Overall:
> Reduce player speed when rapidly changing strafe directions
One of the biggest contributors to why small hitboxes and the Wingman are so good is how difficult it is to hit someone when they're sporadically strafing back and forth. Lowering the effectiveness of this tactic should help mitigate these problems as well as make close-range fights feel more sooth.
Gear:
> Reduce heal speed increase of Gold backpack to 33%
The gold equipment are cool, but the Backpack is clearly by far and away the best option, and the backpack almost completely removes any real benefit of dealing damage to an enemy without outright killing them when they can heal it back up so quickly. 33% is still a really nice boost, but shouldn't just allow you to almost instantly remove any damage taken from you. Note that I don't think this is exactly super high priority, but the Backpack is pretty ridiculous in its current state and I think it will have to be nerfed eventually.
> Gold Armor speeds up execution speed by 50%
Probably not practical to implement, but this suggestion is largely here to point out that the gold armor blows and isn't ever really an upgrade to purple armor. Honestly I'd rework the ability into something else.
Legends:
Wraith
> Reduce Movespeed while using Into the Void (Basic Ability) by 20-25%
> Reduce Movespeed while using Dimensional Rift so it more closely matches her unarmed movespeed
Wraith's small hitbox and unusual posture while fighting already makes her a very tough target to take down, so lowering her defensive repositioning tool's effectiveness should help lessen her survivability. Dimensional Rift's usefulness is often people just using it as a giant movespeed boost rather then actually using it for the portal part of it, so this would bring the focus on the ability to actually be on the portal itself. TBH there's not much you can really modify with Wraith's kit to balance it, so aside from redoing all her animations so she has better posture or lowering her health (something that I don't think should be done) there's not much else you can do to balance her.
Lifeline
> Remove healing items are used 25% faster
She really doesn't need this, and it's the least interesting part of her kit. Plus it opens the passive up to be usable by another character that needs it more.
Gibraltar
> Gun Shield's health now scales with the tier of armor he has equipped. (Tentatively +30/45/60)
> Gun Shield's base health is now 60 if it isn't already
Gibraltar's Dome Shield and Defensive Bombardment are both very powerful abilities when used properly, so buffing them even further feels a bit misguided. Instead, focus should be on beefing up his ability that's supposed to make up for his gigantic hitbox. With tier 3 armor he would get a total of 320 HP if the enemy is shooting through the barrier, and a good chunk of that pool would auto-heal without you having to do anything. Additionally the shield has counterplay as players could try to shoot around it rather then aiming center mass.
Caustic
> All of Caustic's gas now reduces damage from enemy bullets by 33%
> Caustic's traps are thrown quicker and take less time to arm
The damage reduction should help make up for the much larger hitbox he has but require him to use his kit effectively to gain access to it. Additionally it would help protect his allies as well, helping reinforce him as a defensive character. Meanwhile giving him the ability to place and activate traps quicker should help give him more options in fights, and allow him to use his kit more effectively even when he's not in a tight building.
Pathfinder
> Change his hitbox so it more easily matches his actual character model
> Tentatively give him Lifeline's faster healing item usage
Pathfinder's hitbox is notorious at this point, so fix it. However unfortunately there's really not a ton of ways to balance Pathfinder as all his abilities are already pretty good at what they're supposed to do, so perhaps giving him faster item usage might be a buff he could use. It would also help offset his larger hitbox.
No changes to other Legends
> Bangalore and Bloodhound are both on the strong side, but I don't really want to touch them until seeing how everything else impacts their strength. Mirage is likely on the weaker side, but again I think it's important to see how everything else shakes up the metagame before going after him.
Weapons:
Wingman
> Now uses Energy Ammo
> Substantially slower bullet speed
Wingman using Energy Ammo largely tries to accomplish two very important things. Firstly, it makes energy ammo more common to find in death boxes, as one of the big problems with Energy weapons is that no one carries ammo for them. Secondly, it means that the Wingman can't use a magazine anymore, which should be a pretty big hit to the gun's effectiveness as it won't have it's giant ammo pool or speedy reloads. Slower travel speed is largely to help make the gun less effective at sniping, as it's frankly hard for guns like the Scout and Longbow to compete with a gun that deals as much/more damage then them with a faster fire rate and is still usable at mid/close range.
Peacekeeper
> Now deals 8-9 damage per pellet, for a max damage of 88-99
In its current state the Peacekeeper almost single-handedly prevents big hitbox characters from being viable as they have to deal with being constantly taking full damage from the Peackeeper. The meta is actually extremely hostile towards the Peacekeeper as most players are gravitating towards small characters and using the Wingman to strafe extremely quickly to make themselves very difficult to hit, and even with all that it's still probably a top 3 gun. All the other changes so far are only going to make the Peacekeeper more powerful so it needs some toning down. Whether 8 or 9 damage per pellet is the better number I'm not sure, but it definitely needs a performance nerf.
Pistols
> If they're supposed to be terrible, I would still buff up the P2020 a bit as the gun feels like it lags behind the other two. (Yes I do think it's quite a bit worse then the Mozambique despite the memes) If they're ever supposed to be an actual choice all 3 need a ton of help.
Flatline
> Increase damage per bullet to 18
> Remove vertical recoil
The Flatline in its current state feels like a poor man's Carbine. It has far less dps and is harder to control due to its large horizontal recoil. (Hence the name Flatline) The gun doesn't need the vertical recoil to be hard to control, so just lean into the name and remove it so the big thing you have to worry about is the horizontal recoil. It should make the gun better Semi-Auto as well which should help it's midrange capabilities. With these changes it should become a more reasonable sidegrade to the Carbine
Hemlok
> Increase damage pr bullet to 19
The gun already feels good but doesn't really have the punch needed to be effective at actually taking down targets at range. This damage buff should hopefully help with that.
Snipers
> There have been some complaints about these weapons, but I'm hesitant to touch them until after the other changes have had their impact. Nerfing the Wingman should help make more room for specialized long range weapons as they won't have a wonder pistol that can do everything.