3 Seconds Is More Than Enough

I'm a Legion main and I like to see most of the threads that appear on the forum about the killer.

But one thing about them is that when anyone asks "Why did Legion get his fatigue increased to 4 seconds from 3?" the answer from the devs is always "Because they are a 4.6 m/s killer and the power would be too oppressive in chase and the survivor gets almost no time to run away to a pallet or window."

I got intrigued if it is really that bad to have a 3 seconds cooldown, so I decided to test that with a friend of mine. These videos are purely to measure the distance that the survivor gets when Legion cancels frenzy right behind the survivor so no mindgames or anything else like that matters here (in the second one i used shadowborn oops). I also recorded them in a kinda realistic scenario.

For the people who might say "But they had the speed boost from the hit" - I only cancelled the frenzy when I was very very close to the survivor so they had no speed boost there.

https://www.youtube.com/watch?v=AcWjbyiy4-M


https://www.youtube.com/watch?v=fTBF2aUcnxs https://www.youtube.com/watch?v=GTWwzkflGF4 https://www.youtube.com/watch?v=lgyBuVX2Z8w

I think that 3 seconds fatigue is more than enough for a survivor to run away to safety from the killer.

The cooldown add-ons could just be reworked into something completely different.

Tell me your opinion about this.

Tagged: Dev

Comments

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356278#Comment_1356278

    What you are suggesting feels too overpowered and obnoxious for both sides. As i said before in this thread, i think that you shouldn't rely on missing or not a hit to balance something.

    By what you are suggesting, when legion uses frenzy the survivor can just try to make them miss but it isnt that easy unless stupid things like hitboxes and stuff happen. On the other hand there are too many stuns and too much penalty for missing a hit.

    I don't think it is the way to go. Vaulting pallets should be removed or activate is specific occasions.

    vaulting pallets is one of the few things entirely unique to legion. just as the Executioner has the ability to hit through objects, nurse goes through walls, wraith invisibility etc. i would be very very sad if they removed it. it being tied to his power is how it should be and making his power harder to achieve balances it out.

    obvs things shouldn't be balanced around missing hits or strikes, but nurse is done in such a way where missed hits are punished, and successful hits aren't punished as much. thats what im talking about with legion.

    That being said, having a system where legion earns his power outside of frenzy (lets just say by injuring survivors though it could be over time etc) and then turns him into a far deadlier version of his current self, where he once he has his power, can vault pallets, down survivors fast with no attack cooldown for a short period of time. basically giving him the power to snowball on command similar to an oni, and ability to ignore loops like a nurse, but earned throughout normal organic killer gameplay.

  • If the devs wanted to keep him as they have now, the best way to buff him and make him easier to play and feel more organic and less "Stunny" would be to lower his loss of power stun concurrent to survivors injured during frenzy past 1 (ie the second survivor lowers it by 1s, 3rd by another second, and fourth by another second) rounding it out to if you injure all survivors in your frenzy to a 1s stun (with the cooldown addons being percentage based instead. this would promote multi hitting survivors, and a successful legion who manages to hit all survivors will be granted a lower stun time. 2 hitting a single survivor could also possibly lower the stun time down to 3s from 4 if you double hit them. (Ie if you double hit the last survivor you basically have no stun.)

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356490#Comment_1356490

    vaulting pallets is one of the few things entirely unique to legion. just as the Executioner has the ability to hit through objects, nurse goes through walls, wraith invisibility etc. i would be very very sad if they removed it. it being tied to his power is how it should be and making his power harder to achieve balances it out.

    obvs things shouldn't be balanced around missing hits or strikes, but nurse is done in such a way where missed hits are punished, and successful hits aren't punished as much. thats what im talking about with legion.

    That being said, having a system where legion earns his power outside of frenzy (lets just say by injuring survivors though it could be over time etc) and then turns him into a far deadlier version of his current self, where he once he has his power, can vault pallets, down survivors fast with no attack cooldown for a short period of time. basically giving him the power to snowball on command similar to an oni, and ability to ignore loops like a nurse, but earned throughout normal organic killer gameplay.

