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MongByeolBuddies

MongByeolBuddies

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  • @wraith_nea said:

    I lobe the ideas, especially on the determines status. It does make a lot of sense survs could be moee focused when doing a gen if they know theyre in no danger of the killer.

    @Shallgale said:

    I love this, read it to my friends group and we all agree this is a great idea.

    I’m glad both of you and your friends group like it. Also, that’s a good point about the Determined status effect; it would make sense thematically. 

    @Saltjar34 said:

    Your idea for determined is basically how old Left Behind used to work. It was a terrible perk so making it basekit isn't a big deal, the only problem I have with your ideas are sandbags. You know, those annoying creatures who seek to lead the killer to you just for giggles? Those creatures are the reason why Better Together isn't viable and your idea of revealing your own aura to them or giving them boosts for dead survivors would just make them stronger.

    That’s a good criticism that didn’t occur to me. Trolls are extremely annoying so hopefully if DBD were to use something along the lines of these new mechanics, it could also add some option to combat trolling. For example, maybe there could be a button you could click after a match to block being matched with such players again. However, if this isn’t possible, I’d still prefer having a fix to these core problems even if it makes it easier to troll as, at least for me, trolling occurs rarely, while camping, tunneling, SWF, lack of killer time occur all the time.

  • Yes, I know that Victor can't see scratchmarks. The point is it would help against the Twins because Charlotte would also not be able to see scratch marks, and it would help against all other Killers.

    Tunneling, camping, gens being cranked out super fast and slugging are all in the game – It doesn’t mean they cannot be improved. 

  • @Huff said:

    I like the idea. I don't know exactly how "healthy" or "good" it would be for the game but it sounds interesting nonetheless. Would be pretty cool to see perks with additional effects like "if you only have 1 kind of X perk" or "if using this paired with Y kind of perk" or other things, and have different combos that could be used. The only thing that comes to mind that would be unfavorable IMO is the possibility for the devs to go too far with it, like if they put too much force into one kind of meta and choked out other sorts of playstyles.

    I also like it because of the way it could be used against certain perks. I've been around some discussion about having certain perks limited in games, like not allowing more than X amount of this kind of perk (usually being said about Decisive Strike.)

    I agree with everything you said. It's possible the devs could take it too far. In Hearthstone, a common complaint is people feel forced to play certain decks to be competitive. However, that's more or less the same in DBD now as most people use the same powerful perks. So I also see more of an upside with this concept than downside. 

  • I also like your idea.

    Poised is too unreliable. I like it in theory, but most of the time it's wasted. Also, many times even when it activates during a chase, the killer has line of sight so the no scratch marks do not help. You're change definitely would make the perk more reliable. However, like others have said the auto activation of the current perk is nice.

    One thing I would like is for the perk to tell you when it will activate. The perk on the HUD would start transparent and fill up as survivors work on gens, with the amount always being equivalent to whichever gen were the closest to being completed. That way you would know when Poised were about to activate and could plan how to effectively use it.

     Plus, SWFs get this information anyway so it wouldn't be game-breaking. 

  • Goo

    @Jejune said:

    No. As long as killers are allowed to camp and tunnel as they please, DS should stay as is.

    That's a fair point as camping and tunneling are annoying.

    @SpaceCoconut said:

    Requiring survivors to actually have an item to stab a killer might be an interesting change.

    I think they could collect a piece from a broken pallet though since it would make a lot more sense.

    Make sure it's still one time use, still 60 second timer (which is too long) and it would be more interesting to use. Maybe the killer gets a survivor before they can get their weapon which would encourage more strategic play to a small degree.

    Definitely interesting.

    I like your idea better than mine. A broken pallet would make more sense. It would make DS slightly weaker as you'd have to either find a broken pallet or drop one in a chase, have the killer break it and then run back to it to get your wooden spike. I like it.

