Legion Addon-Pass

Seeing as The Legion got a nice Quality of Life buff for Stab Wound Study making the combo more consistent, I thought I'd make my own version of a Legion Addon-Pass that focuses on changes to the base kit power as well as dealing with their non-existent 1v1 potential.


Power Changes :


 * Feral Frenzy Duration have been decreased down to 8 seconds (Previously 10 seconds).

 * Feral Frenzy Movement Speed have been increased up to 165% (Previously 132%).

* Upon Feral Vaulting, you maintain all the momentum (As prior to 2.7.0).


 -- The Movement Speed change ensures that you are able to chase down Survivors more effectively.

 -- The duration change ensures that you do not run more distance while doing so as it remains 52.8 meters at base kit.



 * Feral Frenzy Cooldown is now the same duration as a successful Basic Attack Cooldown, which is 3 seconds base (Previously 4 seconds).

* Missing a Special Attack will put you through a 4 second fatigue instead.

* Missing a Special Attack no longer completely drains your power gauge, instead it knocks you out of your power and reduces the power gauge by half of its maximum.

* Picking up a Survivor while Feral Frenzy is active no longer completely drains your power gauge (Works the same way as Oni's pick up during Blood Fury).

 * Feral Frenzy Recharge speed have been decreased down to 0.4ch/s (Previously 0.5ch/s) (Remains 20 seconds).

 * Feral Frenzy now recharges the second you enter the cooldown state (Previously only after the cooldown state is fully over).


 - - The Cooldown being 3 seconds is a buff that was mostly wanted by the community, it is a long awaited change that will make Legion play a lot more fluid

 - - The Cooldown being affected by Recovery Modifiers is something I personally thought would be interesting to see on Legion and was brought with Deathslinger as of recent patches, adding 1 additional perk to their kit, *Save the Best For Last*, which mostly have gone unnoticed among Legion Players due to its counterproductivity within The Legion's kit.

- - A more noticeable downside to missing a Frenzy Attack will now be a +1 second of Fatigue. However it will no longer leave you without a power for 20 seconds, instead it will 'scale' with the amount of power you used.

 - - The First Half of the Recharge change is an adjustment that accounts for decreased duration, the actual recharge time remains 20 seconds.

 - - The Second Half of the Recharge is also a buff that was mostly wanted by the community, since its a mechanic that would make more sense in the context of Old Legion, seeing as they could use they power before it fully recharges. Seeing as that is no longer the case, there is no reason for this mechanic to exist.



 * Feral Frenzy Detection Range is no longer tied to The Legion's Terror Radius and is now 40 meters at base (Previously was The Killer's Terror Radius + 8 meters, didn't work while Undetectable or Oblivious).

* While Feral Frenzy is active, Survivors can hear a non-direction 'Lullaby' when within The Legion's Detection Range.


 - - Another Quality of Life change, similar to Recovery Modifiers Cooldown change, this opens up a lot more perk and build variety for The Legion. Allows Legion to play in stealth and goes hand in hand with Deep Wounds Mending change.

- - An addition of 'Lullaby' will make it a lot easier for the Survivors to understand whether they are in-danger of being Feral Slashed or not, which is necessary considering the new Movement Speed buff. This will ensure that Survivors can make a decision of leaving the range right away or wait until the last moment and risk getting Feral Slashed. This Lullaby is also necessary considering The Legion's Killer's Instinct will now work while Undetectable or while the Survivors are Oblivious. Overall this just adds extra interactivity between the Killer and the Survivors.


 * Deep Wounds Timer no longer goes down while in Madness Tier 3.

 * Deep Wounds Timer is now 10 seconds across the board.

 * Feral Slash on an Injured Survivor unaffected by Deep Wounds will now reduce the Deep Wounds Timer by 2 seconds.

 * The Legion is now able to see pools of blood while in Feral Frenzy.

 * Instead of depleting half of the Legion's power gauge on successful Basic Attack, Feral Frenzy is fully depleted when successfully hitting a Healthy Survivor with a Basic Attack while Feral Frenzy is fully recharged.