    I have some reworks on the forum and ALL of them include pallet vaulting. I said remove OR make it activate only in special occasions.

    Nurse is a 3.92 m/s killer as legion is a 4.6 killer and can vault anything simply down you and he can catch you really easily because the power lasts 10 seconds. I don't feel that it is interactive gameplay.

    EDIT: they already vault pallets faster in the power and that's a signature mechanic. Vaulting pallets is a bonus that can be achieved in certain situations.

  • I have 2 ideas to help:

    1) For each Survivor that’s hit with Feral Frenzy, the Exhaustion duration is reduced by X amount. Rewards players who successfully hit multiple targets with Feral Frenzy rather than penalising them.

    2) Mending starts on a shorter period but takes longer for the next Survivor hit during Feral Frenzy. Example, Mending could take 9 seconds on the first person hit, but takes 11 seconds on the second, 13 seconds on the third, and so on.

  • @ChiTenshi said:

    I have 2 ideas to help:

    1) For each Survivor that’s hit with Feral Frenzy, the Exhaustion duration is reduced by X amount. Rewards players who successfully hit multiple targets with Feral Frenzy rather than penalising them.

    2) Mending starts on a shorter period but takes longer for the next Survivor hit during Feral Frenzy. Example, Mending could take 9 seconds on the first person hit, but takes 11 seconds on the second, 13 seconds on the third, and so on.

    I like those ideas, but making the base fatigue shorter won't hurt anyone.

  • @ChiTenshi said:

    I have 2 ideas to help:

    1) For each Survivor that’s hit with Feral Frenzy, the Exhaustion duration is reduced by X amount. Rewards players who successfully hit multiple targets with Feral Frenzy rather than penalising them.

    2) Mending starts on a shorter period but takes longer for the next Survivor hit during Feral Frenzy. Example, Mending could take 9 seconds on the first person hit, but takes 11 seconds on the second, 13 seconds on the third, and so on.

    haha i just mentioned that first idea like 8 minutes before you did man! same wavelength i totally feel that

    second one i feel could get annoying and also would be less useful. your more likely to go after the person you hit last in frenzy, so leaving them for a longer mend timer feels wasteful if im far more likely to be going for them.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356714#Comment_1356714

    I like those ideas, but making the base fatigue shorter won't hurt anyone.

    true enough. but going back to what you mentioned before hand, what exactly do you count as a occasion worthy of granting a pallet vault? a pallet vault (atleast in my own opinion) is no more likely to grant a hit, then a regular vault, except when you immediately go into your power after someone throws down a pallet (when their usually healthy, and would just put them into deep wounds.) Vaulting a pallet when their injured to catch up to them is mostly useless in its current state due to the 4s cooldown coming out of your power (which they can then use to reach another pallet, another vault, or simply go right back over the pallet) to down them, so its mostly useful for countering early pallet throws and injuring people making mistakes.

    don't get me wrong im very interested to see/hear your ideas mate, i just don't truly get what you mean by removing their ability to vault pallets outside of special circumstances, expecially without knowing those circumstances or the other buffs used to support this nerf. elsewise this just seems like a giant nerf to his basekit which already only really helps him get and keep people injured.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356810#Comment_1356810

    true enough. but going back to what you mentioned before hand, what exactly do you count as a occasion worthy of granting a pallet vault? a pallet vault (atleast in my own opinion) is no more likely to grant a hit, then a regular vault, except when you immediately go into your power after someone throws down a pallet (when their usually healthy, and would just put them into deep wounds.) Vaulting a pallet when their injured to catch up to them is mostly useless in its current state due to the 4s cooldown coming out of your power (which they can then use to reach another pallet, another vault, or simply go right back over the pallet) to down them, so its mostly useful for countering early pallet throws and injuring people making mistakes.

    don't get me wrong im very interested to see/hear your ideas mate, i just don't truly get what you mean by removing their ability to vault pallets outside of special circumstances, expecially without knowing those circumstances or the other buffs used to support this nerf. elsewise this just seems like a giant nerf to his basekit which already only really helps him get and keep people injured.