  • I think your idea of the gas affecting gens is a good starting point for a clown buff. However, instead of gas kicking the gen, which would be a little odd, I think a simple thing is to make it so that if a survivor affected by gas touches a gen, it automatically explodes. This would help immensely with his map pressure as survivors could not complete a gen in his face and he could prevent gens from being done from a distance, giving him sufficient time to get there and Pop Goes the Weasel it.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005281#Comment_1005281

    I think there are add-ons for each of those points. Well, except the last one. But don't you move at full speed once the toss is fully charged? Unless you meant the slowdown after throwing the bottle, in which case I believe the feather add-on helps with that.

    Yes, there are add-ons for each of those. The problem is the clown has two add-on slots to address his four problems:

    1. Too few base bottles

    2. Too long reload time

    3. Base gas doesn't do enough for a killer power

    4. He slows down when bottle is released

    (For No. 4 -- The clown moves full speed with a bottle charged, but when he releases it, he slows down for a brief moment. This can be reduced with add-ons that reduce cooldown.)

    If he got more bottles, shorter reload times and no speed reduction (or at least Starling Feather base kit) when tossing his bottles, then he can use his add-ons for fun stuff -- buffing his gas clouds.

  • I've played clown the most of out all killers, and mostly imo he doesn't need any major changes just buffs to his stats.

    • Reduce reload time
    • Increase bottle count
    • Reduce slowdown when throwing bottles

    That being said, I'd love it if they gave him a passive gas cloud that he gives off, meaning he could save his bottles at loops, where he could rely on the passively generated cloud, and use his bottles to gain distance on survivors running away.

     

     

  • I like this idea

  • Same thing happened when I went against a wraith yesterday. I was able to get around him and fake an unhook, trying to get him to hit me, but he didn't swing and instead got in position to where the unhook prompt didn't show up and the survivor died.

  • @MissBehavingX said:

    Are you guys seeing a lot of key escapes to even bring this up? in the past months I've only had one survivor leaving via hatch with a key. I have never seen the key as an OP item, at all. I don't minid if I see a survivor bringing one, I don't even care about them and would usually let them burn in the web or not use them. I rarely find myself thinking "I wish I had a key". But hey, maybe it's just me.

    The last few days, I've had people escape via the hatch with keys before the generators were complete in a few games; although that's not why I'm bringing up a possible change to keys.

    For keys and moris, it's the feeling of powerlessness for the other side.

    Now some argue like @ The_Second_Coming that they are OK because they keep the game fresh. And that is a valid point.

    I recently had a game against a Demogorgon with an Ebony mori on Shelter Woods and our team was able to repair the 5 gens and get 2 survivors out with 2 survivors, including me, getting moried. But it felt like a victory since the deck was stacked heavily against us.

    However, in my experience, games with moris and keys are more often frustrating than fun. 

  • @Johnny_XMan said:

    I think the keys are fine as they are in terms of opening the hatch.

    I think the Hatch spawn requirements need to change. Maybe they could tie in a secondary objective to this as an alternate way of escaping, but only when someone has been sacrificed to the entity.

    Right now, there is some skill involved with using keys. First you have to make sure you do +1 gen than the number of survivors alive, and also you have to find it. So I think what they should do is make it so the actual process of finding the hatch is more interactive while also having to complete objectives to open it.

    This would not only (in general) make the games a bit longer, but also spread out objectives amongst survivors. You still need to complete the main objective requirements to unlock this alternate way of escaping.

    That could be very interesting too. I'd be interested to read anything you could come with on that. Let me know if you do please.


  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/909598#Comment_909598

    Let me rephrase:

    Having it just give ANY perk could be broken. That's why it makes more sense to instead just make item versions of the specific perks that can work, that way we can tweak them as much as needed to ensure it doesn't become a problem.

    That also means we don't have to worry about balancing around potentially getting ANY PERK IN THE ENTIRE GAME. Like imagine getting deja vu or something, that would be terrible. Much better to just have it be items that act a bit like whatever perk we want but turned into an active ability some how.

    Ok got it. Those are good points. FWIW, that's why I suggested having 3 perks to choose from, that way you wouldn't be stuck with getting Deja Vu. Yes, it would be possible for all 3 random perks to be bad, but it would be far less likely.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/909488#Comment_909488

    That could be a bit too game breaking, if we want a perks effect we can just turn it into an item with a similar effect instead.

