Legion doesn’t reward hit and quit chases, mending meter doesn’t regress and should probably change.
Legion as a burst killer:
I think making the legion a burst killer and rewarding breaking away from chases after a successful frenzy strike could potentially make the legion the most enjoyable killer in the game, both to play as and against
Making his ability regenerate faster would help to promote using it for making plays like gen breaching (storming in on a gen to see if there are survivors on it) more frequent. The legion’s ability should regenerate pretty quick by default, and any add ons increasing regeneration rate should be removed to compensate. This way players wouldn’t shy away from using frenzy as frequently and the enjoyment factor of using the ability as a utility would increase. I’m not asking for a stupidly fast regeneration rate, maybe 10 seconds from 0 to 100%. And normal strikes completely resetting the recharge to 0%
I think this change to the bleedout bar could create a fun gameplay loop where the idea behind the legion is to fury strike at least two survivors and then patrol and damage gens while on the lookout for survivors.
His goal being to single strike during chases and seek other targets, with his ability gradually ramping up the bleedout rate the longer they wait to mend; as Powerbats brilliantly suggested,”I would think that once out of the chase his timer could tick down the further away he is from the victim, so if for instance he loses them. At the start of an internal 5 sec timer he doesn't re-aquire them then the timer ticks down at an ever increasing rate.
So .5 ticks per second then increasing steadily like BT timer to being depleted at 15 seconds and the only cure is Mending. To keep people from just losing him and Mending for 1 second the pause on the timer will have a decay effect that stacks.
The more you pause the mend similar to the old SC at a pallet pause routine the faster the progress you made will decay back to zero. This would put pressure on people to stop and mend completely.
One thing you could also add to it's effect is to make it so you can't repair gens similar to how you can't do so in Madness Tier III.”
- powerbats
For those of you who don’t know, the mend bar progress NEVER resets or regresses, making it incredibly easy to recover from. That needs to change.
ultimately applying just the right amount of pressure for survivors to prioritize recovery, meaning the survivors get to be chased more often without being hooked, resulting in more survivor engagement during the match, and the killer gets a breather to kick gens and reorient himself, as well as being rewarded for not Tunneling.
This would create tense moments where survivors must choose to either mend or relocate as the killer continues to patrol, with the possibility of them being in his patrol path, all the while the incentive to tunnel is heavily decreased, as legion is rewarded for single strike chases, which give the survivors a more fun “tag you’re it” kind of experience.
This removes chases being either “downed or juked” and creating a more tense horror experience where stealth plays a vital point in survival. Wouldn’t it be fun to have those butt clenching moments where the killer walks right by you while patrolling gens, but doesn’t notice you, because he’s no longer required to actively track survivors to win, he just needs to strike once and patrol gens?
If you’re caught, you’ll be struck once and then your friends will be at risk of being struck as well. The fun part becomes hiding and being chased without the glooming frustration of being unlucky and getting tunneled the entire match.
Every killer is different, yes, everyone plays differently, yes, but almost everyone will play the way that is most rewarding, and making the legion rewarding in this way would make matches more enjoyable than they are stressful.
EDIT: perhaps the only change needed, is every time a survivor enters the deep wounds state, their max health charge on their bar will permenantly decrease by 10%, up to a maximum of 50%, this way, there is still an impact felt without compromising survivor or killer play.
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