This is how I'd improve Legion to play as AND against
Long story short Legion is currently one of the top 4 worst killers in the game when considering the basekit power against survivors with a relatively above average skill level. Over the years the most dedicated Legion players managed to show the depth that you can reach with such a simpler power (Cutoffs, bodyblocking and Legion tech mainly speaking, but not reduced to) due to the way that it is programmed AND the way survivors interact with this, however, there's a problem.
WHY LEGION NOT HAVING A CHASE POWER IS A PROBLEM
Legion has essentially 0 control of any aspect of the chase, some killer may have more or less control about where the chase is going or which actions have survivors allowed to do, however Legion allows the survivor to do any action not because of a trade off or an internal mechanic but because their power is esentially not lethal when not meeting conditions extremely specific and unrealistic for a decent lobby of competent survivor players, which for the Legion player can be taken as an insult to their time, since, if their best abilities to chase are locked behind the capacity of a survivor to commit mistakes against you, even if you're the best Legion in the world, as long as survivors reduce their mistakes to values closer to 0, you'll be left with non chase power, or real resources to play around by yourself when trying to cut out a chase, and your only real advantage will be your ability to artificially slowdown the game via Deep Wound Cuts, which only leads to boring games in both killer and survivor perspectives, games that are not even that interesting because, if you, again, don't have a chase power, you'll be losing the game anyways, regardless of your slowdown, it doesn't matter how much gen regression or game delay you have in your kit or load-out, the best way to turn the game in your favor will always be by downing people, and not being able to is the factor that kept Legion as one of the worst killers in the almost 10 years of the game to this date.
So Legion not chasing is a problem because if you're not able to down without relying on survivors mistakes, that means that you can only rely on a temporally solution (Being the Deep Wound status effect) that will extend your loss, and for the survivor side, it'll be boring, even when winning, because if Legion tries to chase down it'll be an M1 with abilities that only work when actively doing incorrect plays, and if Legion is not able to chase you, they'll just hit you and leave, which will force you to stand still 8-10 seconds being essentially useless and staring at a grey bar waiting for it to disappear without any sort of interaction or option in the meanwhile.
Sometimes a killer NEEDS to have a chase power designed to eventually down you or build up a pressure big enough to transform it into something, if you negate a killer from being able to consistently use their power to down people, it will rely on strats based on either slow down the game even more, or will become dependent of certain perks or add-ons, making it feel unfair or at the very least "not rewarding for the killer or understandable for the survivor".
That is why Legion needs a better chase power, if you reduce a little bit of their power budget for 1v4, and put it into 1v1, you can make a Killer actually able to chase you down, naturally slowing down the game instead of artificially, you can conserve SOME key elements of their 1v4 gameplay such as chaining hits, and then change the deep wound status to make it not the excuse of the killer to leave you, but the excuse of them to keep chasing you when playing the 1v4 is not an option (Which against better teams, is never an option to begin with).
So, first things first, what we need to do here, is to change the Deep Wound status effect, and a solution that me, and many people, including Legion mains themselves have been asking is to make Deep Wound removable when performing actions such as walking, crouching and running, making it an interactive status that you have to remove on movement and resets when vaulting, manually cancelling, or performing other actions rather than self-mend, so you can directly interact with the killer, or lose less time than normal to perform actions like getting to a gen, or another survivor, or a desirable part of the map. The second change is to make the Deep Wound status effect entirely reset when doing anything except for mending, by doing this, you're actually adding real pressure to the status, since survivors would not be able to keep it for the rest of the following minutes, refusing to interact with the game mechanic while leading to situations of Legions not being able to get fully access to their power, or receiving body-blocks from survivors actively choosing not to mend, and since the action can be performed when running, the general outcome for some situations will be the same, or even better for the survivor because of the free movement, however, that is not enough to deal with survivors, after all, they'd need 20 whole seconds to go down by bleeding, so as a 3rd (And most controversial) change, ANY RE-APPLYING OF THE DEEP WOUND STATUS EFFECT (Feral Frenzy attacks, Kagune grab attacks, and Harpoon Chains breaking) WOULD REDUCE A 33% (6.67 seconds) OF THE DEEP WOUND TIMER. This is the last element to completely fulfill the whole circle.