 

 - - The Snap Out of It + Deep Wounds a pretty asked-for change mostly for an inability to buff Deep Wounds because SOOI would take the priority over Mending, making you Bleed Out before you Snap Out if Deep Wounds Timer is too short.

 - - However, a more interesting route I'm taking is instead of making Mending take Priority over SOOI, Deep Wounds Timer now starts going down only *after* you SOOI, allowing Survivors to then make a decision similar to any other Deep Wounds interaction: Do obective then mend or mend first and then do the objective.

 - - The Feral Slash and Blood Pool changes go hand-in-hand with Frank's Mixtape and Stab Wound Study changes seen below, basically ensuring Survivors have some sort of time stalling potential against this combination of addons while also keeping the Power Level of these addons the same when playing around Injured Survivors.

 - - The Basic Attack change also goes hand-in-hand with Deep Wounds Timer related changes. It's a net buff for good Legion players, since you have to actively use Feral Frenzy on Healthy Survivor if you have your power ready and is a net nerf to Frank's Mix Tape + Stab Wound Study since Survivors can now extend the Frank's Mix Tape down by 20 seconds if managed correctly.

 

 * Fully Mending against The Legion will now highlight the Survivor with The Killer's Instinct for 3 seconds and make them Oblivious for 60 seconds.


 - - It feels a bit weird to give The Legion even more information tools however this change allows The Legion to play more effectively around Team Weaklings as you can now pick and choose who to go for upon successfully chaining multiple hits, letting you catch people out of position more often.


[NEW] Special Ability: Feral Agility

 * Successfully hitting a Survivor with a Special Attack will now grant a Feral Token.

  * Downing a Survivor with a Basic Attack or Special Attack consumes all Feral Tokens.

  * While Feral Frenzy is not active, if you have 1 or more Feral Tokens, press Active Ability Button near a dropped pallet to perform a Feral Agility Vault, which consumes 1 Feral Token. Feral Agility Vault takes the same amount of time as Default Killer Window Vault (1.7 seconds). Upon successfully performing a Feral Agility Vault the pallet is automatically broken.


 - - A Brand New Ability that gives The Legion more chase potential outside of Feral Frenzy. Default Window Vault speed allows Survivors to gain a little bit of distance, making playing around dropped pallets same as playing around windows. And relation to Feral Slash and Basic Attack allows a Good Survivor to easily keep track of how many Tokens The Legion has remaining. This Ability also gives The Legion a reason to use Feral Frenzy on Injured Survivors and chain hits as much as possible. Some god pallet loops like Shack will still need you to kick the pallet but some pallets that are just in a corridor like on Lery's or RPD will make it much easier for Legion to play around.

 

Addon Changes :


UNCHANGED :

 - Scratched Ruler

 - Itched Ruler 

- Iridescent Button


COMMON :


Smiley Face Pin (Rework) :

Survivors suffer from the Blindness Status Effect for 60 seconds upon Fully Mending.

- - Keeps the pin addons the same at its core but goes in correlation with Oblivious addition to The Legion's kit.


Mischief List (Nerf) :

Feral Frenzy Duration is increased by 0.8 seconds (Previously +1 second).

- - All Duration addons across the board have their modifier decreased by 20% due to base kit Duration being decreased by 20%.


Friendship Bracelet (Buff):

Feral Frenzy Detection Range is increased by 4 meters.

Feral Frenzy Movement Speed is increased by 5%.

- - Removal of Feral Frenzy Movement Speed Addons was a controversial change made back in 2.7.0. They were replaced with Detection Range addons which were merely a detection tool.

- - This change makes extra Detection Range decreased across the board, however gives extra speed , effectively increasing Detection Range as well as max running distance by some amount.


UNCOMMON :


Never-Sleep Pills (Buff) :

Feral Frenzy Detection Range is increased by 8 meters.

Feral Frenzy Movement Speed is increased by 10%.


