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Actions when picking the same Legend
When selecting a character in ranked matches, I went to the bathroom and when I came back, the Legend I wanted to use was already taken, and a different Legend had been automatically selected. I think it probably picks the Legend I've used the most in the past, but it would be great if there was a "priority Legend" function in the settings. For example, if there's a tie, Legend A should be prioritized. Next, Legend B should be prioritized, and if that's also taken, Legend C should be prioritized. If that were the case, it would be the perfect game.2Views0likes0Commentsteammates quitting in matchmaking
I feel that teammates quitting in matchmaking greatly impacts the experience. Perhaps some rewards or penalties could be implemented to change this. The ping is very high in ranked matches in my region, so I can only play matchmaking. [Title edit - CM]xiangchino4 hours agoNewcomer15Views0likes0CommentsController settings & Attracting players
This is about limitations of controller settings(at least on Xbox). There are some actions that use the same button. Too often at times while playing Wattson there are instances where I want to res a teammate or open a door after I've put down some fences to discourage opponents pushing me and I press the X button to res but instead wattson disables the fence I just put down. The down button on the D-pad is already employed for this character action and I haven't found a way to remove the X button from this function. Next, I think Apex needs to be better at attracting new players, though that was obvious from what I could tell. I believe having so many locked characters is counter-productive to this goal. It would take about 2 months or more of casual play to be able to unlock all of them with LTs. I believe it's better if new players had more options to start with as well as an easier and shorter time to unlock all characters. Also, please bring back Arenas, if there's too much worry about splitting the player base then make it pubs only, since most people would want to play BR ranked either way.1View0likes0CommentsDiscussion on Game Mechanics and Game Operation
PS:My English proficiency is limited. The following text is translated by AI. Please forgive me for any awkward phrasing or errors. All the following suggestions regarding weapons, legends and game mechanics are highly subjective personal opinions. I am not a professional game planner or designer, and my views do not take all factors into comprehensive consideration. Please forgive me if some content is unreasonable or unpleasant to read. Friendly communication and rational discussion from all players are also welcome. Regarding the current positioning of various weapons in the game: Light Machine GunsCurrently, light machine guns are in an awkward position, especially the L-STAR. They feel cumbersome to handle, inferior to assault rifles at mid-range, and worse than SMGs in close-quarters combat.There was once an excellent adjustment that the longer an LMG fired continuously, the smaller its hip-fire spread would be. I really appreciated this change and cannot understand why it was removed.I would like to ask the development team if there are any optimization plans for the positioning and future adjustments of light machine guns. Ammo SystemEach type of ammo now has distinct characteristics: energy ammo has no bullet drop; shotgun shells feature multiple pellets and can break windows quickly; sniper rounds have penetration effects; light rounds offer a higher carry capacity; heavy rounds suffer from severe bullet drop.These are all my personal observations. In addition, since the Wingman now uses sniper ammo, why has it not been granted the penetration effect? Is this due to balance concerns or simply a design oversight?I hope the developers will test and add new ammo mechanics in the future, so that weapons within the same category, such as assault rifles, can have distinct gameplay differences and unique trade-offs when using light rounds, heavy rounds and other types of ammo.For example: energy weapons deal no damage to Wattson’s ultimate and could even recharge it; heavy rounds could deal bonus damage to player-made structures, such as Rampart’s tactical abilities and Caustic’s traps. Apart from firearms, I also have some feedback on legends and game mechanics.I believe the recent change to Caustic — where enemy Caustics can receive ability damage from opposing Caustics — is a poor adjustment.Apex Legends is fundamentally a shooter, and the outcome of player confrontations should mainly depend on gun skill.However, this change has altered the core gameplay, turning matches into contests of ability spamming and ability frequency.I would like to ask if the development team plans to restore the old mechanic, allowing Caustic to become immune to enemy Caustic abilities once again. Furthermore, will this type of immunity be expanded to all Control legends, making them unaffected by slow effects from other same-class Control legends? In terms of legend class division, I feel the classification of some legends is rather vague. I suggest adding clear counter relationships between each class: Assault: Focus on frontline suppression and environmental destruction, strong against Control legends. Support: Provide powerful healing and utility to make up for shortcomings in gunfights, strong against Assault legends. Control: Excel at area denial and crowd control, strong against Support legends. Skirmisher: Possess high mobility and slow cleansing abilities, strong against Control legends. Recon: I have not yet come up with a clear positioning for this class. I am very dissatisfied with the