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Some QoL improvements that would make Legion a lot better. (UPDATED)
Hello, people of the fog. In the recent update The Legion has recieved a couple of nice changes but I still feel that there is still more room for improvement. So here's my suggested changes. I feel that theese changes would make The Legion a lot stronger than he is currently while simultaneously making him more fun to play as. There is no need for ALL of theese changes to be implemented, but I feel that The Legion needs at least some of them, if not all.
Upd:
I have heard a lot of both positive and negative feedback from you guys (including the mighty Devs :O) and I have thus decided to update this post. I thank all of you for giving me your thoughts about my proposed changes. Please take a look at my updated Legion Buffs wishlist and don't forget to share your thoughts.
The Legion
- The Legion is now awarded 500 bloodpoints in the Deviousness category for downing a survivor suffering from Deep Wounds
- The Legion now has a custom chase music (pretty please :3)
feral frenzy
- Increased movement speed from 5.2 m/s to 5.28 m/s
- Increased duration from 10 seconds to 12 seconds
- Reduced fatuige time after Frenzy from 4 seconds to 3 seconds
- Now can be activated when the power gauge is filled by 50% or more
- Missing an attack in Feral Frenzy will remove 50% of the remainder of the power gauge
- Hitting a survivor who is already afflicted with deep wounds will significantly shorten The Legion's fatuige
- Frenzy power gauge is no longer reduced when landing an attack outside of Frenzy
- The Legion now has an option to kick a pallet during Frenzy and end the power immediatly
Deep Wounds
- While suffering from deep wounds survivors' deep wound timer ticks down 4 times faster if they are healing, repairing, sabotaging, searching chests or cleansing totems
Mending is now considered a healing action- Mending now has skillcheks. If a survivor misses a skillcheck a portion of their deep wound timer is removed
and their mending progress is reset.
Add-on Changes
- Julie's Mixtape: Slightly decreses the amount of power gauge lost when missing an attack in Feral Frenzy.
- Joey's Mixtape: Moderately decreses the amount of power gauge lost when missing an attack in Feral Frenzy.
- Frank's Mixtape: Considerably decreses the amount of power gauge lost when missing an attack in Feral Frenzy.
- Friendship Bracelet: Slightly increases Feral Frenzy movement speed, slightly increases Killer Instinct detection range
- Never-Sleep Pills: Moderately increases Feral Frenzy movement speed, Moderately increases Killer Instinct detection range
- Suise's Mixtape: Considerably increases Feral Frenzy movement speed, Considerably increases Killer Instinct detection range
- Mischief List: Slightly decreases Feral Frenzy gauge consuption rate while Killer Instinct is not triggered
- Mural Sketch: Moderately decreases Feral Frenzy gauge consuption rate while Killer Instinct is not triggered
- Stolen Sketch Book: Considerably decreases Feral Frenzy gauge consuption rate while Killer Instinct is not triggered
- Cold Dirt: Considerably desreases The Legion's terror radius while not in Feral Frenzy. Considerably increase The Legion's terror radius while in Feral Frenzy.
- Stab Wounds Study: Moderatly increases the ods of triggering a skill check while mending. Mending skillchecks' success zones are considerably reduced.
- Fuming Mixtape: Tremendously increases movement speed in Frenzy, considerably reduces the duration of Feral Frenzy. Considerably reduces the amount of the power gauge required to enter Feral Frenzy. Moderately increases fatuige time after Frenzy.
Please let me know what you think about my proposed changes. Thanks for sharing feedback, guys :)
Comments
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The Deep Wound changes would be too much on top of the other changes.
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Nice changes, I like them. One thing though.. what do you mean “received some nice changes”? They got absolutely butchered with the last update. No basic attack perks work anymore and his deep wound is complete dogshit now.
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Maybe mending shouldn't be considered a healing action, but I feel like the other Deep Wound changes are needed
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I actually liked the changes. He is now faster and vaults quicker. Sloppy is now an addon and I never used STBFL on him since I found it to be quite useless. I mean you always get the first hit with Frenzy so you only get the benifits from STBFL when you down someone which doesn't really help unless you are trying to slug
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But the Deep Wound timer change was completely unnecessary.
