Which Killer's do you believe need a rework/buff/nerf?

Comments

  • Myers and pig

    Myers is just old design. Remove his stalk limit and letting him activate T3 on command is a good start

    Pig has an rng based power and an inconsistent stealth/chase power

  • Daddy Myers, Uncle Trapper and Mommy Pig

  • @Pulsar said:

    Legion

    Legion is fine lol

  • You meant they because they are group :(

    But no dude, i dont agree you. They are fine, i love play as them or against them. Maybe they can get buff because red ranks survivors strong usually. But i dont think Legion needs another rework.

  • Even though they've just done Demogorgon... they still need to make his footsteps silent when walking out of a portal.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126215#Comment_2126215

    You meant they because they are group :(

    But no dude, i dont agree you. They are fine, i love play as them or against them. Maybe they can get buff because red ranks survivors strong usually. But i dont think Legion needs another rework.

    He's badly designed and feels miserable to play, Survivors still despise him as well.

    I can literally list everything that makes him awful, if you like.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126224#Comment_2126224

    He's badly designed and feels miserable to play, Survivors still despise him as well.

    I can literally list everything that makes him awful, if you like.

    Yep. He's not that fun to play against and feel bad to play vs good survivor. If you buff him you just make it more unfun to play against. There's nothing they can do.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126224#Comment_2126224

    He's badly designed and feels miserable to play, Survivors still despise him as well.

    I can literally list everything that makes him awful, if you like.

    Well yes do it, i am wondering your opinion. And with change ideas ofcourse. But for me Legion is fine. They are good with good builds.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126230#Comment_2126230

    Yep. He's not that fun to play against and feel bad to play vs good survivor. If you buff him you just make it more unfun to play against. There's nothing they can do.

    Precisely. You can't buff Legion because buffing him makes him extremely oppressive and even less fun.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126230#Comment_2126230

    Well yes do it, i am wondering your opinion. And with change ideas ofcourse. But for me Legion is fine. They are good with good builds.

    • Legion loses half his power on a successful M1.
    • Legion all of his power upon a miss in FF.
    • FF takes FAR too long to recharge.
    • FF drops FPS on Console significantly, making it difficult to track and hit Survivors.
    • FF has a 4 second stun.
    • FF has a stun longer than Nurse's stun.
    • FF is countered by running in a straight line. There is no way the Legion can catch you if you do so.
    • Two of his add-ons are totally useless (Frank's Mixtape and Stab Wound Study)
    • Any add-on that increases Killer Instinct range is also pretty awful.
    • His vault puts you in an awkward spot where you have to guess if a Survivor is going to try to vault through you.
    • His power is countered by not healing.
    • His win condition is whether or not Survivors heal, if they do, he usually wins.
    • He becomes an M1 Killer and using your power oftentimes hurts you, if Survivors have any game knowledge of how to beat you.


    Legion cannot be buffed in his current state because of the way the Devs designed him. If he gets buffed, he become extremely oppressive and reminiscent of old Legion, which nobody wants. Currently, I have Survivors DC on me all the time because of how miserable it is to play against him, and I've asked other Legion's I play against (when I play Survivor) and they agree that it isn't very fun to play with him either.

    I made a thread over a year ago detailing the changes I'd make to him, so I can link you that, if you'd like.

  • I do think deathslinger need a change maybe a rework so he can become fun for both sides.

    Pig rng is annoying and not fun, it also make her inconsistent with her games as she might have good luck or her traps don't do any impact. So they need to change her to make her more consistent with her traps and makes some changes to her ambush and stealth to make it better to use and maybe change her add-ons to change up her ambush and traps for different playable and for fun.

    pyramid head should get some changes on power so it doesn't feel stiff and enjoyable to use.

    I don't really like deathslinger or pyramid head, they aren't fun in my opinion to verse and to play.

    really love to see them change for the better and maybe get some creative add-on while they're at it

  • Twins need a rework. They are a really unique Killer with a lot of potential but they are way to reliant on camping and slugging to do fine and with the upcoming Patch they even get nerfed which changes nothing of their Core Problems but adds even more weaknesses to them.

    Spirit needs a rework/nerf. It's just painful to go against her. I don't mind a Nurse Tier Killer but atleast give her more counterplay than just guessing.

    DS needs a slight nerf. A short cooldown so he can't spam his gun and get's zoning for free.

    Almost every Killer should be more or less buffed.

    The only Killer i consider strong and balanced are Nurse, Blight, Huntress, P Head, Oni, Bubba, Hag and Freddy.

