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ItsDeerlord

ItsDeerlord

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ItsDeerlord
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  • No? I hit them and if I want to commit to the chase, then I catch up, maybe try to bodyblock them from window/pallet and then end the frenzy.
    Why would I do it right after I hit them when they just got speed boost away and got distance from me?
    I often even lunge to end the frenzy for chase, because it can help you bodyblock survivor.

    Apologies for misunderstanding then. Now you mention it, I recall doing the same thing and it only really working on survivors who aren't paying particular attention/don't know how to play against experienced legions. As I approached rank 1 the survivors got smarter, bolder, and didn't panic as much, resulting only in me getting to the next loop faster than usual - but they could usually get into an ideal spot by the time my fatigue wore off and then it was just a normal chase.

    But OK, I concede that part could be comfortably nixed. It's more of a sidegrade to make the killer feel a bit more dynamic anyways, and to feed my addiction to being rewarded for hitting timing prompts.

    Neither zombies, or guards are popular by really both sides for different reasons.
    Killers don't like them, because they are not reliable (buggy) and survivors don't like them, because killer can get quick downs with teaming up, or just some pressure basically without any skill needed.

    Coincidentally enough after i moved on from Legion, Knight and Nemesis were the two I started playing after, which you probably could've guessed. The frustrations with Zombies are that they're amazing if they're where you need them to be, but that situation is rare. And likewise the guards are pretty reliable and helpful but their AI was really easy to exploit at points (survivors tapping windows to force a vault got my blood pumping).

    I imagined the bot-controlled Legion members would appear near each afflicted survivor, and the ability to jump between control of them would mean that you're in control of downing the survivors (unless the survivors get too cheeky and completely disrespect the knife-wielding punk that's stalking them, of course), which I think would soften the frustration on the Killer side. As for survivors, I expect they wouldn't like getting chased off gens by bots, but there'd be a fun element of tension in that the real Legion could take over. And, well… let's be honest. Survivors already don't like Legion. Anything that makes going against them more interesting/intuitive on the survivor side would probably make for a successful rework, game-health wise.

    Think I've said all I can at this point - if you don't like it, you don't like it. But thank you for pointing out the flaws.

  • Yeah, don't you dare bring anything like this to my Legion…

    My first 260 hours were exclusively on Legion, I'm highly attached to them as well.
    I'm not 'bringing anything' to Legion, I believe that this is a better and more thematic direction for them.

    So just worse than his current killer instinct?
    If you want to buff this aspect just make it so it's fixed are around Legion instead of connected to his terror radius.

    A fair point but it's not explicitly meant to be superior to the killer instinct, it's meant to synergize with the new skill and turn Legion into more of an information-based killer. It gives the impression that the other three are watching you from the shadows, which is part of the fantasy of playing as a group of four killers.

    That's completely useless, I end my Frenzy while survivor got speed boost from me anyway. That's just M1 at that point and it's way better to catch up in Frenzy and try to cancel next to them.

    I'm sorry, but I'm sort of confused. You end the frenzy after hitting anyways, and this change would encourage correctly identifying when to end your Frenzy after a hit and doing it skillfully.
    Wouldn't that make it a good change? It's rewarding you for doing what you already do, but doing it skillfully.

    Another highly popular aspect of another killer. Basically guard on every survivor, which can have only two outcomes, either it's strong and it's going to often end the game, or it can be easily avoided and it's kinda useless.

    I don't think killers sharing aspects with others is a bad thing, if that's what your first point is. It provides a certain interconnectedness to the cast and it means you're working within tried-and-true design space.

    I see the bot-controlled Legion members acting more like Nemesis zombies, where their main purpose is to keep the survivors moving and slow the game down. Then, when the player takes control of one, it's essentially them starting a chase where they have somewhat of an advantage.
    I think it would function best as slowdown that can catch careless survivors out - but in a way that's healthier and better-telegraphed for new players. Deep Wound isn't really tutorialized: you have to go down to it to learn what it is and how to handle it. But all survivors know to avoid people running at them with knives.

    I'm sad you don't like the pitch much, but I hope my explanations can sell you on it a little better.