UPDATE 20!

Hey everyone!
We are glad that Legion Rising is so well recieved and this update is more of a "day one" update that adresses most issues that came up with the Addon, as well as doing an final balance iteration for the classes.
We are now very happy with the standing of the classes (as of the following changes) and the statistics and feedback now represent our expectations very well. That said, here we go:
UPDATE 20.1 - Class and Exp changes

Experience:
Class experience is now much faster for level 5-20 (Around 2-3x)Experience gained is now shown while playing with a bar at the bottom of the screen
And directly applied, no longer after the match. The deathscreen still shows a recap however. (Keep in mind the Loop grants reduced experience as it is meant for fun and optional, not for endless grind.)
Originally posted by ShrikeWith double the amount of classes, leveling should be faster and Legion did not make that change. Leveling also became more important, and as such it is made faster to hit that level 15. There is a hard balance to strike here to keep long time players engaged but not frustrate people with little time. Maybe we overdid it a little with the Exp Token, but we will keep an eye out.
New Daily-Login Experience Boost:
Login bonus now grants a Experience token!
The token lasts 1000 seconds or until you die and you get 3x Experience while it is active!
This will make it much easier to level if you don't have much time to play.
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Riotguard:
- Cooldown of Battlecry slightly increased, scaling adjusted
- Tomahawk extra throw chance increased 10 > 15
- Can now drop the starting pistol
- Riotshield ammo gain / cap from 30/60 to 35/70
- Riotshield heat increased
- Shield bash damage slightly increased
- Now is granted 10% movement speed in boss rooms to be on par with default
Originally posted by ShrikeRiotguard is one of the most played classes, is very versatile and has very strong Perks later on, and already was in a very good place - maybe a little bit overperforming but nothing critical
Breacher:
- Breaching charge is thrown 20 range further and baseline charges cap 2 > 3
- Level 5 Perk now additionally grants a stim effect when entering a room and heals a bit
- (Breacher has a really insane level 25)
- Breacher now moves slightly faster than default (Fastest of all classes)
- Breacher shield no longer has longer delay than default and regens 25% faster
- Breacher now takes reduced explosion damage (35% - You still gotta learn how to use the charge)
- Level 5 Perk still dosn't work - we didn't know - Fixed next week
- Super shorty has a new firingsound, deviation and damage slightly increased
- Breacher has new level 15 Passive, granting penetration for shotgun ammo
- Shieldburst now also grants breacher stacks
Originally posted by ShrikeBreacher is a higher risk / reward class and more aimed towards an advanced player. He did not lack in power before but is more rounded-off now, and will be in a very good state when the level 5 Perk is working again
Sniper:
- Level 15 Perk is now included in the level 0 Perk
- Level 15 Perk is now granting level 0 standing bonuses when using Targetlaser
- (the shield regen per distance was not really working)
- Sniper Maximum Shield +25
- Flash grenade deals higher base damage
- Laser is now red
- Fixed Headhunter perk refreshing 10x of intended value in shields
Originally posted by ShrikeSniper deals very high burst damage but really has to pay attention which we like a lot, he just was a little too overly squishy
Assassin:
- Shield-regen delay time from 50% longer than normal to 25% faster than normal!
- Shield Max increased by 50
- Now takes 10% reduced health damage
- Level 15 perk now properly grants credits
- Core Healing scaling reduced as dagger provides extreme sustain
- Core Damage baseline increased, scaling reduced slightly
- Level 20 Perk now properly uses ammo
- Blood borne nerfed
- Stealth item now stops channeling when out of stealth
- Fixed smoke grenade changing stats incorrectly when vanishing and removing all dodge
- Black Market Teleporter no longer works in final Boss room
Originally posted by ShrikeThe Assassin is the probably hardest class and intended to be more niche - He does very well at what he was supposed too but the shield nerf was too extreme. Now he has a faster shield and is not deleted as instantly. He still has the highest sustain from all classes but clearly at the highest risk.
Raider:
- Blade no longer heals when not hitting a target
- Core Perk no longer goes to 3 stacks by spamming dash alone
- New Level 5 Perk - Blade kills instantly reset the blade
- Blade cooldown 8 > 12 seconds
- Blade damage decreased from 700 to 600
Originally posted by ShrikeRaider is very mobile and well rounded, his performance was as we expected and one of the player favourites but now he has even higher skill-cap with the Blade resets. We will keep an eye out on the Blade balance however
Heavy Gunner:
- Now has a small light at the player when using onslaught system
- Hard Light cover no longer explodes when destroyed, regens way more shield
- Fixed issue where he had old stats changes applied for a previous iteration of the class
- (means more movement accuracy and less firing slowdown)
- Now has default headshot value
- LG-2 ammo printing effect now is 10% of spare ammo instead of 5 (same at default)
- LG-2 ammo printing now also reloads the same into the magazine
- Fixed level 15 perk not granting an upgrade kit
- Onslaught System now gives proper double shot chance and firerate (fix)
- Onslaught System now gives more base ammo regen but scales less
- Perk Core flashes when suppression is applying on shots
- Now is granted 10% movement speed in boss rooms to be on par with default
Originally posted by ShrikeHeavy gunner got a lot of quality of life changes and fixes, but maybe we will still change how the LG-2 gains its ammo
Engineer:
- Fixed Auto-Overclocker now gives 2-3 scrap on kill instead of 1 (actually was a bug)
- Overclocker Friendly units heal increased from 50%+ 500 to 65% + 500,
- (Player temporary health gain unchanged from 400, which is still very good)
- Sentry turret duration slightly increased from 4+10s to 5+15s
- Drone Zeal duration calculation improved
- Level 5 Perk now is at level 10
- New Level 5 Perk (Weapon bonuses + 5 Drone Zeal on Player overclocks)
- Laser weapon bonus now works
- Now has 100 more shield and 25% more shield regen
- Level 15 perk now works at 15, not 10
- Missile Drone Item has more health and works like other summons
- Spider Mine Item now has a cap on stacks, also gains stacks from ultra kills
- Well Oiled now also displays a popup message when proccing
- Fixed prestige bonus not working
Originally posted by ShrikeThe Engineer was clearly underperforming, we did remove his shield bonus at the last minute which was a mistake and is now reverted, and he got some very good buffs. As the specialist class before, he will still be more of a niche character that has a lot of potential and ways to be played for a more experimenting player
Demolisher:
- New Baseline Perk which grants shield per second while ejecting+reloading which is pretty
- strong and helps with survivability a lot when using launchers especially
- Now starts with 100 additional max health
- Level 10 talent now also grants reduced explosion damage taken
- M79 and RPG-7 have a higher chance to drop when playing as demolisher
- (Actually M79 was not even in the normal loot table)
Originally posted by ShrikeThe Demolisher was a bit underperforming, but the new shield bonus makes low-ammo launchers/weapons way better than before and greatly helps at survival. While the single shot weapons are hard to handle and maybe give a poor first impression, the demolisher really has insane damage potential while being rather tanky, we will keep an eye on him still.
Both engineer and demolisher scale well into mid-lategame which is not to underestimate and we think both now have at least on-par performance
All classes:
- Take 1% reduced health damage per level below 10
- (so 10% less damage at level 0)

