Shroud proves he's actually human with two hilarious Apex Legends fails - Dexerto
Apex Legends

Shroud proves he’s actually human with two hilarious Apex Legends fails

Published: 15/Jul/2019 9:54 Updated: 15/Jul/2019 10:20

by David Purcell


Michael ‘Apex Legends play. 

The popular streamer, who has over 6.6 million followers on the platform, was streaming a game of Respawn Entertainment‘s battle royale game on July 14 where he stunned fans with some less than impressive gameplay. 


He might attract thousands of viewers every time he goes live on Twitch, with many expecting to see some incredible shooting on display, but not many would have been expecting what happened next. 

Respawn EntertainmentWater Treatment is a very popular location in Apex Legends, but shroud didn’t have the best time looting there this time.

Shroud was running around the Water Treatment point of interest where he ran right into a player from another team, not too far away from him. Opening fire in their direction, he failed to strike his opponent down. “I missed every shot, solid stuff. Solid stuff,” the streamer said. 


If you think missing an easy target like that wasn’t enough to prove he’s human, his next move was even more disastrous as he jumped aboard a Balloon zipline, slipped off, and came crashing down off the edge of the map in hilarious fashion. 

“Don’t res [rescue] me. It’s not worth it,” he said as the zone started to close in on the team, bursting into laughter. “I wasn’t trying to get loot or anything, I just accidentally jumped.” 

  • Read More: CS:GO professional player in these clips, it just goes to show that no matter how perfect a player people may think shroud is, making mistakes is not out of the question. 

    Luckily for him, his team had his back to help gloss over this one. If this came in the final circle, it could have been even funnier to watch. 

Apex Legends

Pathfinder Grapple “buff” in Apex Legends is actually a nerf

Published: 7/Oct/2020 11:44 Updated: 7/Oct/2020 11:46

by Calum Patterson


After months of waiting, Pathfinder mains were excited to try out his new and improved grapple in Apex Legends, following the Aftermarket update. But, it turns out that it wasn’t actually an improvement at all.

Pathfinder’s grapple previously had a much shorter cooldown, only 15 seconds. This meant that in any given engagement, Pathfinder would likely be able to shoot his grapple multiple times.


This was eventually deemed too strong, and the cooldown was increased to 35 seconds, essentially reducing it to one use per engagement (unless it’s a particularly long firefight).

Immediately, Pathfinder mains complained that this was far too long a cooldown, and the character’s pick rate plummeted in Season 5.

apex legends pathfinder
Respawn Entertainment
Pathfinder has been a less-than-popular pick since his nerf – and this new update isn’t helping.

Respawn confirmed ahead of the Aftermarket event that Pathfinder would be getting some “love” in the update, and it certainly was a big change. Whether it was “love” or not, is now up for debate though.

Pathfinder’s grapple cooldown now depends on how far the player grapples. A shorter distance = a shorter cooldown. In the patch notes, Respawn explained: “the maximum cooldown is still 35s, but you’re going to have to swing a very long distance to get there.”

This was actually a suggestion that came from Reddit. But, back on Reddit after the update, players are not totally convinced this is really a buff at all, as demonstrated by u/laughie1:


As demonstrated, this rather small distance pre-patch, would result in the standard 35 second cooldown. But, the Cooldown began immediately after the grapple was launched.

Post-patch, 1) the cooldown doesn’t begin until the player lands, and 2) the timer for the length of the grapple continues to increase even after the grapple has disconnected.

As the player explains, “If you get the cooldown to 35 seconds, the countdown starts when you hit the ground, not when you first grapple, basically making your grapple cooldown 4-5 seconds longer then before the “buff”.”


To make matters worse, if you land into a slide, the timer will continue to hold at 35 seconds, and won’t start counting down until you stop sliding.

It’s not clear if this functionality was intended by the developers. They’ve already identified and are working on a fix for a visual bug related to the grapple, but this issue seems to be hard-coded into the new design of the cooldown system.