The other Duration addons might need to return.

I get they were the most used addons for a while and with the speed boost they might have thought duration wouldn't be so important or would be overkill. But the counterplay is pretty much the same. Once you see legion run opposite directions. The legion will get one but not be able to catch up fast enough. But i feel bringing back some of the good duration addons or buffing the base duration could fix this issue and give legion some good map pressure. Otherwise im pretty much a fan of the changes.
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You could consolidate julie's and frank's mixtape into the same addon to make room for the yellow duration addon to come back.
That is the point.... they "buff" the killer to look good while doing things to mitigate the buffs.
Yeah that could work. Idk why they thought breaking walls quicker would be worthy of a addon on its own.
I like that. I also noticed, that the speed buff (even with the add-on) is not enough to get chain hits very well. especially on larger maps like red forrest.
Yeah, plus not every map even has breakable walls or only has a couple. Right now I think dead dawg is legitimately the only map where that addon would be alright.
Mischief List is a thing. Added Duration is still an add-on. It's a Common add-on.
But yeah, those two mix tapes are moderately underwhelming.
And I think the not being able to chain hits on the bigger maps (red forest) is less of a Frenzy issue and more of a Red Forest issue.
Well i personally am pushing for a bit more duration in the basekit because if 2 survivors hard split (which they always will) even with the speed boost you won't catch up (and the yellow makes you even slower. And the common only adds 2 seconds) adding like 3 seconds onto the basekit could be the difference between hitting that hardsplit or not. If chain hits is so essential why can it be avoided by just having both survivors hold other directions? This is why double duration was so popular for so long. And with most of that gone (since the only one without a cost is the brown) i see a lot of very close chains get ruined by just hard splitting.
Because it isn't essential. It's why we got the reduced cooldown. You can almost always get your first hit, then either follow it up by chaining hits or just committing to one.
You ever read the last developer update?
"In all seriousness, the first of our changes is centered around chaining together hits. Being able to string together multiple hits on different Survivors is something that is core to The Legion’s design, so to help them do that, we’re giving them a stacking 0.2m/s speed boost for each Survivor they hit during Feral Frenzy. This will make it easier to close the gap as you switch targets. Additionally, a fifth hit will end your frenzy and put any Survivor into the dying state, adding a satisfying payoff for chaining together hits".
But that never happens because the survivors are like cockroaches to a light when you show up. And the speed isn't enough on its own. A duration basekit buff could help that especially on bigger maps.
Agreed.
This is my main issue as well. The first two hits are always the hardest to get due to duration add-ons not existing anymore.
Sad but true. Even the more casual survivors you go against know to split 180 degrees from one another as it forces legion to only get one single hit making them feel nearly identical to live legion without duration add-ons
Which is a Map issue, and becomes straight obnoxious on the smaller maps when the duration is too long.
You're playing against people who understand that you can't loop the anti-loop power. They're doing what they're supposed to. So commit to the down. They said make it "easier". Not guarantee it.
It doesn't have to be guaranteed but it is by far not "easier". Actually, if you ran the green duration add-on before, they are factually worse at getting the chain started. That 0.2m/s doesn't make enough difference to even get two hits on survivors you find together with discordance if they can tell you are coming to them even slightly early (e.g. Spine Chill or open maps).
Yeah i guess you are kinda right. But whats more likely giving like 2 seconds more duration or rpd red forest and other stuff being reworked.
More likely? Nothing. No buff is more likely. For like at least a year.
I am of the camp of RPD and Red Forest could each be cut into 2 maps, each about 66% of its current size, and still be big enough.
A longer base Frenzy isn't need on things like Coal Tower or Game.
Really? The game? The one with a two floors and a million safe pallets? You are aware that survivors fake out pallets to stall your power? Without duration addons I find that second or so is essential in getting that frenzy hit.
You respect pallets? On the Game? Why?
I mean you wanna get hit by 25 of them? I certainly don't.
You guys don't run enduring on Legion? There's not really another way around 85% of the pallets on that map.
I'm not sure it's necessary. Previously running double duration was 2.5 and 1.5 seconds so you had 14 seconds @ 5.2 m/s for a total of 72.8 meters
Now you can run the addon for more speed boost and 2 extra seconds. This means your first chain rush will take you 66 meters which is only slightly worse, your second will be 69.6 which is very slightly worse, and third 73.2 which is about the same. Not to mention some of that extra distance is coming from more speed rather than more duration which is slightly more valuable because the catch up rate that you gain on a survivor running away from you is higher. I think 66 meters @ 5.5 m/s is about the same as 73 @ 5.2. If you can manage more chain hits than that I personally believe the speed is actually better.
But that's also the worse addon set. If you use the never sleep pills and the addon for extra speed on hit, you have absolutely insane reach, with 98 meters on your first chain rush, 104 meters on your second chain rush, and 108 on your third. While being fast is slightly more valuable than duration, you're getting SO much duration here that it's well worth it and the speed add on does help quite a bit to nullify the downside.
I decided to do the match considering catch up rates as well because I think it will make my point even more clear.
When running at 5.2 m/s you gain on a survivor at 1.2 m/s which means with 14 seconds of duration you can reach survivors within 16.8 meters if they perfectly optimize their running away from you. (Live legion)
When running at 5.5 m/s you gain on a survivor at 1.5 m/s which means with 12 seconds of duration you can reach survivors within 18 meters of you if they optimize their run path(PTB legion with speed and brown duration, 1 hit)
When running at 5.8 m/s you gain on a survivor at 1.8 m/s which means with 12 seconds of duration you can reach survivors within 21.6 meters if they perfectly optimize their run path (PTB legion with speed and brown duration, 2 hits)
Now for the stronger addons
When running at 4.9 m/s you have a gain rate of .9 m/s which means with 20 seconds of duration you can reach survivors within 18 meters with perfectly optimized running. (PTB with speed and green duration, 1 hit)
When running at 5.2 m/s you have a gain rate of 1.2 m/s which means with 20 seconds of duration you can reach survivors within 24 meters if they perfectly optimise their running. (PTB with speed and green duration, 2 hits)
Even if survivors aren't perfectly optimal, thats irrelevant, since its equally applicable to slower move speed
True. And maybe The Game. But even there you'd need to combine it with the other one.