  • Spirit nerf

    Trapper buff

  • Rework: Myers, Twins

    Buff: Pig, Trapper

    Nerf: Spirit

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126239#Comment_2126239

    • Legion loses half his power on a successful M1.
    • Legion all of his power upon a miss in FF.
    • FF takes FAR too long to recharge.
    • FF drops FPS on Console significantly, making it difficult to track and hit Survivors.
    • FF has a 4 second stun.
    • FF has a stun longer than Nurse's stun.
    • FF is countered by running in a straight line. There is no way the Legion can catch you if you do so.
    • Two of his add-ons are totally useless (Frank's Mixtape and Stab Wound Study)
    • Any add-on that increases Killer Instinct range is also pretty awful.
    • His vault puts you in an awkward spot where you have to guess if a Survivor is going to try to vault through you.
    • His power is countered by not healing.
    • His win condition is whether or not Survivors heal, if they do, he usually wins.
    • He becomes an M1 Killer and using your power oftentimes hurts you, if Survivors have any game knowledge of how to beat you.

    Legion cannot be buffed in his current state because of the way the Devs designed him. If he gets buffed, he become extremely oppressive and reminiscent of old Legion, which nobody wants. Currently, I have Survivors DC on me all the time because of how miserable it is to play against him, and I've asked other Legion's I play against (when I play Survivor) and they agree that it isn't very fun to play with him either.

    I made a thread over a year ago detailing the changes I'd make to him, so I can link you that, if you'd like.

    Thank you for sharin your opinion. Some of them you are right. But point is Legion is m1 killer yes but different one. Him power keeps survivors injured statu. So if survivors heal, Legion will have so much time and can get them injured again fastly. If they wont heal, they will down with one hit. That is him counter and power. I think that is fair. Legion is not S or A tier but he is good B tier. So i dont think he needs rework. Maybe buff base-kit or add-ons.

  • Spirit: they need to remove her ability to phase walk

  • Myers need an update.

    All killers are way to fast.

    The wraith to op with his speed boost coming out of his cloke

    And all killer lunge range should not be greater than 3 meters. Like how you gonna have a 4 ft killer that got the arm range of shaq or a clown that super fast can slow you down and got a super far lunge?

  • Spirit, Deathslinger, Nurse and Trapper, Myers, Pig are all in need of some serious reworking. As is Trickster.

    Blight, PH, Legion, Plague, Huntress, Ghostface, Doctor and Billy need some tweaks.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126267#Comment_2126267

    Thank you for sharin your opinion. Some of them you are right. But point is Legion is m1 killer yes but different one. Him power keeps survivors injured statu. So if survivors heal, Legion will have so much time and can get them injured again fastly. If they wont heal, they will down with one hit. That is him counter and power. I think that is fair. Legion is not S or A tier but he is good B tier. So i dont think he needs rework. Maybe buff base-kit or add-ons.

    Going down in one-hit is misleading. Survivors still have Dead Hard which essentially gives them an extra health state.

    Likewise, other Killers that have easy first hits are also low on tier lists, for example, Wraith and Myers.

  • @WishIcouldmain said:

    Spirit nerf

    Trapper buff

    I dont see how anyone have so many issues with spirit. I almost always get away from her and if you play your perks right she cant really track you. I do think she could have some changes or reworks but my only issues with her is the lunge and thats with all killers. Lunge is to far and with the auto aim system is trash wish it had an option to turn it off

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126239#Comment_2126239

    • Legion loses half his power on a successful M1.
    • Legion all of his power upon a miss in FF.
    • FF takes FAR too long to recharge.
    • FF drops FPS on Console significantly, making it difficult to track and hit Survivors.
    • FF has a 4 second stun.
    • FF has a stun longer than Nurse's stun.
    • FF is countered by running in a straight line. There is no way the Legion can catch you if you do so.
    • Two of his add-ons are totally useless (Frank's Mixtape and Stab Wound Study)
    • Any add-on that increases Killer Instinct range is also pretty awful.
    • His vault puts you in an awkward spot where you have to guess if a Survivor is going to try to vault through you.
    • His power is countered by not healing.
    • His win condition is whether or not Survivors heal, if they do, he usually wins.
    • He becomes an M1 Killer and using your power oftentimes hurts you, if Survivors have any game knowledge of how to beat you.

    Legion cannot be buffed in his current state because of the way the Devs designed him. If he gets buffed, he become extremely oppressive and reminiscent of old Legion, which nobody wants. Currently, I have Survivors DC on me all the time because of how miserable it is to play against him, and I've asked other Legion's I play against (when I play Survivor) and they agree that it isn't very fun to play with him either.

    I made a thread over a year ago detailing the changes I'd make to him, so I can link you that, if you'd like.

    S A U C E?

    Sorry, I mean link?

  • @Pulsar said:

    Legion Rework

    Alright, so, at this point in time, I am becoming the fanatical Legion main. Unfortunately, our previous leader needed to take a break. That being said, I am typing this in hopes of the Devs responding, as it is a respectful and, hopefully, will-written paper. 

