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The only thing I see wrong with her is rockets and the inability to cancel them after preaiming. In many cases, current setup makes me either waste rockets or just walk up like a nub to make up the distance I gauged incorrectly.
Rampage...better balance than spitfire before 🙂 annoying and very OP when charged with thermite at the right time. Other than that I don't see it being OP or unballanced, quite comparable with longbow in a long range and Hemlock in mid-long range in my opinion.
p.s. posts like this with lack of detail are not very useful, efficient, it is more like saying "not you are stupid" and ending an argument there 🙂 provide more details in the future so people have a clear understanding of your viewpoint on a matter.
- 4 years ago@EREGDS As much as I do like Valk’s viability. I actually do think she is technically too effective— that is, she is so effective at securing wins that you almost need one if you want to secure wins against strong opponents. Gibby has this same issue. This is exactly why almost all competitive teams have those two Legends.
And I’m ok with Legends being Meta. But I’m not ok with Legends making other Legends obsolete. I kind of feels like Valk makes Pathfinder obsolete.
Hear me out—
Path’s grapple is definitely still fun, but Jetpacks are a lot more viable for quick repositions to height than the grapple, and can be used again in succession faster than the grapple. Plus the fact that Valk’s jets aren’t even her tac, they’re her passive. The addition of the rockets make her abilities superior.
Then there’s the fact that Valk is a MUCH better recon Legend than Path.
Then there’s her deceptive hitbox, which looks larger than Path but is actually smaller than Path.
Then there’s her Ultimate, which doesn’t take terribly long to charge and is without a doubt the best reposition tool in the entire game. Ziplines can obviously be used for shorter scale repositions but lets be honest, people have learned how to absolutely beam people on the zip.
So yeah, there is no reason to put Pathfinder on the team when you can have someone play Valk. Makes me kinda sad.- pandareno19994 years agoHero+
In terms of team movement utility, I feel like Pathfinder was already pretty much mothballed by Octane and Horizon well before Valkyrie released. She was certainly the last nail in the coffin, though.
- 4 years ago
@pandareno1999 I would say the dynamic grapple patch to pathfinder Is what mothballed him to be honest lol.
At the time it was the right decision but to return pathy to his original spiderman antics now wouldn't be OP I don't think.
 
 - hayhor4 years agoHero@Axs5626Sxa5001 Oh yeah no way I would play path over valk. Path doesn't even have a real passive.
 - 4 years ago
@Axs5626Sxa5001I got the point you are saying and partially agree with it - one legend should be unique enough to have its own use rather than make someone else already existing obsolete or even worse combine multiple legend's pros in one.
At the same time I would not agree about repositioning, in my opinion, each mobile legend has its own pros and *:
- Path can reposition much faster and also much less linear (grapple), like as easy it might be to beam zipping path as hard it is to hit one who knows how to grapple away fast
- Valk can reposition the whole team long distances but it for me is like a one-time deal, all or nothing, usually don't ult more than twice per map. In comparison, Path is more versatile especially in shorter distances, plus with zipline, you can ensure a path for a team back and forward, Valk's ult is a one-way street and her passive is just for her
- Octane - in my opinion, mix of both Path and Valk, more mobile in combat, less mobile in running away / carrying the team with him
- Horizon - honestly I would not count her as a mobile legend, lift is ok but it is very linear (second easiest to hit after ziplines) and really helps only in situations where there is some horizontal stuff right around you. For me, she is like a bad version of Path. Her ability should have remained as sniper tower and as a heal-free card (to a lesser extent than it was initially, maybe now it is even well balanced from a healing perspective) in my opinion which was also shown in results before she was nerfed
Personally, my choice of each of the above goes like this:
- when I feel not clumsy I play Path, he is still the hardest of all 4 for me to play but I don't feel like I am losing out when doing so. I love when enemies just lose me out of sight and then I just beam them from high ground or even from a quick flank I pulled say around the rock with a grapple
- Valk is used only in bigger maps like SP or OLY, I would not consider playing her much in WE and even less so in KC, unless I have a very aggressive team and we want to engage everyone (not my type of playstyle). And more importantly, I play her when I see what we as a team struggle to get out of the fight in time to keep up with rotations = easy solution for that problem
- Octane, in my opinion, is just the easiest legend to play when you don't have 100% focus yet still ensuring good mobility for the team, also his stims help in dodging bullets again in case you run into a sticky situation due to lack of focus. Plus Octane has this mental freak-out effect on enemies similar to Blood's scan, Crypto's drone or Revs ult = as soon as people hear him they start looking around like crazy trying to find where he is
- Horizon - sadly I rarely can play her nowadays as I don't find her ability very useful and her ult was nerfed so much that even crawling baby can escape it nowadays, very bad combo or not the best choice when you have other legends
- 4 years ago
Valk was far from perfect but it was the poor choice of making a headshot game even more vertical, and began with Horizon. Bad redo of worlds edge, added.
It would have been fine if they redesigned all the defensive characters but you know they wouldn’t.
whole I like call personally, she killed far more of the game than she improved.
 
 
 
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