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And I really enjoy running the new pins. Especially the green one combined with thana
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Maybe the skill check one, but it's too easy to apply DW and it's up too often for it to be so lethal. If it's going to be a lethal power, then they'd need to nerf its uptime.
Turning the game into 'mending the game' wouldn't be any fun for survivors, which is why the first set of changes shouldn't be around. Legion already has amazing unshakable tracking in FF post stab so they don't need NC buffs for them.
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They don't need to be hard skillcheks. And missing them would only remove a small portion of the timer. I don't feel like that would make Frenzy a lethal power.
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Missing them would remove a portion of the timer and reset progress. The latter bit is what would make it lethal. It's basically madness 3 but will eventually down you. Actually that's exactly what it is
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Speed is ok, 5.2 or 5.28 isn't tragically. With the missing penalty I even expected the increase to 5.2 would lead to more misses as it is harder to control -> easier to dodge.
Fatigue will not be reduced. You pretty much revert him in many points to old Legion. That would mean 110% ms as well. As long as he is 115% ms the fatigue will stay at 4s. It is about the distance the survivor shall get to not get insta downed. The old Legion with double fatigue reduction was nearly OP.
I wouldn't bring back the ability to activate the power before it is full. But I would remove the depletion on regular M1 attacks. I suggested the power drain on missed Frenzy attacks as well in anothzer thread. I said like 10% on normal swings, up to 25% on lunges. But numbers are adjustable.
Shortem fatigue on double hits: as above. The fatigue is something critical, I wouldn't touch it. Maybe add "time to mend is reduced by 25%" which allows one less skillcheck fail on mending, for example. I like the skillcheck part as well, but I wouldn't reset the timer. Adding the madness effect to be unable to repair etc I also sugggested in another thread.
Addons seem fine. Still missing something "gamechanging" in a way of a different playstyle. But hard to invent something like this.
@Lentoro Also my opinion. It would just avoid survivors finishing gens bleeding, knowing that one missed skillcheck might down them. Which would be redundant if you add the Madness restrictions to Bleedout
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Makes sense. I guess it would give birth to 3 gen Legion with impossible skillchecks. So, yeah, you're right. Bad idea
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Thanks for the feedback :) I mostly agree with your opinion, however I don't think that reducing his fatigue to 3 seconds would do much outside of making Legion a little more fun to play. And since I reworked his cooldown addons his fatigue won't be anything ridiculous.
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You still would make him run both fatigue addons in addition to what you will use. The thing is that survivors should get a min distance after the hit as you can approach them with Frenzy easily and cancel it while in body contact. With 110% ms the 3 seconds were ok, as you catch up more slowly. 4 seconds is needed because of the 115% ms
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110 => 115 is a 4% increase, so if 3 seconds was fine with 110 then 115 should be like 3.15
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i want to argue with you on that point.
- Double CD add-ons : Wasn't OP it was how old legion was designed that make it look like that. Legion could use frenzy when his gauge wasn't full now current legion do have to be full gauge to use his power. They also can't kill except with frank's mix tape. Now my opinion i think the fatigue reduced is needed but if they feel it's too strong they can make it so CD add-ons don't stack issue solved.
As for old legion i do think that they can bring him back but some of the changes should stay as.
- Full gauge condition
- Miss penalty while frenzy
- Some add-ons like (Duration add-ons , irisdecent Button , pins) should stay the rest could be reverted i like the movement speed add-ons.
- All fix to deep wound (No moonwalk , no oblivious exploit)
- Frenzy not counted as basic attack is a good change if they revert old legion.
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- Missing an attack in Feral Frenzy will remove 50% of the remainder of the power gauge
Instead of removing 50% of the gauge why not make the missing hits have a cooldown like normal hits? For people playing on console at least
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Thank you for your attention :)
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Wow this is really good
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Yo @UlvenDagoth check it out
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Thank you, I am glad they will be looking at this!