    To begin, Legion is a very interesting Killer. I love the design of him and the lore. Even gameplay wise, I love him. Unfortunately, Legion’s power is fundamentally poorly designed. There was little way for the Devs to see this at the time, though, now our hindsight is 20/20. My goal is to provide good feedback and suggestions while keeping true to the basis of the Legion. Feel free to comment and suggest ideas and point out where I’m being an idiot. 

    First off, Deep Wounds has to go. It can only be either extremely underpowered or extremely overpowered. It will never be fun for BOTH sides. 

    • Feral Frenzy now applies the Frenzied Slashes (FS)

    Frenzied Slashes is a new status affect. The numbers are purely experimental and are more of a proof of concept than a legitimate attempt to balance it. Please keep that in mind.

    • FS applies Hemorrhage and louder grunts until fully healed 
    • FS applies a 2 second Exhaustion

    Hemorrhage is for easier tracking, as are the louder grunts. Two seconds of Exhaustion is designed to regulate the Survivors perk use. This Legion specializes in the chase and stall. Therefore, his strongest point will be in the chase. It is only two seconds because to allow the Survivor to recover Exhaustion if the Legion makes a bad read and to quickly recover it when Legion leaves them alone. 

    • FS applies a 3% repair debuff and a significant healing speed debuff. The repair speed debuff will stack until the Survivor fully heals. This debuff is unique. If one Survivor has FS, they have a 3% debuff. Hit another? Those two have a 6% debuff. Get all four? They all have a 12% debuff.

    The repair debuff is probably too low, however, I don’t want it to be oppressive. Everyone knows gens are very boring. As for the healing speed debuff, this applies only to your self-healing and your healing of others. It is NOT the Mangled status effect. You will still be healed at the same rate, unless the other Survivor has also been hit by FS. 

    • FS will not down Survivors normally, however, if the Survivor has been hit by FS three times, and has not healed, they will go down. This is not designed to be a common thing, nor will it be efficient at all, as hitting a Survivor twice will still cancel your power. It will have a 3 second stun, similar to a pallet stun. No vision clouding. 
    • It will have a 30 second recharge and will have a default length of 15 seconds, being extended everytime you hit a Survivor. 

    FS is meant as a purely stalling power, not to down Survivors normally, therefore, the stun will be reduced. 

    • FS will recede when the Survivor heals one health state. 

    This is to discourage slugging early in the game when you need the gen pressure, while still leaving it viable in the late game

    • The speed of Legion’s power will remain the same as it is in the 3.4.0 patch. 
    • Missing an attack will no longer remove your power, it will cancel it, but it will keep the charge it had when you missed.
    • Hitting a Survivor with a M1 will no longer drain the power at all.
    • Because of stacking issues, FS will not be a basic attack.

    The speed of Legion’s power feels MUCH better in the 3.4.0 patch, therefore, it will be kept the same. Missing an attack is very easy with Legion, therefore, it will still punish bad players, but will not be so harsh on players who genuinely missed. The power drain on Live is ridiculous, however, I kept a small drain to prevent potential abuse and spam. FS cannot be a basic attack because of Mangled and other status affects. 

    This is what I have so far, feel free to suggest stuff and add-on to what I have, I can edit the post and type what you have into the document. Also, please be sure to point out where I sound like an idiot. I’ve tried to make this as a better version of the Dev’s original design for the Legion. A slash and dash Killer, if you will. This will be going in General Discussions as it is both a suggestion but I need people to contribute!

    Thank you all for reading!

    That's the thread. It's been quite some time since I posted that.

  • Spirit - make her anti-loop less obnoxious but give her more map mobility

    Deathslinger - Same.

    Stealth and dash needs buffs for pig.

    Plague needs to be able to inject corrupt purge on any pool.

    Myers needs a rework. Either make evil within 3 worth being difficult to obtain and have limited uses, or remove the whole tier 1 nonsense and let him tier 3 as many times as he wants. He still wouldn't be a great killer with the later option.

    Trapper needs to have all his traps from the beginning. Beyond that, I have no idea. What exactly do you do with Trapper other than make him able to telekinetically rearm his traps or something? Clearly BHVR doesn't want them hidden judging by reworked grass.

    Trickster is simply ok, but I'd like to see his power reworked. A Gatling-gun style killer just conceptually doesn't work in DBD.

    Twins should be able to switch quicker.

    Legion needs their fatigue to be back to their old numbers. Perhaps they need a status effect for a second frenzy hit rather than lethality.

  • Spirit, rework-nerf.

    Myers, rework-buff.

    Pig, QOL-buffs.

    Ghostie, QOL-buffs.

    Hillbilly, base kit reversion.

