Ahead lies info about gear. You have been warned.
Some secondary stats on gear seem pretty high when compared to others:
A secondary stat of healing received, max health, max shield, move speed, or recoil is about 70% strength of what the stat would be if it were a primary stat.
Conversely these are low:
Damage reduction, heal power, cc duration, shield pen are only 50% strength.
For reference, the rest of the stats sit around 60% strength.
-Inconsistencies with Gear Stats-
Lorrian Purse Cutter: Its secondary stat (-cc duration) doesn’t match the epic rogue equivalent’s secondary (-cooldown) stat.
Intermittent Angel: Its secondary stat (+shield recharge) doesn’t match the epic upr equivalent’s secondary (+shield pen) stat.
Leechsteel Brooch: Its secondary stat (+skill damage) doesn’t match the epic jennerit equivalent’s secondary (+attack damage) stat.
Flawed Easy Money and Kamikaze white/green vs blue/purple: The flawed stat for white/green variants of these items is -heal power and for blue/purple variants it’s -healing received.
Dicey flaw: All other flaws use the max roll primary stat for the flaw stat but this uses the max roll secondary stat (should be 280 not 210).
Symbiosis Rune green vs purple: The green variant’s secondary stat is +health regen, while the purple variant’s is +max health.
-Some Bugs with Legendary Gear-
Shield Web Interdictor: The effect works against the equipped player as well.
Stable Executioner: The text was changed to give a clearer understanding but the previous text was more clear. The gear actually does crit (as it said previously) and doesn’t just add 50% damage. Which means it does 3x on non-heroes and doesn’t work against shields. Also, it works with skill damage too and not just normal attacks (even though it was supposedly changed).
Dr. Fist’s Medic Bag: The effect not only stacks health on that ally but also on you if you are also at full health.
Emergency Auto-Medic: The effect does not give the full +7 health regen, it only gives +5.
Lorrian Skill Spike: The effect doesn’t seem to be working at all.
-And Now For Some Quick Thoughts On Gear-
Boots of the Brute: Nerfed from every 3 sec to every 8 sec because it was too strong. Why not every 5 sec and reduce the slow to 1.5 sec.
Chrono Key: Nerfed from every 500 damage dealt to 2000. Keep the 2000 but increase the cooldown reduction above 1 second. Or it could be reworked to benefit healers by changing from “damage dealt” to “healing given.”
Blissbeast Skull Plate: Maybe keep the mechanic but instead of +health regen use +damage reduction or +max health (to act as a temporary barrier).
Hostile_Takeover.exe vs De-Turtler: They have the same legendary effect so maybe one can be reworked (like the reload gear that used to mimic recoil gear).
More could be said about legendary gear and gear in general for balancing, but I’ll keep it short. Feel free to add anything you’ve found, and share your thoughts on gear.