Legion's Feral Frenzy should be static 150% (6.0 m/s) instead.

As it currently stands, Feral Frenzy is frustratingly slow sometimes, leading to double-duration being the only "good" add-ons. Otherwise you will often waste the majority, if not all of the time trying to catch up to anyone other than your very first hit. While splitting up does make sense as intended counterplay, Legion only moving at 130% in Feral Frenzy makes it near useless trying to catch anyone not super close by.

To visualize it better, Legion has 10 seconds (on live by default) to catch someone. Plotting this out, it comes out as 5.2x = 4.0x + Y where x is the seconds into Frenzy which is less than or equal to 10, and Y is the starting distance of the survivor away from Legion (for a pure-hold W chase, since there's no point looping Legion in Frenzy). It reduces down to 1.2x = Y, making Y<=12m. AKA, if the survivor is further than 12m from Legion when the Legion just hit a different survivor, it is literally impossible to get a hit in a straight-line chase.

While the concept of gaining movespeed on consecutive hits is neat, the slow start is the poor part. It is unlikely you will ever get much of an increase against people who are knowledged on how Legion works, unless the map is extremely in your favor. Even with the gain, it only increases the fall-off distance from 12m to 14/16/18/20m, and realistically, you will never get past ~5.6 ever unless the map is extremely in your favor or the survivors have no clue they should split up.

Further factor in that people would be splitting up in the opposite direction if they know how to play versus Legion and the effective range becomes even more useless. The survivors see you approaching, and split up. You Frenzy and hit one, and now you have only 12-(20, but more realistically ~16m max) to catch the others, who've already been running off in the complete opposite direction.

For people concerned this might make Legion impossible to evade, making Legion 150% doesn't do that. You can still stall out a ton of time via things like chicken game at pallets/strong loops where he can't go all the way around without committing to one direction at which point you go the other to waste a lot of duration/drops (where the duration will still be decreasing during the drop time itself), and so on. In the first place, this will still not make the chain-for-down new effect common at all, which is fine. Survivors splitting up in complete opposite directions will still have the advantage, since it is a 20m distance Legion has to cover to catch someone, and Legion still cannot see scratch marks or blood in Frenzy.

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