I get where you’re coming from, but I disagree with the idea that the solution is just “nerf movement significantly.”
Apex needs new players, not only the old generation that wants the game to stay slow forever. No offense, but I don’t think the game should mainly be balanced around the 40+ old-school crowd that wants Apex to feel like it did years ago. If the game feels too fast now, part of that is also just the reality of time and how games evolve. Apex has changed a lot since release, and the players who will carry the game 20–30 seasons from now are mostly younger/newer players who like fast, flashy, expressive gameplay.
Movement is one of the main reasons Apex became exciting again for a lot of people. It creates clips, skill expression, fun rotations, and keeps the game from becoming three teams sitting in buildings waiting for zone. We already had metas where Controller/anchor-heavy gameplay was dominant, and honestly, most people did not enjoy watching or playing that. It was slow, campy, and boring.
Also, the data doesn’t really support the idea that Controllers are fine. Their pick rates are awful. Caustic, Wattson, Rampart and Catalyst combined are only around 4–5% pick rate across the general playerbase right now. That is the whole Controller class combined. That’s not healthy class representation.
And this glider idea would not give Controllers “more speed” in combat. It wouldn’t make Caustic tap-strafe faster, win duels for free, or escape like a Skirmisher. The point is to make rotations feel less painful and give Controllers a more attractive class identity outside of “sit in building and scan ring.” It helps them move between anchor spots, not ape fights for free.
Skirmishers already give movement not only to themselves, but often to the whole team: pads, zips, portals, team rotations, reposition tools, etc. A Caustic can also use those, sure, but only if the team actually has them. Controllers themselves offer very little that feels fun or modern outside of defensive setup.
And realistically, the game is not carried by Diamond 2+ players only. It is carried by Gold, Plat, casuals, returning players, and new players. If a class feels slow, boring, and niche to the average player, people simply won’t pick it.
So yes, movement should not be the only answer to everything. I agree with that. I also think movement needs a clear ceiling. Axle is honestly around the maximum level of movement I’d want to see in Apex. She is already extremely hard to kill, especially for Controller players and even for good PC players. That’s exactly why her Q exists, and I would not be surprised if it gets nerfed or adjusted, because that level of mobility probably shouldn’t be pushed even further.
But that’s exactly my point: I’m not asking for every legend to become Axle, Octane or Horizon. I just think every class should have some kind of role-specific movement identity. Skirmishers should obviously be the fastest. Supports could maybe have slightly better utility movement for revives, resets or helping teammates. Controllers could have better rotation tools to move between anchor positions. The goal should not be raw speed for everyone, but movement that fits the class and the character.
For example, I don’t want Gibraltar moving like Octane. That would make no sense. But a small support-focused mobility improvement? Sure, why not, if it fits his role. Loba having stronger tactical flexibility is a good example of a character who can feel useful and mobile without being completely broken. Bangalore is another good example of a legend that can always be played: not too fast, not too slow, just flexible and reliable.
That’s what I’d want for Controllers too. Not insane speed, not Skirmisher-level escape tools, but something that makes the class feel less outdated and less locked into camping. A lore-friendly Controller glider would be a fun way to give them rotation value without turning them into movement legends.