    Trapper, buffs.

    Clown, rework-buff.

    Twins, rework, completely.

    Trickster, buffs.

  • @Phasmamain said:

    Myers and pig

    Myers is just old design. Remove his stalk limit and letting him activate T3 on command is a good start

    Pig has an rng based power and an inconsistent stealth/chase power

    Boy do I have the thread for you (shameless plug).

    @thefallenloser said:

    Myers has quite a few issues.

    With a very antiquated power from the old days of DBD, he is not as powerful as he once was, and weak in comparison to many other killers. He has the worst early game of any killer due to starting out in a weakened state. His add-ons are also pretty odd, ranging from completely useless to the most powerful add-ons in the game.

    My goal in this rework idea is to make Michael Myers more fun to play as and against, while also improving on his strengths and toning down his weaknesses, and also normalizing the power of his add-ons, so that they aren't intensely oppressive.

    Let's jump in!

    -------

    Power: Evil Within

    The Shape can activate his Evil Within by tormenting and stalking his prey, allowing him to grow more powerful over the course of the trial, or take his prey by surprise.

    Evil Within I:

    In Evil Within I, The Shape stalks at a rate of 10% per second while at a distance of 16 meters or less from a survivor. The Shape can stalk survivors from a maximum distance of 40 meters, with the stalk rate being reduced by a maximum of 50%.

    While in Evil Within I,

    • The Shape has a Terror Radius of 16 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has a normal lunge range and vaulting speed.

    Landing an attack on a survivor will instantly grant 25% progression on Evil Within.

    Grabbing a survivor will instantly grant 65% progression on Evil Within.

    Once reaching 100% progress on Evil Within, The Shape can enter Evil Within II or Evil Within III without an activation time.

    Evil Within II:

    The Shape can drain his Evil Within in order to enter Evil Within II to sneak up on survivor, at the cost of some of his available time in Evil Within III. Hold the Active Ability button to begin draining Evil Within at a rate of 10% per second, up to a maximum of 50%. The Shape can be in the Evil Within II state for 20 seconds.

    While in Evil Within II,

    • The Shape is Undetectable.
    • The Shape cannot attack survivors.
    • The Shape moves at a speed of 5.0 m/s or 125%.
    • The Shape has an increased vaulting speed of 1.48 secs.

    Grabbing a survivor while in Evil Within II refunds 50% of the power gauge cost for entering Evil Within II.

    Remember this sound?

    https://deadbydaylight.fandom.com/wiki/File%3AShape_EvilWithin_Tierup_Warning.ogg

    This warning will play for all survivors within 32 meters once The Shape begins entering Evil Within III.

    The Shape can enter Evil Within III at any time during Evil Within II, moving at a reduced speed of 3.8 m/s or 95% for 3 seconds, and will automatically enter Evil Within III once the duration of Evil Within II ends.

    Evil Within III:

    In Evil Within III, The Shape has greatly increased attributes, able to fell his prey with swift ease.

    Evil Within III lasts 60 seconds if Evil Within was not drained for Tier II.

    • The Shape has an increased Terror Radius of 40 meters.
    • The Shape moves at a speed of 4.6 m/s or 115%.
    • The Shape has an increased lunge range.
    • The Shape has an increased vaulting speed of 1.275 seconds.
    • The Shape picks up survivors 20% faster.

    Once the duration of Evil Within III expires, The Shape returns to Evil Within I.

    -------

    This changes allow Michael to tier up much more consistently, and rely less on staring at survivors to gain while they get away. This also will make Myers' Undetectable capabilities much more offensive in nature, allowing him to sneak up on survivors quickly in order to get grabs and instadowns.

    Let's move on to the add-ons.

    --------

    Add-Ons

    While stalking movement speed add-ons should be removed and aura reading add-ons should be buffed, I'll address the add-ons that need more attention.

    1. Judith's Journal - (becomes very rare) Become obsessed with one survivor. Tremendously increases the amount of Evil gained when stalking the Obsession. Moderately decreases the amount of Evil gained from all other survivors when the Obsession is not fully stalked or dead.
    2. Vanity Mirror - Upon entering Evil Within II, see the auras of all survivors previously stalked for 5 seconds.
    3. Scratched Mirror - Upon entering Evil Within II, allows The Shape to remain in Evil Within II until a survivor is hooked. Allows The Shape to attack survivors with a reduced lunge distance.
    4. Tombstone Piece - (remove)
    5. Fragrant Tuft of Hair - Upon fully stalking all survivors, The Shape will be able to remain in Evil Within III indefinitely. Slightly decreases the Evil gained from all survivors.
    6. Judith's Tombstone - Once per trial, The Shape is allowed to instantly kill a survivor that has been fully drained of Evil. (cannot be avoided with lockers)

    -------

    So, what do you think? Would this make Myers more fun to play as and against? Would this dynamic playstyle make him stronger? What exactly would you change about his add-ons? Lemme know below. :)


  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126224#Comment_2126224

    He's badly designed and feels miserable to play, Survivors still despise him as well.