Scrapbook (Previously Mural Sketch) (Nerf) :

* Julie's Scrapbook filled with pictures and clippings of famous murderers. There's a page dedicated to a group of teenagers messing around the town. Feels its reader with an extensive desire to murder.

Feral Frenzy Duration is increased by 1.2 seconds (Previously +1.5 seconds).

 - "This story, Frankie, happens in the future" - Julie Kostenko

  

Stab Wound Study (Previously Julie's Mix Tape) (Rework) :

Mending is now considered a Healing Action.

Survivors' Healing speed is decreased by 2.5% for each injured Survivor.

- - Since Base Kit cooldown is now 1 second lower and is affected by perks, having 3 addons that decrease the cooldown would mean that the lowest tier cooldown addon would have to have a barely noticeable difference in reduction, thus effectively making it useless.


Defaced Smiley Pin (Rework) :

Survivors suffer from the Mangled Status Effect until fully healed upon Fully Mending.


RARE :


The Legion Pin (Rework) :

Survivors suffer from the Hindered Status Effect for 25 seconds upon Fully Mending.

- - Having Broken Status Effect addon on a killer that fully relies on a slowdown from Survivors constantly healing feels more like a downside than anything. This rework gives it a more powerful effect and goes hand-in-hand with Oblivious change seen above.


Party Treats (Previously Susie's Mix Tape) (Buff) :

* A Ziplock Bag containing a powdery substance that Frank would bring to parties, feels its users with energy and 

lifts up the mood.

Feral Frenzy Detection Range is increased by 16 meters.

Feral Frenzy Movement Speed is increased by 15%.

 - "Let's get this party started". - Frank Morrison

  

Stolen Sketch Book (Nerf) :

Feral Frenzy Duration is increased by 2 seconds (Previously +2.5 seconds).


Nasty Blade (Buff) :

Increases Mending time by 1.5 seconds.

Increases Killer's Instinct duration upon Fully Mending by 1 second.

- - Gives Blades a secondary trait that goes hand-in-hand with Oblivious change seen above.


Cold Dirt (Previously Joey's Mix Tape) (Nerf) :

Feral Frenzy Cooldown is decreased by 0.2 seconds (Previously 0.4 seconds).

- - A needed adjustment to make sure Feral Frenzy Cooldown doesn't go out of hand.


VERY RARE :


Julie's Mix Tape (Previously Stab Wound Study) (Nerf) : 

Inflicting Deep Wounds while in Feral Frenzy decreases Deep Wounds Timer by 2 seconds (Previously 5 seconds).


Frank's Mix Tape (Nerf) :

Successfully performing a Feral Slash on a Survivor affected by Deep Wounds will reduce the Deep Wounds Timer by 2 seconds (Previously 5 seconds).

- - Comment for both Julie's Mix Tape and Frank's Mix Tape. A mentioned-above change to Frank's Mix Tape and Previously Stab Wound Study that enforces The Legion to play around injured Survivors in order to keep the Power Level of 40 second down. If managed correctly, Survivors can turn this 40 second down into a 60 second down, which is a lot. Also the flavor of running Julie's and Frank's Mix Tapes in a combination.


Susie's Mix Tape (Previously Filthy Blade) (Buff) :

Increases Mending time by 2.5 seconds.

Increases Killer's Instinct duration upon Fully Mending by 2 second.


Joey's Mix Tape (Previously Cold Dirt) (Nerf) :

Feral Frenzy Cooldown is decreased by 0.3 seconds (Previously 0.6 seconds).


ULTRA RARE :


Fuming Mix Tape (Rework) :

While Feral Frenzy is active, the Repair Progression of Generators can be determined by the intensity of their Auras. Feral Frenzy starts depleting only after performing a Feral Slash or entering a chase.

Feral Frenzy Recharge is increased by 5 seconds.

- - A secondary trait that goes hand-in-hand with primary trait of an addon, allowing you to cross gaps between generators that have the most progress on them and then turning it into 1v4 pressure. 

- - On a side note: Leaving a chase does not mean that the power gauge will stop depleting.


This is a lot to read but I will highly appreciate the feedback, thank you for your time.

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