Legion perspective change (aka rework suggestion)

[b]The numbers I'm suggesting are of course adjustable, this is to give a general idea. I intended to work away the "frenzy chain stabbing the same survivor to the ground" tactic, by making a frenzy itself more valuable but less available (something like a myers T3, where myers wastes time beforehand, the legion would just be locked out of their power for a time afterwards) while encouraging the legion for hitting multiple survivors[/b]

First steps would be to take away that 132% movement speed on frenzy and set it to a normal 115% to be increased by ~3% for every survivor injured by the frenzy, where the regular walking speed should stay at 110%. Vaulting windows/ pallets already gives plenty of mobility, the additive speed boost rewards the killer/ punishes the survivors for being caught too close together, like how legion was designed to work. This will be compensated by greatly increasing the duration of a frenzy (Hitting a healthy survivor wont refill the meter completely but a portion of it), so killers have to think ahead a little bit on when they will use it instead of first come first serve.

Change frenzy so that activating frenzy requires the entire charge to be full, and cancelling the frenzy removes the entire remaining duration. Starting at a 20 second cooldown, and 10/10/5 seconds more PER survivor attacked after the first (45 seconds for all 4 survivors) so the killer isn't harshly punished for not hitting anybody, but increased cooldown per hit survivor to balance out the momentum of having 4 injured survivors with deep wounds applied. 

Survivors injured by Feral Frenzy cannot perform any non-healing actions until they are mended, and have a reduced (I'm thinking somewhere in the 15-25%) progression speed for all non-healing actions (except for gate opening, use Remember Me) after they mend themselves for some time, and the reduction would grow stronger and lasts longer every time the survivor gets deep wounds (to encourage going after multiple survivors multiple times but not punishing the killer for doing so.)

When another survivor is hit with deep wounds, all other survivors who are neither in a locker nor standing still (not crouching) are revealed based on a fixed distance (increased by new addons) instead of inside the terror radius to make everything more consistent, and survivors who have been hit by deep wounds are shown to you when they leave that range so you can know if they actually left the area or not. The more often survivors receive the deep wound effect, the further away this range will work

The biggest change: Multiple frenzy hits do not decrease the bleedout timer but increase the mend time per hit to a max of 30 seconds (Performing the mending action slows down the timer) and also slightly hinder the survivors for a few seconds (not longer than the stun from frenzy running out, but close). Ending a frenzy by attacking a wounded survivor causes a longer stun than manually ending the frenzy, so you choose whether you'll be going after that survivor or taking the shorter stun to go somewhere else.

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