    I can literally list everything that makes him awful, if you like.

    I've never had people complain about Legion when I play them. And when they do, it has nothing to do with Legion. They unironically got mad over M1 mind games. Not every survivor has release Legion PTSD. They 100% need to have some of the changes reverted. The instant they removed the ability to lower deep wounds with consecutive hits, the problem was solved. Well, aside from mixtape, which is why Legion shouldn't be able to use the power at partial gauge. Really mixtape needs entirely reworked, but BHVR is just sitting on Legion doing nothing with them.

  • @thefallenloser said:

    Spirit, rework-nerf.

    Myers, rework-buff.

    Pig, QOL-buffs.

    Ghostie, QOL-buffs.

    Hillbilly, base kit reversion.

    Trapper, buffs.

    Clown, rework-buff.

    Twins, rework, completely.

    Trickster, buffs.

    What about Legion :(

  • I don't think any killer needs a nerf.

    I think the Devs need to buff the bad killers instead of nerfing the good one's and stop bringing them down to the same level as the bad killers.

    1. Legion (Buff): Allow Legion 2 swing attempts while in Frenzy, allow Legion to see scratch marks while in Frenzy, and Turn Frank's Mixtape into an Ultra rare add-on that will down survivors with 3 hits from Frenzy, downside is that it recharges the power slowly. (This gives the killer an option, chase and down them now or wait for power to recharge and down them.)

    2. Pig (Buff): Increase Pig's crouched movement speed to normal to put her on par with Ghostface. (It's ridiculous that he can do the same thing as her but faster.) When going for her dash attack she should roar as she's doing it not before she does it. (This will increase her odds on landing the attack instead of alerting survivors before she actually does it.)

    3. Trapper (Buff): Just allow the man to carry all of his traps at the beginning of the game. If he wants his traps back he'll have to go to the locations where he left them to pick them back up.

    4. Myers (Buff): Honestly it's hard to buff him because he could easily become a top 5 killer if over buffed. He definitely needs his add-ons reworked, he only has a handful of useful ones.

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126230#Comment_2126230

    I've never had people complain about Legion when I play them. And when they do, it has nothing to do with Legion. They unironically got mad over M1 mind games. Not every survivor has release Legion PTSD. They 100% need to have some of the changes reverted. The instant they removed the ability to lower deep wounds with consecutive hits, the problem was solved. Well, aside from mixtape, which is why Legion shouldn't be able to use the power at partial gauge. Really mixtape needs entirely reworked, but BHVR is just sitting on Legion doing nothing with them.

    Because if you buff them right now, they can very easily become that oppressive release Legion again.

    Reduce his stun? He loses too little distance and hitting someone with FF is a free down.

    Reduce the cooldown? Survivors have no hope of juking his power and having it be meaningful.

    Legion needs a rework, sort of like what I proposed over a year ago, to help him get away from an altered design off of a broken original design.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126669#Comment_2126669

    Because if you buff them right now, they can very easily become that oppressive release Legion again.

    Reduce his stun? He loses too little distance and hitting someone with FF is a free down.

    Reduce the cooldown? Survivors have no hope of juking his power and having it be meaningful.

    Legion needs a rework, sort of like what I proposed over a year ago, to help him get away from an altered design off of a broken original design.

    Not really, because his power is no longer lethal.

    Legion's fatigue is literally twice as long as Nurse's fatigue. Reducing it back to 3 seconds (the same as a wipe animation) will not suddenly cause Legion to become OP.

    Even if it was 15 seconds, that is meaningful. Any chase where it takes longer than 20 seconds to get a hit is one you want to avoid as killer.

  • Legion needs a rework. Knew I was forgetting something. Definitely plan to make a thread about all killers that need a rework. So far I've got Myers, Legion, Clown, Freddy, and an outdated Trapper and Ghostie thread. I spend a lot more time than I should here.

    I wanna go back and redo my Trapper and Ghostie threads. Just dropped the Myers one. My Legion thread was pretty popular, which I appreciate. Just needs additional threats to keep track of and introduce the group.

  • Legion is in the most desperate need of a complete rework, even if you're one of the interesting folks that think they're good, you still cant say Feral Frenzy is a healthy power for the game, an inherently 0 skill power that ignores all mechanics just aint it

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126670#Comment_2126670

    Legion needs a rework. Knew I was forgetting something. Definitely plan to make a thread about all killers that need a rework. So far I've got Myers, Legion, Clown, Freddy, and an outdated Trapper and Ghostie thread. I spend a lot more time than I should here.

