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NNeil6991's avatar
6 years ago

5% Nerf too Generalized

The top three Legends season 1 were Pathfinder, Wraith, and Lifeline. I understand why the characters needed nerfs as, at the time, none of the other legend's kits came close to matching the utility of having a small hitbox and a viable kit. However I don't understand the broad brush policy of a 5% damage increase on each of these legends that ignores the actual size of their hitboxes and how useful their unique abilities are in the current meta. I made a quick list below on how I believe the 5% nerf effects each of the legends after playing them.

Pathfinder: Medium sized hitbox with a small profile and the best mobility kit in the game. 5% damage increase is unnecessary for a medium hitbox character. Insane tactical and ultimate charge speed unaddressed and, in my opinion, is what should have been the actual focus of the nerf instead of the damage increase.

Wraith: Has the smallest hitbox in the game, a unique low profile weaboo run, and a great kit for detecting and escaping third parties as well as facilitating third partying for your team. 5% nerf seems appropriate but doesn't actually matter, as that 5% is not going to make up for the amount of shots you will probably miss on a strafing, slide jumping, bunny hopping Wraith player that you would hit on any other legend.

Lifeline: This is my main. I am actually ok with having a 5% nerf on my character despite the fact that she doesn't have the benefit of having the smallest hitbox like Wraith, or the best disengage tactical like Pathfinder. Having the medic be a bit squishier then the rest of the cast seems appropriate to me, but her kit currently doesn't make up for it, as she has a terrible tactical and ultimate, and very little synergy with other legends' abilities.

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