    @NullSp3c said:

    Hi! So, I wanted to make a general change to how legion works, maintaining the feral frenzy's objective and power but it will feel much more fun to play as and to play against. It's very similar, but very different at the same time.

    I want to clear his already: Deep wounds is in a near-perfect state as it is now because it can't be exploited by both sides.

    I'll first make the description of the power and then put the numbers and add-ons that need a change after it. Please note that Frenzy is the power itself (any mention to this applies to both stances), Feral Frenzy is a stance and Bestial Frenzy is another stance. This seems really hard to understand, but it is pretty easier than it looks, specially in-game i think its easier to understand.

    So here's the power:

    FRENZY

    The Legion has a Frenzy power gauge that builds up over time. When tapping the Power button, The Legion goes into Feral Frenzy. While Frenzy is active, the power gauge drains rapidly and the power ends when the gauge is empty, entering in a fatigue state.

    When Feral Frenzy is active, The Legion enters a deadly rage:

    • The Legion sprints faster than base movement speed.
    • The Legion's terror radius is increased.
    • The Legion can vault windows faster. Can break pallets, but not vault them.
    • Survivors' Scratch Marks and blood pools are hidden from The Legion's view.
    • Missing an attack depletes half of The Legion's entire power gauge and ends the power immediately.
    • Applying Deep Wounds triggers "Killer Instinct", revealing the location of all Survivors who do not have the Deep Wound Status Effect applied and are within The Legion's Terror Radius.
    • Hitting a non-healthy Survivor puts the survivor in the dying state, depletes The Legion's entire power gauge and ends the power immediately.
    • Hitting a healthy Survivor upgrades Feral Frenzy into Beastial Frenzy until the power ends, refills the Legion's entire power gauge and inflicts Deep Wounds to that survivor.

    While in Beastial Frenzy:

    • The Legion sprints even faster.
    • The power gauge lasts longer.
    • Survivors' Scratch Marks are hidden from The Legion's view.
    • Missed attacks have a reduced cooldown, deplete 25% of the power gauge and no longer end the Frenzy.
    • Legion is also able to vault pallets but not to break them.
    • Hitting a survivor:
      • Applies the Deep Wound Status Effect.
      • Injures the Survivor, if they are not already injured.
      • Refills The Legion's entire power gauge.

    While in Beastial Frenzy, hitting a survivor who is currently afflicted with the Deep Wound Status Effect:

    • Reduces a portion of the survivor's deep wound bleedout timer.
    • Depletes The Legion's entire power gauge and ends the power immediately.

    NOTE: Hitting a Survivor with a basic attack will deplete the power gauge.

    Some notes that aren't in the power description but might be important too
    • Manually cancelling the power depletes the power bar (like OG legion).
    • Getting hit by a pallet outside of Frenzy does NOT deplete the power gauge.
    • Pretty much like now, Frenzy's attacks are NOT basic attacks (so no sinergy with exposed).
    • Legion can see auras while Killer Instinct is activated.
    Some not so important things that i think that need adjustment for these changes (Ex: Visual clues and QoL changes)
    • Add a VFX to make a distinction between Feral Frenzy and Bestial Frenzy. I would suggest to make some kind of wind particles go from the front of Legion to behind (pretty much like in the power icon) when in Beastial Fenzy, to give an idea of bonus speed.

    NOW ONTO THE VALUES

    Base Killer stats
    • 4.4 m/s (110%)
    • 24 meter terror radius

    POWER STATS/NUMBERS

    FRENZY

    • The power can only be activated when the power gauge is full.
    • Refill time: 15 seconds.
    • Terror radius increase: 24 meters --> 32 meters.
    • Fatigue Duration: 3 seconds.
    Feral Frenzy
    • Speed: 5.2 m/s.
    • Duration: 7 seconds.
    • Vault Duration: 0.9 seconds.
    • Breaking pallets: Same speed as normal (stops the draining of the power gauge until the animation finishes).
    Bestial Frenzy
    • Speed increase: +0.2 m/s (5.4 m/s)
    • Duration increase: +3 seconds (10 seconds)
    • Vault Duration for windows and pallets: 0.9 seconds.
    • Survivor's deep wound timer reduction: 10 seconds (30 second timer).

