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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.

14 Replies

  • Anlbrd's avatar
    Anlbrd
    6 years ago
    @WoahItsTea When it's relevant mate 🙂 The ironically named LowProfile being applied to the 3rd largest character definitely means that the discussions around it fall under the remit of hitbox/model discussion.
  • @sireladio Her passives are great but her tactical and ultimate are terrible... Her tactical roots you and your team to one spot (unless you manage to glitch it to wrap around your character), masks the sound of enemies, and gives away your position. If you had said it was convenient I would have agreed...But it is not good, especially now that it is useless for zone revives and respawns. The fact that you think her ultimate is good blows my mind as well...It wasn't good even when it allowed you to get legendary gear...The reward for dropping an rng based package that instantly notifies every team in the map of your location is usually a quick death. Also Pathfinder's cooldowns are insane...being able to grapple to high ground, heal up, and then rinse and repeat until victory is ridiculous...Why do you think they made Pathfinder's hitbox so big in season 0? It's because his kit had no downsides...You also seem confused about the difference between synergy and convenience. Bloodhound using his ult to see through friendly Caustic and Bangalore smoke/gas is an example of synergetic legends. Lifeline dropping a package that may have good loot is convenience.
  • @Anlbrd I never said he needed hitbox changes. Pathfinder already got some fixes to his hitbox in the last patch. You really push for hitbox changes don't you? 😁

  • Anlbrd's avatar
    Anlbrd
    6 years ago
    @WoahItsTea Well, you're pushing the discussion at the minute in this thread harder than I am 😉

    I don't think Pathfinder needs his hitbox changing, it's fine and is actually one of the largest in the game. He needs his MODELS changing, so that there is less stuff that you can see but not hit.

    I main Pathfinder and I'm actively advocating for something which removes an advantage I have. It's a pretty neutral standpoint and I can't imagine how anyone would think I'm saying any of this for any reason other than to improve the game for all of us.

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