Legend changes so no one is at disadvantage for playing what they want
Octane
Increase his hitbox by +5%.
Stim: reduce the damage from 20 to 15.
Horizon
Gravity lift: now you can make the pull go horizontally by throwing on walls.
Wraith
Increase her hitbox by +5%.
Voices from the void: rework the ability.
Valkyrie
Reduce the amount of evac towers in maps by -25%.
Loba
Eye for quality: increase the range of being able to ping loot through obstacles from 12m to 50m. Now you can also see batteries and medkits.
Bangalore: what does a Bangalore do if you have digital threats? What do you do in a reverse situation? It is unfair for both sides.
Smoke launcher: now the gold 1x and 4x-10x optics don’t reveal players through smoke or gas.
Newcastle
Reduce his hitbox by -8% and increase health while being downed from 100 to 125.
Castle wall: increase the build up speed by +33% and increase the damage from the electrified walls from 20 to 50.
Gibraltar: doesn’t matter if they buff the tactical or the ultimate, no one is going to play him outside ranks if his hitbox is too big. He is too easy to kill, literally a bullet sponge.
Reduce his hitbox by -15% and increase health while being downed from 100 to 125.
Pathfinder
Passive: in ziplines you travel 33% faster. The ultimate no longer full recharges when looking at a care package.
Zipline: reduce the bonus speed from 66% to 33%. Reduce cooldown from 180s to 120s.
Fuse
Grenadier: now self or enemy arc stars, thermites and frag grenades deal 25% less damage to him.
Motherlode: increase the flames height from 2m to 3m. Increase the flames damage when they land on top of an enemy from 5 to 30.
Revenant: personally he has too many abilities in his passive and with the other changes, he is already a better legend so it was a bit overkill. Also his tactical is too similar to Vantage, I like uniqueness.
Assassin instinct: remove the low health revealing effect, now he opens doors silently (combines with the faster crouching movement).
Shadow pounce (15s cooldown): press the button to instantly dash horizontally (never vertically) 12m in any direction.
Ballistic
Sling: now you have an extra separate slot in your inventory which only accepts ammo for your third weapon.
Whistler: reduce cooldown from 25s to 20s. Now you can also shoot it into allies giving them +150% recharging speed on tactical cooldowns for 6s. Meaning they recover 15s of cooldown.
Seer: all the nerfs have made him weak and unappealing to play, leaving him with a very low pick rate.
Focus of attention: now enemies will be revealed (full body scan) and slowed for 1,5s. Increase the silence duration from 8s to 12s. Reduce the activation time from 1,4s to 1,2s.
Exhibit: reduce cooldown 180s to 150s.
Maggie: I don't mind using shotguns but there are some players who just don’t like to play with them, which is unfair for them.
Warlord’s ire: eliminate the reveal effect on enemies you damage. Now Maggie doesn’t have a speed penalty while holding a gun, this includes all weapons.
Riot drill: remove the 1s activation delay after it lands on a surface.
Wrecking ball: increase damage from 20 to 30 (now it always deals that damage) and enemies can no longer use the speed pads.
Vantage: the only recon thing about her is the passive, but in itself does almost nothing.
Reduce her overall hitbox by -8%.
Spotter lens: increase the zoom while scoping unarmed from x3 to x6. Now you can also see when looking at enemies, their ultimate progress and if they have a golden knockdown shield.
Ultimate: now each bullet does 70 (bodyshot) and 105 (headshot), but damage doesn’t double anymore with consecutive shots. Reduce the number of bullets from 5 to 3. Remove completely the marked effect, but now hitting enemies will reveal them for 5s (full body scan).
Caustic
Reduce his hitbox by -5%.
Nox vision: make the gas more transparent for Caustic. Now your allies can see as well inside your gas (not enemy gas) and they also have poisoned enemies highlighted.
Gas traps: increase their inflation speed by 15% and the activation radius from 3m to 4m. Now friendly Caustic traps are blue and emit a green gas and enemy traps are red and emit a yellow gas.
Nox grenade: remove the explosion delay.