    ADD-ONS

    Common add-ons:
    • Smiley Face Pin: Slightly decreases the power gauge depletion on successful attacks outside of Frenzy. (10% of the gauge remains).
    • Scratched Ruler: Slightly reduces Frenzy Recovery time. Does not stack. (2 seconds).
    • Mischief List: Slightly increases Beastial Frenzy's duration. (+1 second).
    • Friendship Bracelet:
      • Slightly increases the terror radius while in Frenzy. (+4 meters)
      • Slightly increases the movement speed of Frenzy. (+0.1 m/s)
    Uncommon add-ons:
    • Never-Sleep Pills:
      • Moderately increases the terror radius while in Frenzy. (+8 meters)
      • Slightly increases the movement speed of Frenzy. (+0.1 m/s)
    • Mural Sketch: Slightly increases Beastial Frenzy's duration. (+1.5 seconds).
    • Julie's Mixtape: Survivors put into deep wounds suffer from the Mangled status effect for 60 seconds.
    • Etched Ruler: Moderately reduces Frenzy's Recovery time. Does not stack. (3.5 seconds).
    • Defaced Smiley Pin: Moderately decreases the power gauge depletion on successful attacks outside of Frenzy. (20% of the gauge remains).
    Rare add-ons:
    • The Legion Pin: Considerably decreases the power gauge depletion on successful attacks outside of Frenzy. (30% of the gauge remains).
    • Susie's Mixtape:
      • Considerably increases the terror radius while in Frenzy. (+16 meters).
      • Moderately increases the movement speed of Frenzy. (+0.2 m/s)
    • Stolen Sketch Book: Slightly increases Beastial Frenzy's duration. (+2 seconds).
    • Nasty Blade: Slightly increases Mending time. (1.5 seconds)
    • Joey's MIxtape: Survivors put into deep wounds suffer from the Broken status effect for 60 seconds.
    Very Rare add-ons:
    • Stab Wounds Study:
      • While suffering from deep wounds:
        • Survivors' grunts of pain are considerably louder (50% louder than normal).
        • Survivors' suffer from the oblivious status effect.
    • Frank's Mixtape: While in Feral Frenzy, missed attacks have a reduced cooldown and only drop 33% of the power gauge. While in Beastial Frenzy missed attacks don't drop the power gauge.
    • Filthy Blade: Moderately increases mending time. (2.5 seconds)
    • Cold Dirt: Survivors put into deep wounds moderately suffer from the Hindered status effect until fully mended (-0.2m/s) and from the Blindness status effect for 60 seconds.
    Ultra Rare add-ons:
    • Fuming Mixtape:
      • While using Frenzy, the Repair Progression of Generators can be determined by the intensity of their Auras.
    • Iridescent Button: During Frenzy:
      • Your Terror Radius affects the entire Map.
      • Any pallets you vault are immediately broken.
      • You break pallets 25% faster while in Feral Frenzy. Does not stack.

    CAREFULLY read ALL of the topics above, because some things here sound really overpowered if you don't read everything.

    I want to know your opinions on this and if you have any questions, i will answer them. I did a lot of work on this, so i would appreciate constructive feedback.

    Have a nice day, everyone!

    This rework is what i mean when i say that pallet vaulting should be only available in specific situations.

    The rework is very hard to understand, maybe i could've expressed myself better than i did in the post but maybe you'll get it.

    We're getting kinda off topic.

  • When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    So I'm just gonna personally take this as #########-all is gonna be done for Legion

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    So if the stats between all ranks show that something isn't that bad or that good no reasonable changes will be made even if something else proves the opposite? That is my way to read this.

    Please correct me if im wrong.

  • @undeadcookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357176#Comment_1357176

    So I'm just gonna personally take this as #########-all is gonna be done for Legion

    What do you mean by this?

