Spear isn't good. It could be, but just isn't. No weapon is good for legend other than Glaive, really. Like yeah you can complete maps with other weapons, but you're just making it harder on your team and yourself. Glaive charged attack does twice the damage Wardancer/Spear do on charged attacks, at the same speed(more or less) and with an easier way to land headshots(glaive is an overhead, wardancer/spear are thrust and as such require more precise aiming). If you fuck up the headshot on spear, it does like 1/5th of the damage(unless you also miss on the glaive, then I think it's back to half too). Obviously Spear is much better at dealing with hordes because Glaive is, quite frankly, pretty garbage at it, but that's not very relevant when you can deal with hordes with it anyway as long as you don't fuck up too much. Spear has a large push/block angle, more stamina and the push stab is a quick large swipe making it excelent with Handmaiden innately high regen since you can basically spam push stabs to clear everything safely, but that's all irrelevant in the face of the amount of armored units in legend.
On legend, pretty much every ambient pack has an armored mob, and while stormvermins can be dealt rather easily with non glaive weapons(still taking more hits and requiring more aiming), chaos warriors are a pain in the dick without a glaive. Hell even with one they suck, after the recent changes, it takes like more than 2 headshot glaive charged attacks to kill one. Now imagine when there's several chaos warriors, which happens rather often, and you're trying to kill them with a spear or another weapon and it takes like 6-8 charged attacks PER chaos warrior. Meanwhile obviously you have to keep dodging stuff and what not. Obviously you're not alone, but the longer you take killing chaos warriors, the shittier the situation you're in if a horde or other specials are mixed in.
Dual daggers are ok-ish on Shade though, with the new cd on infiltrate. Basically assuming you use 2%crit cdr, high crit build and 30%cdr on infiltrate, you can use it pretty often, and an infiltrate dual dagger charged attack will kill chaos warriors from the front on legend(or so I hear, I haven't tested, but it does do a lot of damage, might need the headshot but since dual dagger is an overhead, it's not hard from the front). You can also kill stormvermins with backattack non charged LMB spam like 25% of the time, which is a decent enough odds.
That said I still think Shade is a huge detriment to your team due to how squishy it is and how poorly it handles many situations. It's good at a few things, when the ult is up, but feels bad at so many other things. Dual dagger horde control is ultra garbage on legend for example because you need to headshot zombies to actually kill them in one hit, a body shot takes like 2, maybe 3hits, not entirely sure and stagger fuck all, so during large density horde spawns, you're basically kinda praying as you try to line up the headshots that you won't hit another zombie shoulder instead. You can't push for shit, block/push angle is stupidly low so you lose all your stam blocking something that's slightly to the side unless you parry, you have 100health and no defensive mechanisms at all(unlike say Slayer who's fucking tanky as hell in legend due to having 50% damage reduction at all times), it's just not good in most situations. You can kill that one chaos warrior every 20-30secs, but what if you aggro a chaos warrior patrol, then you're kinda super fucked with that shitty cooldown(mind you in general chaos warrior patrols you're super fucked in most setups but like Huntsman/Veteran Ranger ults).
You do high boss damage, if the boss keeps attacking something else, but here's the trick, if you do high boss damage, the boss turns around, so you need an IB taunt to actually do good damage(assuming it works, I haven't played ironbreaker since the patch, I just play Slayer Bardin lately), or a purple pot to spam the ult(which does ridiculous damage mind you with the new CD and Decanter for longer duration). But is boss damage really that useful? A purple pot pyro sienna can do high damage AND stagger the boss at the same time. A purple pot foot knight will let everyone do good boss damage by keeping it stuck in place. A str pot Huntsman can do high boss damage from range, a str pot BH can too if there's some trash around to melee. It's not like you need a Shade to deal with bosses, and even if you do have one, their efficacy is reliant on the rest of the group or having the right potion(you don't always find that purple pot before a boss).
Just feels not worth it. I still think Shade needs another mechanic for it to be good, mostly for the general gameplay. Maybe Murderous Prowess changed to something like, if you've killed something, gain a 3sec buff that reduces damage by 35% and increases attackspeed and power by 20%. Some shit like that would be great, and honestly I don't think it'd be overpowered on a class that's mostly melee range with 100health and is forced into suboptimal weapon choices to synergizes with its mechanics. Even if it turns out overpowered, it's better than the current state, can adjust numbers later, but they should definitely buff the shittier classes asap to offer some variety. Shade and Battlewizard are really shit, and Zealot is really meh too. They can work on buffing average classes like merc/handmaiden/ranger/unchained after that, or nerfing pyro.