates an interesting tracking situation that is more challenging than normal on both sides and also creates a chance to run out deep wounds for extra time on people nearby, making the eventual second hit actually relevant while still not overly good without significant perk investment. Got this idea after a meme build using dark devotion and tinkerer to make a very challenging version of old franks mixtape legion. Stab wound....eh, I mean it could just be something all together different, although if you did the frank's change it could be useful in combo.


    Cooldown add on improvement - So as they stand, they're just too weak. There is no logical reason to run them because anything below cold dirt isn't even really noticeable and cold dirt is only barely useful. I get you don't want it to be an easy frenzy catch up into a short chase, but as they stand now they're painfully weak to the point where they should be either improved or changed to do something worth using.


    Mending improvement - This is more just a general buff than a rework, which I think legion could use. So mending got weakened HARD in the rework, no doubt about it. Obvious reasons too. After deep wounds is applied, it functions identically to what we have now UNTIL the survivor starts to mend. Then it turns into the much scarier old deep wounds. Meaning that they lose it while mending even if they're in TR. Basically, this means that they have the easy to manage deep wounds until they've had time to get away and find a good spot to hide, but there is some tension and weight in the decision to start mending that the killer could track you down and injure you mid mend because you'll be vulnerable. Overall, this would make the ability a decent amount better while avoiding the moonwalk exploit from being used to just wound somebody and change the chase to avoid the chase from registering. It is true that you could purposefully trick the survivor into mending so you can use the moonwalk on them, but that is a far from efficient or reliable strategy over just pursuing a normal chase since the survivor is in control of when they become vulnerable. I think this change could make things more interesting on both sides though by adding tension and investment to an otherwise stale experience for survivors.


    Partial meter activation - To be honest, I'm not a hundred percent sure this is needed, but it is an idea I kicked around. Basically, let legion frenzy at 50 percent. Still applies a good penalty on missed attacks and stops you from spamming the ability, but with the other changes made to his power, the ability is significantly less lethal and as such, the loosening of the activation requirement seems reasonable, even if I do like the missing penalty. "

  • Milo
    Milo Member Posts: 7,383

    Update,

    And maybe slightly. But they did have to come up with something so people wouldn't just dc everytime there's a Legion.

  • RIP_Legion
    RIP_Legion Member Posts: 428

    Just because a change was needed doesn't mean it needed to be spat out without a second thought, the timing was unfortunate specifically being released with the end game collapse and the infinite mending bug. Hopefully they get around to actually fixing him after the new dlc is out.