  • DbD is not supposed to be balanced around vetrean survivors. For new survivors, they need more time to think because they don’t know where pallets spawn or windows. So, people who don’t often play DbD struggle alot against legion.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    Considering how broken the ranks are (veterans and total potatoes are put randomly with each other all the time), I really don't think the kill rate serves as an accurate measure.

  • @SpiritLover1133 said:

    DbD is not supposed to be balanced around vetrean survivors. For new survivors, they need more time to think because they don’t know where pallets spawn or windows. So, people who don’t often play DbD struggle alot against legion.

    By that logic every killer is punished because someone else doesn't know how to play the game properly. Also, newer legion players will lose survivors a lot when in the power, will miss a lot of hits and will lose the survivor in the fatigue... even with only 3 seconds. It happens for both sides.

    Edit: Those newer survivors will eventually learn those things and finally run to defenses. Even 3 seconds fatigue gives plenty of time for the survivors to run.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    Yeah...but that's with ranks being tossed in a blender..good players mixed with bad..which means lower average survivor stats than normal..

  • @SpiritLover1133 said:

    DbD is not supposed to be balanced around vetrean survivors. For new survivors, they need more time to think because they don’t know where pallets spawn or windows. So, people who don’t often play DbD struggle alot against legion.

    Every game should always be balanced around the best players. Otherwise the game isn't balanced. Imagine if Chess at a super high level had a 75% win rate for white, but at low level it was 75% for black. You'd still buff black, because at a high level the game is awful, and as players start to get better overall (which naturally happens with time) then the imbalance becomes obvious and the game is less likely to have staying power.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361213#Comment_1361213

    Every game should always be balanced around the best players. Otherwise the game isn't balanced. Imagine if Chess at a super high level had a 75% win rate for white, but at low level it was 75% for black. You'd still buff black, because at a high level the game is awful, and as players start to get better overall (which naturally happens with time) then the imbalance becomes obvious and the game is less likely to have staying power.

    I know but due to lack brain cells Devs want the game to be balanced for people who don’t play DbD.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    So when you guys release official stats on killers you always emphasize that we shouldn't base arguments around it because there is a lot of variables that go into it, but it's Ok for you guys to balance killers around those stats?

  • I think a cooler change would be to make it to where for each hit you get with frenzy the stun is shorter. -.75 seconds for each hit after the first one

    Hit 1 : 4 seconds

    Hit 2 : 3.25 second

    Hit 3: 2.5 second

    Hit 4: 1.75 seconds.

    The stun reduction addons can get a change. Cold dirt will be straight -.75 second to stun. The other add on will increase the reduction 1 second per each hit.

    So with the add on

    Hit 1: 4 seconds

    Hit 2: 3 seconds

    Hit 3: 2 seconds

    Hit 4: 1 second

    Once again cold dirt is a flat reduction of the stun by .75.

  • @SkeletalElite said:

    I think a cooler change would be to make it to where for each hit you get with frenzy the stun is shorter. -.75 seconds for each hit after the first one

    Hit 1 : 4 seconds

    Hit 2 : 3.25 second

    Hit 3: 2.5 second

    Hit 4: 1.75 seconds.

    The stun reduction addons can get a change. Cold dirt will be straight -.75 second to stun. The other add on will increase the reduction 1 second per each hit.

    So with the add on

    Hit 1: 4 seconds

    Hit 2: 3 seconds

    Hit 3: 2 seconds

    Hit 4: 1 second

    Once again cold dirt is a flat reduction of the stun by .75.

    I also thought about that and why not make it similar but with a lower cooldown?

    1 hit and base fatigue: 3 seconds.

    2 hits: 2.5 seconds.

    3 hits: 2 seconds.

    4 hits: 1.5 seconds.

    Something like this.

    The cooldown add-ons could be reworked into anything useful idk

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    Why?

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    I think the person was asking your thoughts on the idea of reducing the stun time from 4 to 3 but its good to know they are average

  • Wrong question. Whatever answer they give you would be speculation from a statistic they just told you.

