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Adendon's avatar
6 years ago

Pathfinder Tactical Rework

(Wanted to write a concept for reworking Path's tactical so let me know if this is something viable for you pathfinder mains.)

  • Pathfinder's tactical is now a gauge that fills up instead of a full-fledged CD timer
  • Gauge is fully filled in 35 seconds
  • The gauge represents how long pathfinder's tactical can reach (so a full 35 seconds means that pathfinder has the full range of his tactical; and 17 seconds would give the tactical half the range)
  • The tactical can't be used until the 5 seconds mark has passed.

The purpose of this rework is to address the split the community appears to have on how long Path's cooldown should be. Some want the cooldown to stay at 15 seconds, others want the cooldown to stay at 35 seconds, another group wants the cooldown to be somewhere in the middle.

At this point in time, here are the facts: Path pre-nerf was a highly picked champion even with the low profile nerf; whether this means that he was still picked b/c he was fun, and/or b/c he was OP is unclear cause no census has been made. Post-nerf Path has had a decrease in player usage, but it may not be to a level that Respawn wants, which is causing dissatisfaction with both developers and players. I believe this rework would help keep the numbers low while making Path still enjoyable to use to a certain degree. This rework won't make Path as fun/OP as it used to be, but it may make it more feasible to bring other champions up to Pathfinder's level without making it feel like Path is underperforming.

5 Replies

  • I wasn't a Pathfinder main, but I did play him regularly before the nerf.

    I played him because he was both fun and incredibly useful, and I need to point out that he wasn't fun because he was OP, he was fun despite being OP.

    One of the most important reasons I don't play Pathfinder nearly as much anymore is because he feels much less mobile, not in combat, but out of combat. I'm sure everyone used his grapple out of combat to just move faster while roaming, but that just isn't viable anymore. Nobody's gonna use the grapple just to get to somewhere a little bit faster, because 35secs is a long time and you might find yourself in combat when you don't expect it, and now your ability is on cooldown. The nerf works as intended to make him less powerful during combat, but sadly also hampers his out of combat movement, which imo wasn't a problem. Sadly there's no way to make it that his cooldown is lower when not in combat, if you give him lower CD while no enemies are nearby, that would in itself make him know it's safe, and it would act as a radar.

    I like your idea, I don't know how feasable it is to implement, but it should at least be considered.

  • @Adendon So basically the way the grapple cooldown worked in Titanfall 2? I would like that. Then if you accidentally only grapple 2 feet it would give it back to you right away.
  • I LOVE your idea... It would take some time to get used to yes... but when your a day 1 path main you learn to adapt and overcome...

  • love this idea ! i am a path main, i just want the cool down to be even come down by 10 sec that's it ! Or the Grapple speed and distance needs to be buffed a bit !

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