    You might be right; however, I don't see how having 1 extra perk would break the game. You still need to bring a key, meaning no ultra rare map, toolbox, med-kit or flashlight, and find the special chest. Plus, it would keep keys unique and powerful, without giving users a free escape if they find the hatch. 

    Either way -- special items or an extra perk -- I'm on board with your idea of keys granting access to items you cannot bring into a match to make them more interesting.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/909330#Comment_909330

    Maybe powerful one use consumables? Here's a list of suggestions, I'm sure we can work out which ones could actually work:

    * Item that instantly progresses an exit gate by 50% after a skill check

    * Item that permanently speeds up progress on the target generator by a bit (Survivors working on the gen get the buff, not just you)

    * Item that cleanses all statuses

    * Item that grants very brief invisibility

    I'm sure we could come up with more. The fact that you need the initial time and charges investment keeps whatever we come up with in check.

    Oh, great ideas! Your add-on and key reworks are very good.

    I especially like the cleanses all statuses.

    Here's one more: Body Armor: Reduces damage from attacks that remove 2 health states by 1. The Body Armor is destroyed after one of these attacks.

    Lastly, what do you think of this -- Instead of items, what if the special chest had 3 random Tier 3 perks inside it, and you could select one, and it added it to your HUD, so you'd get to play with 5 perks for the rest of the match. I think this could be amazing. 

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/111714/idea-for-reworking-keys

    What's the point in keys then? Sounds to me like the random items in bp webs but you need to play to get the item

    Well, the point of the keys would be, in addition to the aura reading before you use the key to get the special item, you're able to get the right tool for the job so if you're going up against the Hag, you can get a flashlight, against the Trapper, a map, against the Plague, a toolbox, etc.

  • @NuclearBurrito said:

    It would need to be special items only accessible via that special chest, and not just normal items you can find on the blood web.

    That sounds cool! Any idea what the item(s) could be?

  • @UlvenDagoth said:

    Mong coming up with another great idea!

    Thanks!!! It's good to have your stamp of approval!

    I've seen a lot of streamers and people on forums talk about the ridiculous speed of the game but also not want to suggest simply increasing gen times cause it's boring. I've also seen a lot of people propose adding a secondary objective -- many suggesting finding gen parts.

    I think my proposed change is the perfect secondary objective because it's not required to do, but it makes the primary objective easier if you do it.

    It also gives players choices to make. For example, you spawn in and see a dull totem and a generator. Do you do the dull totem and then the generator or do you the generator first and save the gen part from the dull totem to make the next generator you do easier?

  • @TAG said:

    @MongByeolBuddies

    As far as the Mob Mentality idea, do you worry about the implications of:

    1) Deep Wound applying stackable reductions to healing, making it potentially a fair bit harder to remove the Deep Wound?

    2? The "4 Deep Wounds to down a Survivor" aspect creating a similar situation to original Legion where there is too much inevitability and not enough counterplay (FF, apply two stacks, FF, apply a third stack, FF, apply a fourth stack and down)?

    Of the ideas I see listed, I think the Mob Mentality idea (with the variation suggested by @pemberley ) is my favorite.

    Awesome! I'm glad you like the idea.

    As for your questions:

    1. I did the math (took data from deadbydaylight.gamepedia.com) and made sure the stall potential is reduced.

    So right now, it takes 12 seconds to mend and 16 seconds to heal (with a standard medkit), so it takes you 28 seconds total after being hit with Feral Frenzy to get back to full health. With my proposed 20 percent action speed reduction, you can start healing immediately so it would take you 19.2 seconds to get back to full health.

    If you stack Filthy Blade and Nasty Blade, currently they add 4 seconds to mend so 16 seconds (mend) + 16 seconds (heal) so 32 seconds. If you stack them with my proposed change, resulting in a 35 percent action speed reduction, it would take 21.6 seconds.

    Also, you can get your unaffected teammates to heal you and then there is no penalty.