  • I find it odd people talk so disparagingly about Legion when he does just fine. Stats show it. IME as a red rank survivor, Legions do well. 🤷

  • @LALYTHIA said:

    I find it odd people talk so disparagingly about Legion when he does just fine. Stats show it. IME as a red rank survivor, Legions do well. 🤷

    My friend is a red rank survivor with only 18 hours in DbD on record. We played KYF and taught him how to loop and he performs way better than those 1000 hours randoms.

  • @LALYTHIA said:

    I find it odd people talk so disparagingly about Legion when he does just fine. Stats show it. IME as a red rank survivor, Legions do well. 🤷

    It is of course a balance concern but its majorly a QoL concern. Getting a 4 second stun for a power that doesn't down survivors no matter what is very bad. The power has so many restrictions and so little room for error or good performance.

    The stats that were mentioned in this thread are the same stats that the devs told us to not make assumptions about.

    I find it odd people thinking that this is fine even after many people proving the opposite but who am i to judge?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361332#Comment_1361332

    Wrong question. Whatever answer they give you would be speculation from a statistic they just told you.

    Everything is speculation unless hard evidence is shown. Don't want speculation, show numbers that point to A, B, and C. Simply saying something without backing it up is speculation in itself.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361490#Comment_1361490

    Everything is speculation unless hard evidence is shown. Don't want speculation, show numbers that point to A, B, and C. Simply saying something without backing it up is speculation in itself.

    Like i did in this post?

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361526#Comment_1361526

    My friend is a red rank survivor with only 18 hours in DbD on record. We played KYF and taught him how to loop and he performs way better than those 1000 hours randoms.

    Ok?

    Untitled Image


  • I agree, I think the only problem are the Legions addons, that could reduce the cooldown to 2 seconds, which would be extreme. But they could simply reduce the numbers on those addons or just completely change the addons to have a different effect.

  • @ad19970 said:

    I agree, I think the only problem are the Legions addons, that could reduce the cooldown to 2 seconds, which would be extreme. But they could simply reduce the numbers on those addons or just completely change the addons to have a different effect.

    I think changing them is the right way, they are already bad enough.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361490#Comment_1361490

    Everything is speculation unless hard evidence is shown. Don't want speculation, show numbers that point to A, B, and C. Simply saying something without backing it up is speculation in itself.

    I know. So why are you to ask them to justify the stats when we both know they can't literally go in and view all of the games to get that answer.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361526#Comment_1361526

    It is of course a balance concern but its majorly a QoL concern. Getting a 4 second stun for a power that doesn't down survivors no matter what is very bad. The power has so many restrictions and so little room for error or good performance.

    The stats that were mentioned in this thread are the same stats that the devs told us to not make assumptions about.

    I find it odd people thinking that this is fine even after many people proving the opposite but who am i to judge?

    If it is a balance concern...it doesn't seem like the concern is valid. His kill rate isn't low. And a QoL concern that would advantage his functionality and kill rate is not really QoL as much as a buff to his game play. The fact that the killer's power is challenging to use effectively isn't necessarily a good argument for change. Nurse has always been more difficult to master - that's why Nurse mains are well respected (at least by me).

    Making the statement that his kill rate is not abnormally low or below 'balance', while actually showing his kill rate, is not an assumption. It's recounting the facts provided by the people most qualified to provide that information. So, I'm not sure what you're trying to get at.

    I have yet to see anyone 'prove the opposite' about Legion being so weak and under-powered. If someone actually made one, I might be inclined to change my mind.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    My bigger question is around that philosophy -- why is that as much detail as you can go into on it? I don't mean you specifically, since that's obviously a bigger policy than just one person. But why doesn't Behaviour share those kinds of statistics more freely? It would be interesting!

