JakeHorror
JakeHorror
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- JakeHorror
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These sound like a bit of an overkill and let me explain why:
Fatigue:
Fatigue is extremely tricky to balance on Legion due to the fact that funny vault-over-pallet-cancel-frenzy exists, which universally means that if Fatigue addons give too much value, or there are too many fatigue reducing stuff, youre removing the make-distance-while-legion-is-in-fatigue 1v1 counterplay. Reckon it does not mean you cant add Fatigue reduction, hence Legion Pin, which at max reduces Fatigue to 2.6 which is already a tiny bit less than breaking a pallet. Add Iri button and you break pallets effectively in 2.6s while also moving meantime similar to nemesis.
Universally: Multiplicatives on addons just sound a bit extra-steppy. Its easier to balance out a value when it doesnt multiply with itself 4 times and theres also 2 of them. imo, at least.
Duration:
Keep in mind that ive already buffed base kit duration as well as all addons across the board give more duration effectively than the current ones, capping at max 17s Frenzy on double duration. This already might become problematic bc of the buffed speed and base kit duration, tbf.
Rulers: I could argue Rulers would be a bit too strong if i were to buff them or, in your version, leave them as they are
(currently 2.5s / 3.5s, 6s total). Keep in mind that i made 2 imporant changes: Power recharges during fatigue + Base recharge reduced by 2 seconds (which are taken away from new Ruler addons: -2.5s -> -1.5s and -3.5s -> -2.5s), Effectively shaving off 6 seconds of Recharge for free, making it recharge not current 24s (20s recharge + 3s-4s depending on the fatigue) but exactly 18s.
Blades: Blades used to add a whole 8s to mending time of the survivors back in somewhere 2.4.0-ish. And it was a pretty boring type of gameplay. I didnt touch the numbers on the blades, they stay the same as current, but, instead, i made them affect any type of Deep Wound, rather than just The Legion's ones. So BT Deep Wounds now also take 12s -> 16.5s max to mend and so does any other non-Legion Deep Wound. Keep in mind that Deep Wounds Timer being reduced to 10s (5s with SWS) makes it a tiny bit more of a game slowdown since an optimal way of spending 12s+ on a genereator and then mending, effectively not losing or even gaining progress would be gone. 9s ideally of gen progress then taken by 12s mend action, effectively losing you at least 3 seconds.
Ideally you would run SWS and Filthy blade to maximize the progress trading.
Frank's Mixtape would probably be up to changes but i just think its a nice addon that allows to go out of your power straight into the chase.
its WIP though, true.
Susie's Mixtape (And Killer's Instinct addons in general):
There's already a buff to base Movement speed + Duration increasing the max distance you can run greatly, as well as an already existing Movement speed addon (Defaced Smiley Pin) Which brings Legion to 6ms at 4 stabs. Combined with basekit 12s duration you can run 72m which is as far as one end of some maps to the other. Killer's Instinct addons in this version add a more of a sneaky playstyle, since they increase your Detection but decrease your TR, giving survivors less time to react, Susie's Mixtape + Never-Sleep Pills make your killer's instinct whole 64m while also making your actual Terror Radius 8m while in Frenzy. (Also Legion seeing blood is a base kit change that ive made, no need to lock it behind an addon, imo)
30s Exhaustion no. if you inflict 30s exhaustion youre not gonna leave the survivor. They can do barely anything depending on your positioning.
Iridescent Butt:
I already have a Vaulting speed addon, again, making addons Jacks of all Trades is a terrible design. You shouldnt just get all the power from 1 addon, you need to choose either one or the other to combine with Iri Butt (Defaced Pin or Legion Pin) to maximize the value you get. Otherwise youd just run 20% Iri and Legion Pin for the funny vault over the pallet click M2
Fuming Mixtape: I could agree on a lot of things in this post, if theyre done correctly they would turn out pretty nice, but this one is an overkill no matter how you look at it. Press M2 to see every single survivor on the objectives you need them to prevent from doing, no drawback, no limit to aura reading, no nothing.
Im free to discuss more sorry for a big post i just really want Legion to be a better killer without just forcing them into being good :(
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personally dont think they should keep making Blindness addons unless they make it actually do anything, so far theyre as good as the meme addons.
Also keep in mind that ive already made Movement speed addon which makes legion go from 5.5ms to 6ms upon hitting 4 survivors, it isnt exactly a lot but when you consider how forgiving Frenzy is and what it can do if let it forgive every single mistake it becomes terribly designed power (re: 2.4.0)
I could see duration increase back to 10 base and +2s max cap being a thing though
I also think buffing addons to be somewhat in line with the current ones would be good as well as forgotten duration addons part to increase the max allowed bonus:
Mischief List:
+0.25s on each hit, +1s max cap (13s max total)
Mural Sketch:
+0.5 on each hit, +2 max cap (14s max total)
Stolen Sketch Book:
+0.75 on each hit, +3s max cap (15s max total)
Feel free to discuss more <3
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Franks Mixtape durations increased from 5 to 8 seconds
Franks Mixtape order changed to:
1: 10% Action Speed bonus
2: 10% Vaulting Speed bonus
3: 10% Movement Speed bonus
4: 10% Attack Recovery Speed bonus
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Fuming Mixtape is a buff not new*
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@MusicNerd_TC said:
The key change didn't really change much. Survivors will still get a free escape.
the change was targeted at the scenario where you A) chase the survivor and you both bumped into the hatch B) you close the hatch only for survivor to instantly open it again.