    That being said, if this is still too much stall and annoying to go against, the action speed penalties can be reduced or NB and FB can be reworked.

    2. In my opinion, it would be OK to bring this aspect back now because Legion has a much higher cooldown for Feral Frenzy, can't see blood in FF and is taken out of his power if he whiffs so there is enough counterplay and time inefficiency for Legion that it shouldn't be a problem. 

  • Good idea. I think most people agree that his Night Shroud Cooldown is too high.

    I had a different idea that I posted about here.

    My idea is to give him quicker NS recovery while crouched as base kit and rework his crouch add-ons to boost this. Thereby, giving him different ways to play.

  • According to DBD's data, SWFs are not that common. So while they are an issue, the most common complaints I see expressed in the forum are games are over too quick, nerf Gen Rush, and camping and tunneling are no fun.

    That's what my changes try to address.

    Also, one of the benefits of SWFs is as soon as one of them finds Hex: Ruin, they can alert everyone on their team where it is so even if the killer chases them off the totem, a teammate can come and cleanse it.

    Since my proposed change gets rid of Hex:Ruin, this would no longer be a thing and would make the gap between solos and SWFs a little smaller.

  • I don't like it either so I came up with an idea to make it more difficult for killers to tunnel and camp but at the same time help killers by making matches take a little longer. You can check it out here.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/870375#Comment_870375

    Good to be back! Hope we can get some love for Legion going!

    Well, if there's anyone who can do it, it's you. With the upcoming changes, Legion needs help more than ever.

  • @UlvenDagoth said:

    HELLO! The Fanatical Legion main here, really happy that you are keeping this live!

    Holy Crap! You're alive! 😁 Good to have you back.

  • @MannyBot said:

    This is so cool! You have put a lot of thought into the to make it fun for both suvs and killers, I hope something like this gets implemented/created. If the Devs don't want to rework legion like this I really hope another killer is created using a similar/modified mechanic because this is awesome! Props to you sir seriously well done!

    Thanks man! Yeah, I play both sides so I especially want Killers to be both fun to play and versus.

  • @Vetrathene said:

    Yeah, I really hope BHVR sees this thread and uses it as a basis for a Legion rework. Though I admit I don't have the largest hope for it.

    @Oshi said:

    How we can continue to discuss any new ideas if they in 3.4.0 with slightly buffs also nerf Legion? We can just stop, they wants Legion to be in grave, forever. 

    P.S: FF nerfed. Now attack during FF not count as basic attack. Minus couple of synergy perks. 

    I don't have the highest hopes either, but the DEVs did rework Freddy, and they did a great job so who knows. Maybe it'll happen with Legion too.

  • @Theetis said:

    I actually like this idea. I'm all for secondary objectives, especially since I find just doing gens boring, so every now and then I equip Small Game and make it my personal goal to cleanse all five totems, so this idea really speaks to me.

    Awesome! I'm glad you like it. I like using Small Game too. :)

  • @SilentSpectre said:

    random noed nerf...

    Actually, while it might seem random, it wasn’t; Right now survivors need to find and cleanse 5 totems to prevent NOED. With this change, they’d need to find 7, which would be a buff to NOED, so that’s why I made it two dull totems. However, it’s the least important part of my idea so if people don’t like this particular change, it would be OK with me if they didn’t put it in place.

  • @Vetrathene said:

    I approve of this idea. It would make the Legion into a fun, threatening killer that is an actual Legion.

    @Jacoby2041 said:

    I've always wanted the "multiple killers" aspect to be incorporated into their power somehow, I think this would be a cool idea and would make Legion an interesting killer as opposed to how they are right now

    Awesome! I’m glad you like it. Also thanks for reviving this thread; I didn’t expect to see it again. 

    I think this would turn Legion from DBD’s most ridiculed killer into one of its most liked. 

    Also, it would get rid of the current Mending/No Terror Radius problem, which would be great as well.  

  • Three trials start at the same time and are connected.

    The 12 survivors must work together to escape, and the three killers must work together to kill the survivors.