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Thank you. I've been wanting to just see something like this for a long time.
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But yet what about the other posts.
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Now to the topic at hand. I really like these ideas. I could really get behind them as they DO give you some stall potential and everything like that. I still think that Deep Wounds needs to just be removed from Feral Frenzy and replaced with something else, as balancing Deep Wounds is a night mare. The reducing the Legion's fatigue after hitting someone again is lovely too, as it would mean you could use the power in chase. That's something i've wanted for Legion as well. Making the Deep Wounds be like madness Tier 3 is a nice touch too, and the Skill check would likely make it feel far more interactive for survivors.
Over all, lovely ideas, You have the Blessings of The Legion.
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I would like to see them comment on more, but even this makes me feel a tiny iota better.
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Personally being able too move faster doesn't outway how horrible Deep Wound and Feral Frenzy is.
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I love all the changes done except the ones to deep wounds.
Scrap all those ideas that you posted about deep wounds and make it so deep wounds bar doesn't reduce within a 20 meter fixed radius. And maintain the skillchecks on it.
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Agreed
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I forgot to say this.
"Hitting a survivor who is already afflicted with deep wounds will significantly shorten The Legion's fatuige"
This encourages tunnel and not spreading hits since deep wounds is almost meaningless now, so i propose this:
Hitting a survivor who is already afflicted with deep wounds will significantly shorten The Legion's fatigue for each survivor put in deep wounds by this feral frenzy.
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Oh interesting change. I didn't even think of that. Nice idea, Null.
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Though I will say I like the Tier 3 madness version of DW better than what we have now. So I disagree with this part. I like the changes they put in for it... THOUGH, I'm still of the mind that Deep Wounds should be removed from Legion completely as it's tied to Borrowed Time and makes everything a huge mess. Why they tied those two together and thought it was a good idea is beyond me.
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I have actually proposed a simular thing in my Legion Rework suggestion post
You can look at it if you are interested
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I thought about making deep wounds like that before but it becomes too similar with t3 madness and makes it too obnoxious to play against.
It's very boring to be in t3 madness and doctor has a bad time putting survivors on it. Legion with the new speed can make survivors deep wounded much more easier than doctor can put survivors at tier 3.
It would be too consistent and people would dc even with the punishments now.
That's my way to see it.
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This is similar to other ideas in the forum and i think it is the only way to make legion a 4.6 killer without overdoing it/underdowing it.
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I like some parts of your idea but there are things missing like QoL changes and other things that i wouldn't add. Like the deep wounds changes except for the one that reduces the mend time from 15 to 12 seconds, but it would only be good if feral frenzy got any buffs and lethality.
It's a good mindset, but numbers and stuff are a bit away from my liking.
After all, it's only my opinion so they can be good and i'm not seeing it.
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"Deep Wounds
- While suffering from deep wounds survivors cannot heal, repair, sabotage, search or cleanse until they mend. "
THIS. CAN WE HAVE THIS? IT WOULD MAKE DEEP WOUND LESS USELESS ON LEGION.
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These are actually really good proposed changes, and from someone not acting like an irrational loon. I support most of these; I am a little unsure about mending being a healing action though because nurse's calling would be way too strong then on him.
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I dig the suggestions other than the mending as a healing action. He feels much better to play now after the changes, but these changes would bring him close to the A-tier killers, i'd predict
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No they wouldnt
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I really like theses changes, maybe don't apply theses to deep wounds but instead give the legion it's own status effects with thoses stats instead.
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1. I would love it if mending counted as healing. If they added skill checks, though, maybe not. I think missed attacks should be as the used to be. Who cares if you keep swiping if your attack is non-lethal. Though only reducing it by half would be significantly better than it is now.
Hey, it's good to see you actually responding to a Legion post. I mean that sincerely. With everything recently, I was beginning to think that the devs didn't care about the community's thoughts on Legion, and it's a relief to see y'all are.