    Like, I've heard you speak of how Self-Care has a high win rate, even in high ranks. Given how dim the view of that perk is here on this forum, I think it would be great to see quantifiable data that changes the overall thinking here, since we don't have the full picture and are just sitting here throwing darts at the wall half the time. I'm sitting here imagining -- what if, say, Wraith had a way higher kill rate than we think? Or what if Decisive Strike has a low win rate or something? This kind of data would be an awesome and fun window into your thinking when you make changes to the game.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361591#Comment_1361591

    If it is a balance concern...it doesn't seem like the concern is valid. His kill rate isn't low. And a QoL concern that would advantage his functionality and kill rate is not really QoL as much as a buff to his game play. The fact that the killer's power is challenging to use effectively isn't necessarily a good argument for change. Nurse has always been more difficult to master - that's why Nurse mains are well respected (at least by me).

    Making the statement that his kill rate is not abnormally low or below 'balance', while actually showing his kill rate, is not an assumption. It's recounting the facts provided by the people most qualified to provide that information. So, I'm not sure what you're trying to get at.

    I have yet to see anyone 'prove the opposite' about Legion being so weak and under-powered. If someone actually made one, I might be inclined to change my mind.

    The problem is that the nurse is high challenge, high reward. Legion is high challenge mid-low reward because their lethality has been taken away with the update. Stalling and knowing where the survivors are is only good if you can actually down them, otherwise they are useless. Being a m1 killer is a joke with most of the survivors that i get when matchmaking is up, you can feel the difference when the matchmaking is live or not.

    Also the kill rate isn't low because they are focusing that on all ranks and all maps. Considering low ranks as a stat is already a flaw imo but how the matchmaking is screwed makes it even worse to track something.

    I bet that legion has average kills because of many people like me that get a good amount of sacrifices per game but sweat their balls off like i do. You need to make little to no mistake with legion because using the power is bad for you most of the time. This is facts and no kill ratio can change that.

    i believe that taking out that 1 second is more a QoL change than balance because with 3 or 4 seconds fatigue the survivor can run away to safety without a problem. This change just makes it less annoying for the killer to take the fatigue.

    The videos that i showed are obvious in showing that even 3 seconds fatigue is more than enough for someone to run.

    I just want the matchmaking to come and maybe those very vague stats can change into something that more accurately reflect what me and many other legion players experience.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357176#Comment_1357176

    My bigger question is around that philosophy -- why is that as much detail as you can go into on it? I don't mean you specifically, since that's obviously a bigger policy than just one person. But why doesn't Behaviour share those kinds of statistics more freely? It would be interesting!

    Like, I've heard you speak of how Self-Care has a high win rate, even in high ranks. Given how dim the view of that perk is here on this forum, I think it would be great to see quantifiable data that changes the overall thinking here, since we don't have the full picture and are just sitting here throwing darts at the wall half the time. I'm sitting here imagining -- what if, say, Wraith had a way higher kill rate than we think? Or what if Decisive Strike has a low win rate or something? This kind of data would be an awesome and fun window into your thinking when you make changes to the game.

    The devs released stats a few months ago but then procceeded to say that we SHOULDNT take conclusions from those stats. And now it is confusing that a dev is presenting one as an argument. I don't understand it. 🤔

    EDIT: I got intrigued why they cant show any further. I must be missing something...

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361595#Comment_1361595

    I know. So why are you to ask them to justify the stats when we both know they can't literally go in and view all of the games to get that answer.

    My original question was concerning why they couldn't divulge more. It just hits a sore spot when they say they have info, but won't share it. So, 'why' can't it be shared. NDA?

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361654#Comment_1361654

    The devs released stats a few months ago but then procceeded to say that we SHOULDNT take conclusions from those stats. And now it is confusing that a dev is presenting one as an argument. I don't understand it. 🤔

    EDIT: I got intrigued why they cant show any further. I must be missing something...

    I mean, everybody is gonna draw conclusions, that can't be helped. But it's not like we don't already do that anyway. My best guess is that they're gun-shy about supplying players with evidence of this-or-that trend and then having to listen to them endlessly #########, and go SEE?????? I KNEW BEHAVIOUR [SOMETHING SOMETHING], LOOK AT THIS STATISTIC. 😄

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361619#Comment_1361619

    My original question was concerning why they couldn't divulge more. It just hits a sore spot when they say they have info, but won't share it. So, 'why' can't it be shared. NDA?