    I wanna go back and redo my Trapper and Ghostie threads. Just dropped the Myers one. My Legion thread was pretty popular, which I appreciate. Just needs additional threats to keep track of and introduce the group.

    I also made a Legion rework thread, back in 2019, I can link you it if you wish.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126722#Comment_2126722

    I also made a Legion rework thread, back in 2019, I can link you it if you wish.

    Link it, I like seeing your input!

    Here's mine as well:

    @thefallenloser said:

    Hello and welcome to what seems to be like the 7 millionth Legion thread.

    In this thread, I'll be constructing a very radical Legion rework from various ideas to make what I would consider the IDEAL Legion. If you aren't too keen on bigger changes for Legion, then this thread may not be for you, however, the changes I propose are what I personally think could be a very fun Legion who uses the idea of having a four man killing squad combined with the current Feral Frenzy quite well. I'll also be updating the existing add-ons to not only be better overall, but fit more in line with the desired model and be a lot more fun to use.

    Without further ado, let's jump in!

    ________________________________________________________________________________

    New Power: The Lethal Legion

    A relentless gang of teens formed a special and sadistic bond through killing, aiding each other in their wicked deeds at any time.

    Start the trial with the 3 other members of your group, who will passively follow The Legion around until directed elsewhere. For each member by The Legion's side, their Terror Radius is reduced by 4 meters.

    SPECIAL ABILITY: FERAL FRENZY

    Holding the Power command will activate Feral Frenzy.

    While Feral Frenzy is active:

    • The Legion runs at an increased movement speed (5.2 m/s)
    • The Legion can vault pallets, but not break them (window/pallet vault speed increased to 0.5 seconds)
    • scratch marks cannot be seen, but blood trails can
    • missing an attack reduces the total Frenzy Gauge by 75%

    The Legion's attacks will apply the Deep Wound status effect.

    • refills the Frenzy Gauge
    • triggers Killer Instinct on all survivors within the Terror Radius
    • hitting a survivor already afflicted by Deep Wound while in Frenzy completely depletes the Frenzy Gauge and puts the Survivor into the Imminent Death state
    • survivors in the Deep Wound state will bleed more frequently and will have slightly louder groans of pain
    • survivors in the Imminent Death state will bleed much more frequently and will have moderately louder groans of pain
    • survivors in the Imminent Death state will suffer a penalty to healing, sabotage, repairs, and cleansing

    Hitting a survivor with a basic attack while Frenzy is not active will deplete the remaining Gauge by 25%.

    The Legion can activate Feral Frenzy with at least 50% of the Gauge.

    When Feral Frenzy ends, The Legion is winded for 4 seconds. For each member of The Legion by their side, the winded duration is reduced by 0.5 seconds

    Survivors hit by Feral Frenzy will be in the Deep Wound state for 20 seconds. Healing out of the Deep Wound state solo takes 10 seconds, and 5 seconds with a teammate. The Deep Wound timer will not deplete if in a chase or while running.

    If The Legion puts a survivor into the Imminent Death state, The Legion will be completely stunned and immobile for 4 seconds. Survivors in the Imminent Death state cannot heal from it on their own and will suffer a tremendous penalty to all actions.

    Putting a Survivor into the Imminent Death State will double the recharge timer of Feral Frenzy.

    The Legion cannot use their secondary ability while in Feral Frenzy.

    SPECIAL ABILITY: MOB MENTALITY

    Hold and release the Active Ability command to direct a member of a The Legion to a spot for hiding.

    The Legion can direct one of the group members to a hiding spot from up to 20 meters away.

    The members of The Legion who are hiding will attempt to grab a survivor when within 10 meters, running at a speed of 5.2 m/s.

    When a survivor is grabbed:

    • the survivor will be effected by the Oblivious status
    • The Legion member will slash at the grabbed survivor
      • survivors will need to hit a series of 3 successive skill checks to escape
        • survivors who miss one skill check will be pulled closer
        • survivors who miss two skill checks will be put into the injured state if healthy and into the Deep Wound State if injured
        • survivors who miss 3 skill checks will be put into the Deep Wound State if healthy and into the Imminent Death state if injured
        • survivors who hit all three skill checks will escape
        • survivors will not be grabbed if already in the Deep Wound or Imminent Death state, but will be yelled at
    • The Legion will see the auras of grabbed survivors. Survivors yelled at will have their auras revealed for 4 seconds.

    Survivors who avoid the grab will cause the member to run back to The Legion.

    Survivors can detect the hiding Legion member by staring at them for 1.5 seconds, causing them to run away.

    The Legion can regroup their members by going back to their location and pressing the Active Ability command.