Both Hatch change and Keys change make it so you can either push the survivor away from the hatch until the key expires or close it before they reach it and then play around the grab 2019 style.
You would still be able to grab the survivor if you're fast enough or get baited into hitting them allowing them to escape. Yes Hatch is annoying but it is part of the game and making it take more time to open would make it extremely unreliable.
But the point stands with these changes if you let survivor escape through the hatch you either didn't even know where they went or got baited into hit. It wouldn't be free but rather you'd have to be outplayed
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@GeordieKiller said:
These are really good changes and would defiently make legion a better killer while not having to deal with old legion again i do personally love the idea of Joey mixtape that seems like a good add on to use but i would change it slightly as the vast majority of time you go frenzy is to slash the survivor your chasing then killer instinct is applied anyway as they will be in your TR i would change it to one of two ways but also keeping the gen aura bit aswell
- Any Survivors working on a gen outside your terror radius during frenzy will be affected with killer instinct aswell
- Any survivors working a gen inside your terror radius during frenzy will become oblivious for the duration of frenzy plus a 5 second linger effect aswell.
Actually i wanted to make it all across the map thing originally however that would make it better than most detection perks which is not a good thing.
Plus remember that because of the generator aura thing you'll be using frenzy to travel from gen to gen and killer's instinct is there to save you as much time as possible when travelling from one gen to another.
About the oblivious, sadly Obvlivious counteracts Frenzy by making Survivors immune to killer's instinct, so if they are affected by the obvlivious effect you'll just never know if they're there even after you feral slash someone.
Hope that helps :)
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I mean,why?
The total vault time is beneficial to you as a killer as it cuts 40-ish% of the Pallet break time which can shorten the chase.
Also,imo he doesn't need a buff. Now that new builds come into play like stbfl,pwyf,pop and thanatofobia I believe, legion starts to get stronger.
It's not exactly a general buff, its more of a chase potential buff, I can admit that Legion in right hands can do magic, but this is aimed more on helping The Legion to shorten the chase, since their main ability is not chase related.
perks like stbfl
(can't get stacks from Frenzy, reduced cooldown doesnt help when you down someone), pwyf(constantly Frenzying someone makes you lose stacks instantly, though with Nemesis might be helpful)and thanatophobia(Sloppy butcher can't be applied with Frenzy and Thanatophobia is pretty sad)dont work nearly as much as they used to and my concept focuses more on shortening the chase.Quick side note, there shouldn't be a token system for killer powers, dunno if it's just me :D
probably just you, i find Token system to be very helpful in situations like this, since without tokens i wouldn't be able to add medium vault and fast vault, neither recharge system.
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omg the formatting broke drastically screams
okay i fixed it :^)
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@JakeHorror said:
https://forum.deadbydaylight.com/en/discussion/comment/900899#Comment_900899
The thing is, i made it highlight ANY survivors, including the Healthy ones, the downed ones the ones with Deep Wounds etc, this way you have a reliable tracking ability which also doesnt give you an easy down
tho, maybe making it highlight all survivors would make it much more confusing for the killer, and if everyone is injured it makes it an easy down no matter what so you're pretty correct on this one
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@Astrian said:
While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with Deep Wound status effect:
Applies the Deep Wound status effect.
Injures the survivor, if they are not already injured, or downs them if they are.
Refills The Killer's entire power gauge.
Triggers 'Killer Instinct', revealing the location of all Survivors who are within The Killer's Detection Range.
Wasn't the ability to down people in Feral Frenzy the reason Legion got nerfed in the first place on release? I'm pretty sure your version is not only stronger than release Legion but even more unfun. That's the issue people are having with Feral Frenzy, not just that it's weak but that when it's strong it's absolutely unfun to play against. I genuinely believe Feral Frenzy cannot work as an ability, it cannot be strong and fun to play against.
as it states there, it only downs the survivor if they are injured and do not have deep wounds. The issue with Old Legion was the fact that they could easily tunnel down 1 survivor and there was nothing they could do about it, here you have to actually switch targets, or tunnel the survivor as a 110% killer, this encourages the killer to constantly switch targets while also forcing survivors to make a difficult choice of risking their life staying and fully rely on mechanical skill and game knowledge or heal to win yourself and others more time
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@AhoyWolf said:
I had very similar idea with the part that Legion can down injured Survivors without DWs while in FF. But I think it would be more balanced if the Killer Instinct didn't show the injured Survivors. But I like that new ability while the power is on cooldown. Great job!
The thing is, i made it highlight ANY survivors, including the Healthy ones, the downed ones the ones with Deep Wounds etc, this way you have a reliable tracking ability which also doesnt give you an easy down
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I posted the Power numbers under the Power itself, and yes, the new power can down Injured survivors that do not have Deep Wounds applied. This will encourage survivors to fully heal more, while also not making survivors that are Injured but have Deep Wounds completely hopeless.
The duration went down to 6s
The recharge went down to 14s