    Would there be any reason besides a rework or doing absolutely nothing?

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361619#Comment_1361619

    My original question was concerning why they couldn't divulge more. It just hits a sore spot when they say they have info, but won't share it. So, 'why' can't it be shared. NDA?

    ooooooh....

    NVM then. I thought you were asking something else

  • That given that response, they're most likely not gonna make any changes to Legion, or at least not any time soon.

  • @undeadcookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361187#Comment_1361187

    That given that response, they're most likely not gonna make any changes to Legion, or at least not any time soon.

    Or rework them? They can't give information. The phrase is really ambiguous.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361733#Comment_1361733

    Or rework them? They can't give information. The phrase is really ambiguous.

    They honestly wouldn't have worded it as "this Killer sits directly in the middle" if they weren't implying that they think Legion is balanced enough for them not to be higher up on the list of priorities. Especially when they specify that it's consistent across all ranks and maps.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    But the average kills show that nurse is the worst killer in the game by far, and that is objectively false. In fact, almost all of the statistics I see getting posted don't take into account the game behind the statistics: for example, hag is extremely powerful, yet suffers the lowest pick rate at high ranks. Freddy, despite being strong, has no right to be higher in both kill and pick rates for either of the aforementioned killers... But, he is an extremely easy and simplistic killer to grasp. Could that have something to do with it?

    So perhaps the desire to stick to the average statistics is preventing people from seeing what skews the data. For example, legions ability to strip away a survivors initial health state, in conjunction with compulsive healing, make for an easy game against the bad survivors that are all too common amongst all ranks. Which is shown in the statistics as "legion do good" because the statistics do not take into account the skill of either the killer or the survivors.

    I dont expect an answer. But please try to take into account the facts behind the statistics, not just the statistics themselves.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357176#Comment_1357176

    But the average kills show that nurse is the worst killer in the game by far, and that is objectively false. In fact, almost all of the statistics I see getting posted don't take into account the game behind the statistics: for example, hag is extremely powerful, yet suffers the lowest pick rate at high ranks. Freddy, despite being strong, has no right to be higher in both kill and pick rates for either of the aforementioned killers... But, he is an extremely easy and simplistic killer to grasp. Could that have something to do with it?

    So perhaps the desire to stick to the average statistics is preventing people from seeing what skews the data. For example, legions ability to strip away a survivors initial health state, in conjunction with compulsive healing, make for an easy game against the bad survivors that are all too common amongst all ranks. Which is shown in the statistics as "legion do good" because the statistics do not take into account the skill of either the killer or the survivors.

    I dont expect an answer. But please try to take into account the facts behind the statistics, not just the statistics themselves.

    You summed it up perfectly. That's what i've been trying to say but i'm too sleepy xD

  • @undeadcookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361742#Comment_1361742

    They honestly wouldn't have worded it as "this Killer sits directly in the middle" if they weren't implying that they think Legion is balanced enough for them not to be higher up on the list of priorities. Especially when they specify that it's consistent across all ranks and maps.

    Yeah, unfortunately i think you're right :/

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361742#Comment_1361742

    From my understanding, the stats don't seem to be out of place, meaning that Legion (performance wise) is doing fine. However, I would like to point out that stats do not paint the full picture. Yes, their performance is fine, but that doesn't mean they're good. Nurse's performance is god awful, yet she is the strongest killer in the game (and my current main). When it comes to Legion, I believe, honestly, the community is right. The Legion is not okay, and needs this particular change to happen in one form or another. Whether that means you reduce your fatigue for every chain hit, or the fatigue is reduced at base... Just like Nurse, the stats are not accurate.

    I already said, but maybe you didn't see it so i'm saying it again. Weren't stats like these that were shown in july and the devs told us NOT to make any conclusions based on it? And now they're using it as an argument. I'm really confused.

  • if the devs just reduce the fatigue(3.5s or 3s) and change cooldown addons to speed addons would be great.. :)

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