    When a killer hooks a survivor in one trial, they are immediately sacrificed and sent to the next connected trial.

    If they are hooked in all three trials, they are out of the game.

    Could be fun :)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/815861#Comment_815861

    They don't but the perk effect doesn't work nicely with tiers and I didn't want to add a second effect just so I can make the effect scale.

    As for Killers not being the stealth side. Looping meta makes Stealth Killer gameplay styles extremely healthy, since it both is an answer to looping meta and is answered by the looping meta simultaneously.

    So as far as I'm concerned more Killer stealth perks is better (within reason obviously, you should always be able to detect non-stealth Killers in one way or another so I wouldn't add a literal invisibility perk)

    I like this perk idea. Good job. I'd change the bloodpoint boost though to this effect persists for 1/2/3 seconds after the injured survivor stops working on a generator. That would be more beneficial.

  • @Boss said:

    How about making it one of those gameplay-changing Add-ons?

    Y'know, how Hag becomes a wall-builder with Scarred Hand, Shape becoming spoop-master with Scratched Mirror, etc. etc.

    Btw, in case you don't know me: Hi. I like making ideas without necessarily wanting them, so do note that, if you don't like this idea for whatever reason, it doesn't mean that i say this should absolutely be in the game, it's just for the fun of making ideas.

    Iridescent Head

    A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    • Thrown Hunting Hatchets warp back to her belt once they hit something.
    • Sets maximum carried Hunting Hatchets amount to 1.
    • Trumps all other Add-ons.

    I like this idea as well; it would be fun to keep chucking hatchets without having to reload! I also like gameplay-changing add-ons.

    If they ever rework Huntress add-ons to give her two ultra rares, a potential other gameplay-changing one could be to remove her ax and increase her movement speed to 4.6 mps so you can no longer M1 people but you move faster.

  • @UlvenDagoth said:

    Exactly! I hope no one minds me ever taking the idea or hoping you post it in my thread too. I kinda want a "One Stop Shop" for Legion ideas for the Devs! But i'm so happy we could help you!

    Ah, the important thing is to make Legion and DbD better; however, that's accomplished is not nearly as big a deal.

    Also, I noticed I made one typo in my post. Could you fix it in your post please?

    I left out -- "the penalty to" in the Filthy Blade description.

    Filthy Blade -- Moderately increases the penalty to Repair, Healing and Sabotage speeds (10 percent) to survivors suffering from the Deep Wound status effect.

  • @UlvenDagoth said:

    Wait... I see what you did. Sneaky. Good way to use DW too

    @UlvenDagoth said:

    @MongByeolBuddies Imma update this on my thread!

    Awesome! Thanks to your and people's feedback, I realized doing it this way is better as it doesn't force Legion to have to rush to use his Mob Mentality power, meaning Legion can use it more strategically.

  • I fiddled around a little bit more with my Legion change, and I think this is the best version yet. It's the cleanest and easiest for people to understand, and it addresses some of the problems that people brought up. What do you guys think?

    @phantasmal @UlvenDagoth

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/762484#Comment_762484

    I think what they are asking is "Does MFD do anything to them without add-ons, other than letting Legion summon someone?"

    No, it doesn't do anything to the survivor without add-ons.

    It would just let Legion summon someone.


  • @phantasmal said:

    Hmm, I can see that alleviate my issues with the whole 'DW remote removal is clunky'.

    However, wouldn't that just make Legion and vs Legion gameplay more shallow? I mean the first version offered you a choice to set a trap or let the survivor waste their time mending which, after thinking a bit more about it, is actually a neat dilemma, even if it isn't a particularly balanced trade-off imo.

    Also, without the DW effect I have a hard time justifying the fact that you can't down injured people with FF. I mean if it can put you from healthy to injured then why can't it put you from injured to down.

    https://forum.deadbydaylight.com/en/discussion/comment/760166#Comment_760166

    1) I mean I wasn't saying it's a bad idea, just that depending on how obvious the Legion traps would be it could be a superfluous benefit.

