The Knight is just what Legion should have been...
The Legion was first introduced as a band of 4 killers and their power is to run around and stab people, but hey, you can play them in male or female flavor I guess.
The Knight is technically one killer, but he gets three more for free that all have their strengths and weaknesses that help him smite his foes as they are sent around the map.
I don't get why the killer that was marketed as multiple people does play as such. Hell, The Legion doesn't even have a Mori that features the entire group.
I think The Knight is cool, but I can't help but be disappointed that all these years later The Legion still has the most boring interpretation of their power while their concept in actuality was given to another killer. Also I thought it was funny that The Knight just has a power that I came up with for the Legion a few years ago.
Take a look if you're interested:
@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!
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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.
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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...
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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)
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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!
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"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."
Comments
Just speculation on my part but I think they wanted to take advantage of their new bot pathing they were working on this year to make a killer that used bots as companions. I wouldn’t be that surprised if they leveraged parts of the custom bot programming to be able to program the Knight’s guardians.
I'm certain that's what his introduction was for, so he'll almost certainly be getting better over time, though I'm still quite disappointed that it seems as though The Legion won't get any sort of 4 man play in the future considering their concept.
Yeah, it would have been fun if Legion worked like this but water under the bridge at this point. 🤷♂️
Legion or Cenobite would've been good options to have a similar power, I wonder if their powers would be different if they had A.I. ready back then
See when i read legion's background this is what I had in mind before I saw their mechanics, it's a bit of a shame. They could've used this mechanic to rework legion.