Feral Frenzy: End immedietly after a frenzy hit or "catch up" first?
STAB THEM ALL!
Answers
-
fr
0 -
maybe if the cooldown wasn't 4 seconds then yeah
0 -
you should try to cancel it after getting right behind a survivor if they are in the open otherwise try to block a vault, pallet, or doorway they are headed to then end it. If they turn around at all when you try to block their path immediately cancel frenzy as it often results in a down assuming there isn't an alternate vault or pallet they could use.
edit: This will be slightly easier to do after the new legion changes come out since he will have increased speed in frenzy.
1 -
The smart move would be to chain hits together, then catch up to the last guy before ending frenzy. The time you spend in fatigue is the same either way, as is the distance they'll gain while you're in fatigue. You could either close as much distance as possible at 1m/s (soon to be 1.2m/s), or you can close it at 0.6m/s.
2 -
Stab all nearby, target the last hit, suffer 4 seconds, go kill the last, should give a few moments
0 -
Close the gap. When you hit them they do the injured sprint so if you end there there's a huge distance to make up. May as well make it up while you're fast(er) then stun when close.
0 -
Close the gap w/ Frenzy, and sometimes in certain situations you can bodyblock whilst in fatigue once you've let enough time by for them to gain collision w/ you again. Like an important pallet or window.
0 -
Did I saw correctly? You will be changing fatigue speed? That's nice! I hope you will surprise us all with more stuff about Legion.
0 -
Oh, still pretty cool.
0 -
They are nerfing the stall of mending, I don't think the nerfs are a good trade off for the buffs he got. It is nice he is gonna be faster while in FF, he still has that terrible 4 sec fatigue and is just an M1 killer after that by the time you are out of fatigue chasing that last person you stabbed with FF everyone is already mended and working on gens.
1 -
i mean OBVIOUSLY, i'd chain my hits first if possible before i end a frenzy. 😂
0 -
The buffs that Legion is getting in no way makes up for the nerfs that they are getting, which includes alot of Perk Synergies. Please, you have to be thinking of something better for Legion right? They need a rework. You all know Deep Wound is what makes Feral Frenzy so hard to balance. Trade it for something better, like the "Mob mentality" idea in my thread that Mong suggested or something. Don't just leave them in a hole cause they got bad feedback when they came out.
2 -
Also, the answer to your question is basically what Peanits said. Hit all you can, then go after the last you hit, even if the first ones you hit will be done minding by the time you get to the next guy.
0 -
It sounds cool, but the fact is Feral Frenzy will no longer be a basic attack which basically kills his perk loadouts (STBFL, Sloppy Butcher, and perks like that don't work while in FF, which basically means the nerfs outweigh the buffs). My as well add that FF doesn't even harm the survivor and just makes them press m1 for 8 sec.
Idk what the Devs were thinking, but apparently they like to nerf low tier killers.
4 -
I think people are missing the point of OP's question entirely. It isn't "do I go for one person or do I chain hits?" it's "Once I've decided who I'm going for, is it better to cancel frenzy as soon as I hit them the first time, or catch up to them after the hit and cancel it right behind them?"
It's best to catch up, as you have less ground to cover because on the hit they sprint due to the injury, so you would have to make up that sprint at running speed not frenzy sprint speed.
1 -
I think the frenzy should have at least 2 missed hits before the frenzy ends, he should also apply the mangled effect or the hemorrhage by default and the buffs from the next update should also he applied to him lol.
0 -
@Peanits When are you gonna change the 4 second fatigue to a 1.X second stun? Its still the same distance lost after frenzy, but it will allow him to work around windows and such without staring at the survivor for 4 seconds after a vault.
To answer the OP, end after you catch up to them. FF hits have very little recovery period. They get a speed boost after a hit. Use your increased speed to reduce the distance after a hit, then end
0 -
I mean, just to toss it out here, but I have a Legion rework thread that @Peanits or anyone else can read. I can give give a link if needed. It's full of good ideas.
0 -
They don't much care to implement community ideas for legion. They've been suggested time after time after time, but there's no conversation to be had. They designed a power that, in their mind, is overpowered, or useless. There can be no in between. Believe me, I've been trying since the first set of legion changes
2 -
Here's a set of changes I've been asking for since the original nerfs:
Since Legion is all about the rush of stabbing multiple people, while in FF give him a stacking MS bonus for each survivor hit. This bonus would be lost at the end of FF.
The MS bonus would apply to vaulting pallets and windows as well. Something like a + 0.1 or + 0.2 bonus per survivor hit.
Yea, 5.4/6/8 looks like a lot, but when you consider the amount of time each survivor has to run while you're going after the first 1 or 2, it still gives them plenty of time to get away.
Second, no one wants to look at the ground for 4 seconds while they're fatigued, so I suggest a 1.3 second stun at the end. When you math speeds out for how far you can travel while fatigued vs how far survivors can get, a 1.3 second stun gives the exact same numbers as a 4 second slow down.
I think these two changes would go a long way towards making legion a realistic threat again, without having to deal with the exploits from before.
1 -
can I toss these into my Legion rework thread and credit you?
1