    For example, anytime a survivor started to loop, Legion would simply use MM

    I mean not really since FF has a 20s cd and a missed attack cancels it, that honestly already puts a massive limiter on the power. And since it can be prevented with mending you can't just stock up on traps.

    Imagine if the Trapper could only pick up a trap once every 20s and also needed to hit someone before the prompt appears.

    I'll, however, agree that it doesn't sound a fun thing to go up against, going down to an unpredictable and unannounced trap would be frustrating. If FF was made lot less punishing and far mory dynamic (like for example, usable partially charged and stuff) then I would have no qualms about notifiying the survivor about the trap placement.

    A. No survivor likes mending. Therefore, when Legion uses MM, the DW-affected survivors can start playing again.

    I mean they would still have to mend this way, it'd actually be more important than currently as you'd be able to prevent the placement of traps.

    It provides a visual cue (disappearance of DW bar) that survivors will have to pay attention too

    Well, the DW bar isn't the only visual cue: while inflicted with DW the survivor's screen gets a greytone shader and a 'random blood splatter' effect. Noticing DW is gone wouldn't require you to pay special attention as your entire sceen would change.

    D. Conceptually, it makes sense. "Hey, Joe. I've really injured this survivor. Come here and help me finish the job." E. It rewards The Legion for successfully hitting survivors with FF, giving The Legion MM, and rewards survivors for successfully evading Legion, denying The Legion MM.

    Fair points :>

    4) Kind of a valid point. A power should require some skill and knowledge to utilize perfectly. However, you should also take it to account that the survivor could also be good and is able to thwart your efforts to force them into such situations.

    The Legion has until that survivor completes the mend action to use MM, by default 15 seconds. That's more than enough time to get close to another survivor, use MM, circle around the other direction, hit that survivor with FF, and chase that survivor back in the direction of where you used MM and get the down.

    Having played plenty of Legion I can safely say that 'not really'. 10s of FF is already not enough to catch up to a survivor that has at least 10m head start, that can easily proven with basic math. Any survivor worth their salt knows that they need to start making distance/ get to a safe loop the moment they hear the TR after seeing someone get inflicted with DW.

    So you spend 10s to catch up to your second target (who is most likely on the other side of the map anyway casue splitting up is the numero uno thing you do against Legion) then you get hit by a 4s stun (during which you obv can't set traps) leaving you with potentally only 1s to hastily set a trap. Even if you manage to do so it's not very likely to be in a strategical position.

    Thanks a lot for the long response! You bring up a lot of good points!

    The MFD was a way for MM to make more sense conceptually and for the survivors to have more fun against Legion by not having to ever worry about mending; however, changing DW to MFD would definitely limit the Legion's options; you're right about that.

    The thing I'd like the most is for the Legion to be able to keep his Feral Frenzy and in addition be able to use his teammates during the match as traps so it would be more fun to play as, and for survivors, get rid of having to spend so much time mending so Legion is more fun to versus.

    However, that's implemented I'd be fine with. If someone can come up with a better way to do it, I'd be all for it! :)

  • @TAG said:

    Maybe I am missing something, but what does being Marked For Death do to a Survivor as far as base kit? I know there are add-ons that inflict penalties to anyone Marked for Death, but does it do anything besides just let the Legion summon a henchman? I ask because it seems like the Mob Mentality ability does not care about who is Marked for Death, only that someone is Marked for Death and that you summon a henchman within a minute of applying Marked for Death.

    No, you're not missing anything; what you're saying is correct. The base effect of MFD is it provides a charge for you to use your Mob Mentality power, as well as serves as a substitute for the Deep Wound effect, which essentially is a shield against Legion being able to down people with Feral Frenzy.

    I can see that the MFD name is confusing though since as Legion you wouldn't have to go after that survivor and use your Mob Mentality power.

    I'm open to better names or better ideas.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/760747#Comment_760747

    Ohh I like the changes you added in to that. Very sneaky and still let's it use the grab mechanic if the Devs liked that better. Want me to update the first post to reflect the changes?