Realistically you wouldn't need more then that to make it a step in the right direction already, Legion now would have some sort of slightly slowdown that can be reused as a chase tool against survivors, that also avoids you from being body-blocked by survivors refusing to interact with the mending action, which can lead to more opportunities of chaining hits, at the same time it allows you to play in different ways, from tagging people to deciding to play around chases manipulating the course of these to sabotage their deep wound status, giving you some sort of autonomy over the chase, also increasing your lethality and 1v1 potential while reducing 1v4 power to slowdown the game artificially, since the ability to slowdown the game would be naturally by downing people like any other killer with a build up damage power such as Krasue, Unknown, or the recently updated Trickster.
THOSE changes are realistically the ones that should be considered the most, since those are the ones that, if tested, implemented, and balanced correctly, can help 2 Deep wound inflicters, one of them being buffed significantly, reducing boring play-styles, also nerfing a problematic deep wound inflicter of recent times (The Ghoul), and without changing much of the Deep Wound status for the rest of killers when interacting with it by sources such as the basekit endurance off hook, or certain perks that allows you to gain this status as a survivor.
So, wrapping up about Deep Wound;
DEEP WOUND STATUS EFFECT
- [NEW] Deep Wound bleed-out timer can be reduced by -33% (-6.67 seconds) from Deep Wound inflictions caused by killer powers.
- [NEW] Deep Wound status effect can be mended while running, walking, or crouching.
- [NEW] Deep Wound bleed-out timer no longer pauses when running and instead is only pauses when mending – the bleed-out timer is automatically paused when Incapacitated by any means, or when suffering from Madness III, as well as any other status that may cause the mending action to be in a non-doable state.
- [CHANGE] Mending progress is completely reset when the action is interrupted prematurely (previously saved progress).
- [CHANGE] Increased Bloodpoints gained from mending Deep Wound to +500 (was +100).
- [CHANGE] Decreased time required for Survivors to mend Deep Wound to 8 seconds (was 10 seconds).
- [CHANGE] Removed the ability for Survivors to mend each other.
You can even tweak the numbers to 25% instead of 33% and it'll still be perfectly fine, what we need from here is the ability to transform deep wound in a chase resource that allows Survivors to interact with the game while allowing the killer player to get something to play around and have some sort of autonomy of their actions.
With that being said, obviously this would not be enough to make Legion actually good to a reasonable level, it will of course make them infinitely better than their current state, but here I'll leave some basekit changes that I'd consider, with a tiny explanation about why do I think they'd need these specific kinds of tweaks;
BASE-KIT CHANGES
- [NEW] Survivor pools of blood and scratch marks are shown during Feral Frenzy.
- [NEW] Oblivious Survivors are no longer immune to Killer Instinct.
- [NEW] Feral Frenzy power gauge depletion pauses when performing actions.
These changes are intended to improve the performance of Legion's power when interacting with certain perks and performing actions or interactions that, right now, can lead to counter productive outcomes, such as kicking generators or walls (Which right now it's only a good plan when running a Very Rare add-on "Frank's Mixtape", which takes an entire add-on slot) or putting survivors into the Oblivious status effect (Which, contrary to killers like Doctor, this status effect makes survivors inmune to Legion's detection, reducing drastically their performance when running this kind of elements on their builds). The ability to see pools of blood while in Feral Frenzy is a feature that due to popular demand, and the removal of their main reason to be restricted gone since 2019, it shouldn't have realistically a good reason to stay on this way, it NEEDS to come back at this point; If you remove their ability to see blood you're only making them less enjoyable, since the ability to lost track of injure survivors (which should be the contrary case for such killer as this) would lead to a counter intuitive action of avoiding using power against survivors that may be under the deep wound status effect that you'd need to track and down with your power once the chase reaches certain progression. Legion is able to detect survivors by killer instinct anyways so removing information from a power able to give a lot of information doesn't make a lot of sense at all, of course with all due respect to the original vision of the nerf, since it was intended to remove an exploit from an old time, and since those times are no more a thing, it is a nice time to reconsider give them this ability back.