    The Legion can redirect the first member to go into hiding by holding a releasing the Active Ability command in another spot, causing them to run off in that direction at a speed of 5.2 m/s while emitting a 16 meter Terror Radius.

    Members of The Legion can hide in lockers, around corners, and crouched on the ground.

    Survivors within 20 meters of The Legion can hear an auditory cue when a member of the group goes into hiding.

    Survivors can track members of The Legion with perks such as Small Game or maps.

    ______________________________________________________________________________

    These changes and additions will make The Legion a lot more fun and unpredictable for both sides! This will also allow all members of The Legion to shine, as they all will play an important role in gameplay!

    Now, for the add-ons...

    ______________________________________________________________________________

    Add-On CHanges:

    • Common Add-Ons
      • Smiley Face Pin - Slightly increases Mob Mentality grabbing range. (previously applied Blindness on Deep Wound)
      • Scratched Ruler - (no change)
      • Mischief List - (no change)
      • Friendship Bracelet - Slightly reduces the skill check success zones for survivors grabbed by a hiding Legion member. (previously increased detection range with Killer Instinct)
    • Uncommon Add-Ons
      • Defaced Smiley Pin - Moderately increases Mob Mentality grabbing range. (previously applied Mangled on Deep Wound)
      • Never-Sleep Pills - While in Frenzy, Killer Instinct is triggered for survivors within 16 meters of a hiding Legion member. (previously increased detection range w/ Killer Instinct)
      • Mural Sketch - (no change)
      • Etched Ruler - (no change)
      • Nasty Blade - Slightly increases mending time for survivors. (previously rare)
    • Rare Add-Ons
      • The Legion Pin - Considerably increases Mob Mentality grabbing range. Legion members can also hide under window vaults and pallets. (previously applied Broken on Deep Wound)
      • Stolen Sketch Book - (no change)
      • Filthy Blade - Moderately increases mending time for survivors. (previously very rare)
      • Cold Dirt - Increases the speed of Feral Frenzy by 0.10 m/s for each member of The Legion still following. (previously decreased Frenzy cooldown)
      • Stab Wounds Study - Moderately reduces the Deep Wound timer for each member of The Legion still following. (previously reduced Deep Wound timer considerably)
    • Very Rare Add-Ons
      • Frank's Mix Tape - Hitting a survivor in Frenzy will apply the Blindness and Mangled effects until they are healed. Slightly increases the action speed penalty of survivors in the Imminent Death state.
      • Julie's Mix Tape - While in Frenzy, any time two or more survivors are working on a generator, it is highlighted in yellow and gives periodic notifications. Killer Instinct is triggered on the Survivors when they let go of the generator and lasts for 4 seconds. (previously uncommon; decreased cooldown of Feral Frenzy)
      • Susie's Mix Tape - While in Frenzy, the auras of any survivors in lockers will be shown. Hitting a survivor who exited the locker within the last 10 seconds with a Feral Frenzy attack will immediately put them into the Imminent Death state. (previously rare; increased Killer Instinct detection range in Frenzy)
      • Joey's Mix Tape - Picking up a survivor while in Feral Frenzy increases the carrying movement speed of The Legion to 4.4 m/s. Hitting a survivor while carrying another will replenish 25% of the Feral Frenzy Gauge. (previously rare; decreased Feral Frenzy cooldown)
    • Ultra Rare Add-Ons
      • Fuming Mix Tape - Hitting survivors in Frenzy with rapid succession fuels The Legion with power. When the first survivor is hit, they are afflicted with a severely reduced Deep Wound timer. When the second survivor is hit, they are Broken for 60 seconds and put into the Deep Wound State. When the third survivor is hit, they are immediately put into the Imminent Death State. The fourth survivor hit will immediately be put into the dying state. The Feral Frenzy time is reduced to 7 seconds. The Legion's immobilization when putting a survivor into the Imminent Death State will be ignored an Feral Frenzy will; immediately end when the fourth survivor in the chain is hit. (previously showed repair progression of generators in Frenzy)
      • Iridescent Button - (no change)

    _____________________________________________________________________________

    These are just some fun changes and additions to Legion that would really big their strength up! What do you think? What changes do you want to see for The Legion? Thanks for reading all!

    _____________________________________________________________________________

    "As if it was a mere cakewalk escaping a single monstrous beast, the Entity torments us by pitting us against four. Their agitated cries sometimes show through their great pleasure in killing, eluding to another life, where they were just kids. A wicked evil, the Entity is."


  • @Pulsar said:

    Legion Rework

    Alright, so, at this point in time, I am becoming the fanatical Legion main. Unfortunately, our previous leader needed to take a break. That being said, I am typing this in hopes of the Devs responding, as it is a respectful and, hopefully, will-written paper. 