    Sure. Thanks! 😁

  • @UlvenDagoth said:

    I think honestly a mix of @Kabu 's idea and @MongByeolBuddies 's idea would work the best. Prolly with the grab idea by @pemberley .

    The way I see it, you Mark them with FF, getting buffs to help you catch the others while still in FF, with no TR from my idea, and then after you are done you switch back from the frenzy to a more tactical route of laying the other Legion members in wait to Slash/grab the survivors. Adding back in blood in FF and getting rid of the "lose 50% of your power on m1 hit" (seriously why is that a thing?) with those changes and I think Legion would be in a solid place.

    What do yall think? Too much? We don't want it to be OP or anything, just challenging and fun to face.

    This sounds good to me. I made some slight changes to my concept so I'll repost it here.

    -------------------------------------------

    My solution -- Feral Frenzy now applies Marked for Death, instead of Deep Wounds, and Legion now has a secondary power -- Mob Mentality.

    -------------------------

    Feral Frenzy:

    Now injures the survivor and applies Marked for Death, which lasts for 60 seconds.

    If Legion hits a survivor who is MFD with his Feral Frenzy attack, Feral Frenzy will end, The Legion will be stunned and the MFD timer of the survivor will be reset to 60 seconds.

    Legion cannot use Mob Mentality during Feral Frenzy

    ------------------------

    Mob Mentality:

    When a survivor is afflicted with Marked for Death, press the secondary power button to remove the survivor's MFD and summon one of the three other Legion members.

    (If multiple survivors are afflicted with MFD, the survivor closest to Legion will be selected when the Legion presses the secondary power button.)

    The Legion member will appear 2 seconds later, crouched down in the spot you summoned him or her and wait for any survivor to get within range. When a survivor is within range, the Legion member will lunge at the survivor and attempt to hit them.

    If a healthy survivor is hit, he or she will be injured; if an injured survivor is hit, he or she will enter the dying state.

    Regardless of whether the hit connects, the Legion member will dissipate in a cloud of smoke.

    Legion can summon all three other members this way. If Legion summons a member while all three members are currently on the map, the first member to be summoned will switch to the new location. Legion cannot summon members within 8 meters of another member.

    Survivors within 16 meters of Legion members can detect them by looking in their direction for 3 seconds. During detection, survivors will receive an audio cue. Once fully detected, the Legion members will dissipate in a cloud of smoke.

    If a survivor sets off a Mob Mentality trap, the Legion receives an audio and visual cue. If survivors fully detect a Legion member, the Legion does not receive an audio and visual cue.

    Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.

    ----------------------------------------------------

    Add-on changes to reflect Mob Mentality:

    Nasty Blade -- Applies a considerable penalty to Sabotage, Healing and Repair Action Speeds to survivors for 60 seconds after they are inflicted with Marked for Death.

    Filthy Blade -- Applies a tremendous penalty to Sabotage, Healing and Repair Action Speeds to survivors for 60 seconds after they are inflicted with Marked for Death.

    The Legion Pin -- The auras of survivors who fully detect a Legion member or are hit by him or her are revealed for 4 seconds.

    Frank’s Mixed Tape -- Legion members are invisible to survivors outside of 8 meters.

    Fuming Mixed Tape -- Legion can use Mob Mentality without requiring survivors to be inflicted with Marked for Death. MM now has a 10-second cooldown. The Legion can no longer use Feral Frenzy.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/760465#Comment_760465

    OHHHHH! That's really good! I like that idea cause they would be more focused on "Fighting" the other Legion member that they don't see the stab coming!

    Cool! Well speaking of that, held survivors could also suffer from the Oblivious status effect so they really don't see/hear the stab coming! hehe

  • @phantasmal 

    I thought more about what you said and changed Deep Wounds to Marked for Death.

    I think this is more in line with what you suggested. What do you think?

    Thanks

  • @pemberley said:

    I second what @NullSp3c said about the second idea: Legion should ultimately be a rush killer, not a sneak one. We already have Ghostface comparisons!