Other:
- Variants Research now works
- You can no longer revive in loop, only at the teleporter
- Eclipse interval reduction removed
- Fixed respawning in Boss fights
- Fixed item activation when trying to drag items
- Tweaked respawning curses
- Moved buffs back to bottom as pre-legion, added setting for buffs on top right
- Black market teleporter no longer works in final boss room
- ‘Yellow’ Elite-SG Shotgunners damage scaling per difficulty slightly reduced
- Buffs now again show tooltips while infight
- Loop minimum healing raised from 10 to 25%
- Loop Elite enemy amount increased
- Shield Regeneration delay is now displayed in the character screen in the regen tooltip
- Overdrive slot now works properly again and tooltip added
- P33 deals 15% increased headshot damage, recoil 40 > 38
- Tried some additional measures to prevent the coop death screen overlay issue
- Added a simple sprite based shadow effect for when high quality lighting is off
- Mag 47 firerate slightly increased and maximum recoil decreased
- Desert Eagle now states the stacking headshot damage bonus
- AKSU-74 damage and deviation slightly increased
- Replaced one music track in crystal floor with a different one
- Armored transport health scaling from 7x default to 5.5x
- Armored transport now has a message saying to shoot it to get loot
- Fixed revive camera position
- +Varied fixes we forgot to listKnown Issues:
Breacher level 5 dosn’t work, fixed early next week
Loading still lags when playing the first time each new PC start on weaker harddrives, contacting the engine makers about it
Aggro in coop seems incorrect
There will be a small patch with some additional fixes early next week
Keep in mind most of the changes have been already live for a couple days!
Have fun!