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These proposed changes are amazing to me personally. These would make Legion feel less frustrating and punishing to play as for many players. The faster speed would make it easier to block pallets and windows to prevent survivors from using them and the cooldown makes is easier to react more efficiently.
The Deep Wound change would be interesting. Now that survivors bleed out when not running along with the change where they can't do things such as repair and heal they would be forced to mend. While I don't think it should be considered healing and affected by healing perks or action speed reduction perks, it would be cool if it was affected by Nurse's.
These addons are very interesting. I would see Cold Dirt paired with things like M&A to do stealth Legion.
I'd be happy if these changes would be added for them.
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The Legion feels nice now. I don't really like a couple of these suggestions. You want to add more work for the survivors to do while you take away the effort from the Legion. Adding skillschecks while the Legion can miss FF and still continue to run sounds like that to me and it is a really bad suggestion. There has to be some skill to play a better killer. If you miss an atack while u use your power at faster movement speed you should definitely get punished at max. Imagine wraith missing his initial sneak atack and he gets another speed up for the lulz. After all the Frenzy not only damages you with one atack, you get to run again, but the surivivor also have to mend.
The Deep wounds changes also I don't like. You literally contradict yourself in p.1 and p.2. I am not sure even if you have noticed ? "While suffering from deep wounds survivors cannot heal" -> " Mending is now considered a healing action" So survivor cannot heal but they have to since mending is healing now ? So how do we do that good sir ? Anyway that is a bad idea again as the dev said because of Nurses and and trillion of others perks that reduce healing speed, same for gens /everyone hates that about current so called forever Freddy/ so it is a big NO from me. It is just a way too easy power to apply to add anything beneficial to it
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"You literally contradict yourself in p.1 and p.2. I am not sure even if you have noticed ? "While suffering from deep wounds survivors cannot heal" -> " Mending is now considered a healing action" So survivor cannot heal but they have to since mending is healing now ? So how do we do that good sir ?"
That is too much overthinking because survivors cannot heal, they must mend which is something really similar to healing. They just can't heal others, that's the point.
Legion has too much punishment for very little mistakes and survivors have a very easy time to counter his power by multiple ways. Decreasing that gap seems the good way to me, not the bad one.
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@UncannyLuck not exactly, you still move at 2.7 m/s I think while in stun, not with 0.0
@xllANDRESllx the build you ran before was double stun reduce (to 1.75 sec?) and then frenzy hit the survivor, catch up while in frenzy, run past the survivor and body block pallets or windows, then stop Frenzy. If you could make it and block, it was an insta down, and that was pretty easy
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They would have at the time I posted that comment, for the reasons I posted in a different comment. I still think that 'can't do anything but mending' shouldn't be a thing, but skill checks for mending are fine imo.
That was true with the old stun too though, was my point. 110 => 115 is not such an increase that it requires an whole extra second of stun if the point is to give someone time to get away.
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I really would like for legion to be able to see scratch marks while in feral frenzy for the love of entity
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The problem with that is Legion was super weak if you didn’t use his exploits. Even then you wasted so much time just to get a down. He was never OP, just broken and had no counterplay. He’d be real weak if you revert him with every exploit fixed.
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These are nice QoL changes but not special
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He'd still suck. All m1 killers rely on survivor's mistakes. He's never going to go past anything above average. The only thing that would push him further than average is if they ever made deep wound a lethal mechanic where like him hitting 3 different people downs you or hitting you eventually down you. the problem of course has been that when he can down people in that fashion, they never really bothered to balance his vaulting mechanic, as such, his hits are somewhat unblockable, however there is small mindgame that you can try the next time you face legion which only works on wall-blocker pallets and vaults. It is to put pallet down, pretend to walk in one direction, but then walk into behind legion's vault and vault over. Since there is no limit to vaulting, legion will just revault and hit you anyway, but this mechanic is very fascinating because it means that legion has potential to be a juking-type killer if his vaulting power was more limited, only then would he have any chance for his power to be chasing power. A rework of that nature would be far more ambitious and risky.
The change proposed are run at mill changes that could basically get applied tomorrow and he'd just feel less crap to play.
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