    I propose that we take the same concept of Mob Mentality but instead the member seizes and holds the survivor in place for the player to stab. Every player in the map gets a scream notification, the killer sees the aura too. The grasp is inescapable except through other flashlight or cracker saves, if the survivor has a cracker themselves, or if the survivor “wiggles” like normal and claws at their hand or elbows them in the face - this would disable the trap, I think this would be more in line with Legion, it’s lore friendly, and probably won’t require as much code spaghetti as making accurate ai.

    @UlvenDagoth  -- Thanks for pointing me to this.

    I like this idea too!

    I'd make it so the person being held is exposed. That way the survivor is downed in one hit regardless if they are injured or not if Legion catches them this way.

  • @UlvenDagoth said:

    Oh.... well the ONE issue I see with this new thing is it would make you need to run those two add-ons. That and i'm sure people would complain about being MFD. Though as far as that goes I don't care as much about that.

    Perhaps put a slight penalty to MFD on those times base? Though, the main thing that would make me think is why would people remove it... Hmm...

    I do like the idea of FF not putting Deep wounds on them, cause the way DW is right now, it's more annoying than threatening.

    Side note I love the name "Marked For Death" cause it relates to the term "Mark" which is what thieves and such would call someone that looked easy to rob or fleece.

    https://forum.deadbydaylight.com/en/discussion/comment/760272#Comment_760272

    Oh, that's a good point about the name; I didn't even intend that. :)

    You asked -- "The main thing that would make me think is why would people remove it"? --

    so I apologize for not making it clear -- Survivors cannot remove MFD, like they can with DW. The survivors would have that mark on them until the 60 seconds ran out or Legion used MM.

    2) Why do you think survivors would complain about being MFD?

    Maybe I'm not considering something, but I think they would be much happier with this than having to mend.

    As for a slowdown for MFD being base kit, I don't think it would be necessary as Legion would be much more lethal, making his slowdown the ability for him to end chases quickly.

    ---------

    However, as compensation, I think this could work for Nasty Blade & Filthy Blade -- Applies a considerable and tremendous penalty, respectively, to Sabotage, Healing and Repair Action Speeds for 60 seconds after survivors are inflicted with MFD.

    That way Legion can use his Mob Mentality power within 60 seconds and survivors will still suffer the NB and FB debuff for 60 seconds.

  • I just thought of this idea, and I think it's better and makes more sense, and completely removes mending altogether. I'm interested in what you think.

    What about instead of Feral Frenzy applying Deep Wounds, it applied Marked for Death. MFD lasts 60 seconds. That gives you 60 seconds to use Mob Mentality. 

    Then survivors no longer need to worry about mending, and the killer no longer needs to worry about using MM before the survivor mends. 

    And for slowdown, Legion's add-ons can be changed this way:

    Nasty Blade: Applies a considerable penalty to Sabotage, Healing and Repair Action Speeds for survivors affected by MFD

    Filthy Blade: Applies a tremendous penalty to Sabotage, Healing and Repair Action Speeds for survivors affected by MFD.

  • Another thing that would be good about incorporating all team members into Legion's power is that it would really help my suspension of disbelief!

    In one game, I'm a survivor being chased by a disfigured beast of a man with a chainsaw who eats people and I'm scared, then in the next, I'm a survivor being chased by a monster who has a face full of razor-sharp teeth and I'm scared, then in the next, I'm a survivor being chased by a teenage girl with a pointy ruler and I'm ... wait, what?!?

    However, if that teenage girl was accompanied by three other teenagers hiding somewhere with knives, I actually would be scared. :)


  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/760166#Comment_760166

    My ONLY issue with this is that getting rid of the mending would kill the only SLIGHT slow down Legion has. That and if Survivors just mend quickly, then you lose your power in a way. It always feels like by the time I hit someone else, that the first is mended...

    Yeah, it would be a trade-off. Legion becomes more lethal but doesn't slowdown the game as much. One option, you could use the Filthy Blade add-on to give yourself more time to use MM. You also wouldn't have to use MM at all and play normally. And for example, let's say you already have all 3 Legion members on the map and hit someone with FF, you don't have to use MM and can force them to mend.

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