- [NEW] Feral Frenzy increases the break and damage action speeds by 30%.
- [CHANGE] Increased the movement speed during Feral Frenzy to 6m/s (was 5.2m/s).
- [CHANGE] Decreased Legion's base movement speed to 4.4m/s (was 4.6m/s).
- [CHANGE] Decreased the recharge time of Feral Frenzy to 10 seconds (was 15 seconds).
- [CHANGE] Decreased the duration of Feral Frenzy to 6 seconds (was 11 seconds).
- [CHANGE] Decreased the stack-able movement speed during Feral Frenzy to +0.2m/s (was +0.24m/s).
These changes are intended to pursue that fast speed fantasy that many Legion players have for their killer, having to actively get on their Frenzy mode to do their stabbing and being a lot sharper on the necessity of being constantly doing their thing rather than just standing as a "normal basic m1 killer", because of the decreased recharge time, and the ability to quickly get on top of survivors, the potential of Feral Frenzy to 1v1s will be drastically increased, while being allowed to perform relatively more sloppy for normal chase situations, making them more focused on using their power, resulting in a more entertaining experience for both killer and survivor. It was proved several times that the ability to get to a place faster at the cost of having a low duration status is more efficient than a long instance status that only can get you to certain places after a significant amount of time. Increasing the action speed while being in Feral Frenzy will help to fulfill the fast paced nature of their power, and being significantly faster will help them reach places soon enough, being also able to avoid counters that normally would be horribly painful to play against such as Sprint Burst or Lithe, perks that, as a reminder, allow you to move quicker than Legion in the state they are in at the time of writing this forum post (150% vs 130%).
Decreasing their recharge time it's just a secondary effect of having a shorter power, the recharge time would be essentially something close to 8 seconds (When not counting the fatigue state), which is a fairly good recharge time for the kind of powers that killers are having access to these days. And the stackable speed is placed once again at a flat 0.2m/s speed, since the increase of base speed would be enough, and this tiny increasing amount should not be necessary to be at a higher value anymore (To the point that you could consider even the possibility of straight up removing said status since it wouldn't really matter).
With these changes, Legion is able to perform their iconic sequence of chaining a lot of hits on survivors that are grouped up, doing it at faster speed, allowing them to lose less time, potentially catching sooner hits that right now would become impossible due to the amount of distance they're able to do when starting to chain hits, and combining to the previous deep wound changes, allowing you to select carefully your next target, you can make use of the speed to perform body-blocks, deep wound damages, getting close to next-to-mend targets, or even as a flat mobility tool such a Demon Dash or a Mini-Chainsaw-Sprint.
ADD-ON CHANGES
And lastly, I'll finish by showcasing an add-on pass concept that I'd personally apply with a Legion receiving these much of changes;
Common Add-ons;
- Julie’s Mix Tape: Chasing a survivor with the Deep Wound Status Effect increases the recharge rate of Feral Frenzy by 30%.
- Mischief List: Increases the movement speed of Feral Frenzy by 50% of the total stackable speed. Feral Frenzy cannot stack additional movement speed when replenishing the power gauge.
- Smiley Face Pin: Causes Blindness when suffering from Deep Wound.
Un-Common Add-ons;
- Defaced Smiley Pin: Causes Oblivious when suffering from Deep Wound.
- Hand Wraps: Increases the window and pallet vaulting speeds during Feral Frenzy by 15%.
- Mural Sketch: Increases the stack-able movement speed during Feral Frenzy by 0.1m/s.
- Joey’s Mix Tape: Downing a survivor with the Deep Wound status effect causes all other Survivors within 32 meters to scream and reveal their location for 4 seconds.