Ash: I feel like her ultimate is just a boring combination of Wraith and Pathfinder, so I want it to be more different.
Marked for death: deathbox icons of recently eliminated players are red, they turn in white after 60s. Now the “red pings” of marked players show their movements and living teammates are also revealed.
Arc snare: now is a one-handed ability. Reduce cooldown from 20s to 17s.
Phase breach: enemies and allies can no longer enter the portal. Reduce cooldown from 120s to 90s.
Catalyst: without ultimate she is limited to camp buildings with doors.
Catalyst is no longer immune to other Catalysts abilities. She can’t have Caustic passive. Do you see Wattson being immune to enemy fences?
Barricade: fortified doors take 3 kicks to break instead of 4. Now you can also block any openings or pathways that do not exceed a size of 8x8m width and height (counts as 2 uses of the passive).
Piercing spikes: reduce cooldown from 24s to 20s and change the paddles area from 2x11m to 3x9m. The paddles only stay on the ground for 10s, but enemies can no longer destroy them.
Mirage: you need a lot of skill to fool average players with the decoys and both passives are useless if you don’t have teammates. Also 5s of invisibility when downed does nothing. Remove the decoy trail and all the voice lines Mirage says when enemies are bamboozled.
Passive: no longer makes you invisible when downed but it still does while reviving. Now being lower than 60hp will make you semi-invisible for 6s.
Psyche out: reduce cooldown from 15s to 13s. Now if decoys have in their line of sight an enemy within 20m, there's a 20% chance that the decoys will shoot them once. This doesn’t work with ultimate decoys.
Life of the party: remove the lights from his arms when he is cloaked. Now Mirage can use it with teammates by directly looking at them.
Rampart: you're not always going to find LMGs and some players don’t even like to play with them, which is unfair for them. Her amped covers can be used against her.
Modded loader (rework): every 60s you gain 15 crafting materials, eliminating enemies also gives you 15. At any time you can craft a weapon attachment (level 1) or level up an already existing one with 15 materials. In replicators you craft things in 3s instead of 10s.
Amped cover: reduce the maximum amount which can be set up from 5 to 4. Remove the visual effect when bullets go through because you can’t see anything. Now when enemies shoot through the shield blue side, the whole amped cover disappears instantly.
Wattson: her whole kit works around accelerants, which you may not find sometimes. The fences are limited a lot by their cooldown, their short placement range and the whole nodes connection hitbox system. Very hard to trap enemies with fences and too punishing if you fail. She relies too much on camping inside buildings.
Perimeter security: increase the placement range from 8m to 12m, reduce the cooldown from 15s to 6s. Reduce the maximum number of nodes from 12 to 10 and now the ultimate no longer recharges the tactical.
Enemies, allies and lootboxes no longer have a hitbox, meaning that Wattson can now put/connect nodes behind them. Now while placing nodes, a fence won’t be created if both poles second levels are not in line of sight. (before were the first levels). Now taller objects (like 1m - 1,5m) won’t interfere with the creation of fences.
Crypto: compared to Seer and Bloodhound, he has no personal passive. The tactical cooldown and retrieving times are too long and it's easy to destroy the drone. The ultimate is chained to the tactical, making it non-existent when you don’t have the drone.
A real passive: any enemies within 30m from Crypto can’t see their screen HUD (healthbars, weapons, healing item, grenade, minimap, tactical and ultimate).
Surveillance drone: reduce the cooldown from 40s to 30s, reduce the time it takes to call it back from 2s to 0,25s, the time to enter it from 2s to 1,5s and the noise it makes when hovering still by -50%. Crypto no longer has to be in his drone to see if there are nearby squads within 200m in the champion banners around the map.
EMP: now you throw a grenade, which detonates on impact, creating a 24m diameter explosion which goes through walls. Affects Crypto but not his teammates. Cooldown of 150s.
-Deals 25 shields or 25 health damage.
-Slows player movement and camera movement for 2,5s.
-Breaks enemy objects.
-Players can’t use healing items and grenades for 20s.