    To begin, Legion is a very interesting Killer. I love the design of him and the lore. Even gameplay wise, I love him. Unfortunately, Legion’s power is fundamentally poorly designed. There was little way for the Devs to see this at the time, though, now our hindsight is 20/20. My goal is to provide good feedback and suggestions while keeping true to the basis of the Legion. Feel free to comment and suggest ideas and point out where I’m being an idiot. 

    First off, Deep Wounds has to go. It can only be either extremely underpowered or extremely overpowered. It will never be fun for BOTH sides. 

    • Feral Frenzy now applies the Frenzied Slashes (FS)

    Frenzied Slashes is a new status affect. The numbers are purely experimental and are more of a proof of concept than a legitimate attempt to balance it. Please keep that in mind.

    • FS applies Hemorrhage and louder grunts until fully healed 
    • FS applies a 2 second Exhaustion

    Hemorrhage is for easier tracking, as are the louder grunts. Two seconds of Exhaustion is designed to regulate the Survivors perk use. This Legion specializes in the chase and stall. Therefore, his strongest point will be in the chase. It is only two seconds because to allow the Survivor to recover Exhaustion if the Legion makes a bad read and to quickly recover it when Legion leaves them alone. 

    • FS applies a 3% repair debuff and a significant healing speed debuff. The repair speed debuff will stack until the Survivor fully heals. This debuff is unique. If one Survivor has FS, they have a 3% debuff. Hit another? Those two have a 6% debuff. Get all four? They all have a 12% debuff.

    The repair debuff is probably too low, however, I don’t want it to be oppressive. Everyone knows gens are very boring. As for the healing speed debuff, this applies only to your self-healing and your healing of others. It is NOT the Mangled status effect. You will still be healed at the same rate, unless the other Survivor has also been hit by FS. 

    • FS will not down Survivors normally, however, if the Survivor has been hit by FS three times, and has not healed, they will go down. This is not designed to be a common thing, nor will it be efficient at all, as hitting a Survivor twice will still cancel your power. It will have a 3 second stun, similar to a pallet stun. No vision clouding. 
    • It will have a 30 second recharge and will have a default length of 15 seconds, being extended everytime you hit a Survivor. 

    FS is meant as a purely stalling power, not to down Survivors normally, therefore, the stun will be reduced. 

    • FS will recede when the Survivor heals one health state. 

    This is to discourage slugging early in the game when you need the gen pressure, while still leaving it viable in the late game

    • The speed of Legion’s power will remain the same as it is in the 3.4.0 patch. 
    • Missing an attack will no longer remove your power, it will cancel it, but it will keep the charge it had when you missed.
    • Hitting a Survivor with a M1 will no longer drain the power at all.
    • Because of stacking issues, FS will not be a basic attack.

    The speed of Legion’s power feels MUCH better in the 3.4.0 patch, therefore, it will be kept the same. Missing an attack is very easy with Legion, therefore, it will still punish bad players, but will not be so harsh on players who genuinely missed. The power drain on Live is ridiculous, however, I kept a small drain to prevent potential abuse and spam. FS cannot be a basic attack because of Mangled and other status affects. 

    This is what I have so far, feel free to suggest stuff and add-on to what I have, I can edit the post and type what you have into the document. Also, please be sure to point out where I sound like an idiot. I’ve tried to make this as a better version of the Dev’s original design for the Legion. A slash and dash Killer, if you will. This will be going in General Discussions as it is both a suggestion but I need people to contribute!

    Thank you all for reading!

    Here it is.

  • Bubba- slight nerf. Limit his ability to block basement and hook camp with his saw. It just isn't really fun for anyone involved

    Spirit, -nerf her so she can't always find you no matter what with stridor

    Myers, rework-buff. Id say allow him to multi stalk and remove stalking cap would be a good start

    Pig, QOL-buffs. She really needs something to her after last gen is done since her entire kit cant be used after last gen. Her rng nature is also terrible

    Ghostie, adjust- his whole deal is still pretty inconsistent

    Hillbilly, addon buffs. Most just are bad

    Trapper, buffs. He needs buffs in a lot of areas, one being him being able to step on his own traps is bad

    Clown, rework-buff. His rework was one of the worst reworks since they just added something to happen that didn't solve his problems and it can actually cancel (and buff survivors) his old items

    Twins, adjust- discourage the typical slugging gameplay

    Trickster, buffs. He just isn't that great. Add ricochet to base

    Huntress- Slight buff. Give her actually decent ultra rare addons. Both are mediocre now

    Freddy- adjust. With the ptb he is no longer better at anything than any other killer. Give him something that's interesting at least instead of nerfs across the board. Likely needs a buff as well

    Legion-slight buff/adjust. Id say he could use some love since he us potentially the most complained about killer I've seen as being unfun to use but super unfun to play against