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Apex Legends S7 beefs up Pathfinder's hit box among other legend, weapon changes

Published: 12:29, 03 November 2020
Respawn Entertainment
Picture of Pathfinder from Apex Legends
Apex Legends

Not Pathfinder again, right? Well, yes, but surprisingly enough, Apex Legends' official numbers make Respawn's Season 7: Ascension changes to Pathfinder as justified as any other legend and weapon changes.

LEGEND CHANGES

As it turns out, the grapple nerfs from 6.1 not only failed to result in the widely prophesised nosedive of Pathfinder's results - the tin can's win rates actually grew by 1 per cent. This means that Apex Legends' jolly high-five enthusiast is still an overachiever, so it's time for the next round of nerfs.

Respawn tried to make the changes subtle in the case of the shootable hit box, whose size should make him a tad easier to hit. Grapple changes, on the other hand, were turned up a bit more, and are as follows:

  • Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
  • The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
  • The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
  • The amount of distance you can travel before you hit maximum cooldown was roughly doubled.

Bangalore's Rolling Thunder explosions now take 6 instead of 8 seconds. Caustic's traps and Nox grenades no longer blur legends' vision, but their damage was buffed from 4-10 to 6-12 ticks of damage. 

Mirage's Psyche Out/Life of the Party decoys now boast 45 health, making them a bit harder to kill. Octane's healing rate has been doubled to 1.0 hp/s. Wattson's Perimeter Security will inflict 15 instead of 10 damage per touch. 

Rampart's Sheila now takes 1.25 seconds to fully spin up, down from 2 seconds, while Amped Wall building time is down from 4 to 3 seconds.

EA Apex Legends, Volt SMG Apex Legends, Volt SMG

WEAPONS

Season 7: Ascension brings a rotation of Fully Kitted Weapons as follows:

  • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt    
  • New: Wingman, Sentinel, Havoc, G7, Alternator

Hemlok's buffs from Season 6 turned out to bee too much, prompting Respawn to slightly increase horizontal recoil of first 3 shots and its magnitude in the latter stages of the pattern. 

Its single fire mode, however, has had its recoil multiplier nerfed to compensate, and the overall headshot multiplier is down from 2.0 to 1.75. This means that headshots against helmetless Apex Legends players is down from 44 to 39. 

L-Star got a more manageable recoil pattern, and a decreased venting time after releasing the trigger (0.4s down to 0.15s). Its head reduction will also be quicker when not overheated. 

Sentinel's damage got increased from 70 to 88, whereas Triple Take's fire rate is down from 1.3 to 1.2 seconds.

Respawn Lifeline opens fire in Apex Legends. Never underestimate the power of an Alternator.

Hop Ups

  • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman.  When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving).  This should open up new opportunities to use the two weapons, especially in close-quarters combat.    
  • The Selectfire Receiver hop-up will be removed from the loot pool to make room.

Apex Legends, Season 7: Ascension image gallery

  • Image: 1 / 6
A man with an axe running through a forest in SCUM
Apex Legends, Season 7: Ascension

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