- Never-Sleep Pills: Increases the duration of Feral Frenzy by 6 seconds. Decreases the base movement speed during Feral Frenzy by 0.8m/s. Grants 100-500 Bonus Bloodpoints for Caffeinated Combo Score Events.
Rare Add-ons;
- Stab Wounds Study: Shows the Deep Wound bleed-out timer of all Survivors. Survivors with Deep Wound leave behind bright red blood pools.
- Stylish Sunglasses: When a Survivor with Deep Wound performs a fast-vault, their aura is shown to you for 4 seconds.
- Stolen Sketch Book: Feral Slashes cause Survivors to drop their items.
- Susie’s Mix Tape: Grants Undetectable during Feral Frenzy. Survivors within 20 meters of your location can be seen by Killer Instinct after applying Deep Wound.
- The Legion Pin: Causes Exhausted when suffering from Deep Wound.
Very Rare Add-ons;
- BFFs: Grants 1-5 tokens based on the number of Feral Slashes. Once the Exit Gates are powered and at least 15 tokens have been collected, increases base movement speed to 4.8m/s. Increases base movement speed to 5.0m/s after collecting 30 tokens.
- Filthy Blade: Feral Slashes cause Mangled and Hemorrhage for 90 seconds.
- Frank’s Mix Tape: Increases generator damage and wall break action speeds during Feral Frenzy by 10% for each consecutive Feral Slash until the power ends.
- Cold Dirt: Decreases the fatigue duration when Feral Frenzy ends by 0.25 seconds.
Visceral Add-ons;
- Iridescent Button: When a Survivor with Deep Wound performs a fast-vault over a dropped pallet, the pallet is immediately destroyed.
Other Add-ons;
- Etched Ruler: Decommissioned add-on.
- Scratched Ruler: Decommissioned add-on.
Because of the new chase focused Legion, several add-ons were adjusted to perform better at the kind of play-style that this update aims for, between being able to injure many people at the time and being able to consistently chase down survivors. Notice how the Cold Dirt add-on makes a claimed comeback, while being introduced with a new option for the vault fanatics; Hand Wraps. Notice how both ruler add-ons were retired from the roster, since Scratched Ruler was made entirely base-kit, and Etched Ruler no longer has a purpose because of the redesigned idea of the Defaced Smiley Pin Add-on.
Important to notice that 2 out of the 20 add-ons remain untouched, these being Friendship Bracelet and Fuming Mixtape.
QUALITY OF LIFE
As for Quality for life features, just suggesting a few ones that might come in handy for both killers and their BPs, as well as Survivors and their awareness of the killer they're facing;
- [NEW] Feral Frenzy grants +750 Bloodpoints after downing a Survivor with the 5th Feral Slash (Deranged Pursuit Score Event).
- [NEW] Feral Frenzy grants +100 Bloodpoints each time a chained-hit is succeeded (Chained-Hit Score Event).
- [NEW] An audio cue is triggered when the next Feral Slash will down a Survivor – this can be heard map-wide and by all players.
WRAPPING UP
Of course we could also improve things like adding custom voice for Joey, Susie, and Hunk, maybe even a custom TR layer for this last one, but I understand that'll be too much for ask, what I'd really like to see, would be some improvements about the Deep Wound situation, and how it could be changed leading to a chase ability rather than a passive slowdown that only makes the game boring for both sides, this is a game that rapidly turned to the chase aspect, and even if at the time having killers without chase abilities sounded like a way to approach the game (Due to the variety of ways to play as both killer and survivor), with the state that the game had years ago, and how things are looking for the future, would be nice to see some love on one of the most neglected killers of the last years, Legion CAN be enjoyable, is just trying to find a way to solve Deep Wound, which is a mechanic that was left unsolved for years by the believe that changing one line or 2 would fix the entirety of the status, when clearly it was never going to be the case at the long term.
Thanks for reading, and have a good day ^^

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