global enemy health bar visibility mechanic. I suggest either removing it completely or turning it into an exclusive Recon class passive, so only Recon legends can see enemy health bars.Moreover, I hope mobility-related abilities can be fully customised with keybinds. For instance, keep the double jump on Octane’s jump pad bound to Space, and allow players to set a separate custom key for Valkyrie’s jetpack. When it comes to game operation, the recent Gundam collaboration was fantastic. Data shows that daily active players have increased by nearly one hundred thousand. I hope to see more crossover collaborations, similar to the frequent crossovers in Fortnite. I also look forward to large-scale in-game events, such as a crossover event between Gundam and Godzilla.The previous Tales from the Outlands stories were incredibly compelling, and I am confused about why they were discontinued. Was it due to cost issues or other reasons?Will cooperative PVE content be released in the future? I am very much looking forward to it. Overall, I truly love Apex Legends. I hope the game can keep running steadily for another ten or twenty years, until I can no longer play.With the recent player rebound from the Gundam collaboration, this game has "revived" twice from hardship, if I recall correctly. I do not want the game to rely on repeated revivals; I only wish for long-term stable operation, even if it is an unrealistic expectation.I hope the development team can focus on proper, down-to-earth operation instead of risky or improper decisions.This is a game that has deeply captivated me. I even hope that one day, my children will also get to experience and enjoy Apex Legends.ZaGFzyx10 hours agoSeasoned Newcomer8Views1like0CommentsTap strafe on controller
Dear Apex, The movement mechanics in your game are what truly set it apart from any other Battle Royale on the market, yet there is a growing disparity between platforms that limits the competitive potential of console players. Incorporating tap strafing as an official, native feature for consoles would not only bridge the skill gap with PC but also elevate the overall fluidity of the gameplay experience for a massive portion of your community. By designing a dedicated input or setting that allows controller users to execute these sharp aerial maneuvers without relying on external scripts or third-party hardware, you would democratize high-level movement and ensure that skill rather than platform limitations dictates the outcome of a fight. As the game continues to evolve, making such a legendary mechanic accessible to everyone would reinforce Apex Legends reputation as the gold standard for movement based shooters.12Views0likes0CommentsCan’t get a match
So I’ve been playing apex from about day one and it was really fun back then but now I feel like the player base is getting smaller I’m on eu servers and just trying to play a quick public/casual match but the wait time to get into a match is like 10 minutes really need to look at the sbmm again to make lobbies quick and playable11Views0likes0CommentsMirage Rework: Prioritizing "Trickster" Identity over Utility
Introduction: Mirage’s Recent Performance I’ve been a Mirage main since the early days of Apex, but I’m currently unsatisfied with his recent performance. While I understand why "More Me" was removed (it was admittedly overtuned), I’m not a fan of the new "Renaissance Man" Perk. It feels like Mirage’s value is being shifted too much toward "accessing all class objects" rather than his signature decoys and cloaking. Using broad utility to buff a Legend just because their pick rate is low feels like it neglects their unique identity. Personally, I’ve always wanted to see buffs that lean into his original kit—specifically his offensive and supportive potential through bamboozling. Therefore, I’d like to propose a change to his Ultimate, "Life of the Party." The Proposal Remove Level 2 Perk "Boogle Eyes" (Make it base kit or remove it entirely). Add New Perk: "Upon activating Ultimate, spawn +1 extra decoy and Mirage becomes cloaked. The cloak lasts until the decoys expire or until a weapon is drawn (drawing a weapon cancels the cloak immediately)." Reasoning for this Proposal The Return of Cloaking: I want to bring back the essence of Mirage’s Ultimate, "Vanishing Act," from the pre-Season 5 era. That ability had a fundamental flaw: spawning six motionless decoys made it obvious that Mirage was cloaking somewhere nearby. For players focusing on audio or visual effects, it wasn't a major threat. This led to the current "Life of the Party" rework. My proposal creates a "psychological gamble." By making the cloak a Perk choice, enemies won't know for sure if Mirage is cloaked or just one of the six moving decoys. This uncertainty adds uniqueness and tactical depth without being predictable. Why remove "Boogle Eyes" instead of "Renaissance Man"? While I criticized "Renaissance Man" earlier for diluting Mirage’s identity, I am intentionally suggesting we keep it to serve as a necessary counter-weight. Actually, when I play Mirage, I always choose "Boogle Eyes" over "Renaissance Man" to maximize combat advantage through decoys—even though I know it provides less direct utility for the team. The reason I want to keep "Renaissance Man" as the alternative is to maintain the "cloak gamble." If the new cloaking perk is too dominant and everyone picks it, we repeat the past: "Ultimate = Cloaking" becomes a certainty again. To prevent this, "Renaissance Man" must remain as a powerful, high-tier alternative. By forcing a tough choice between "Broad Utility" and "True Deception," we ensure that cloaking remains a rare, unpredictable tactic. This preserves the "psychological gamble" and keeps enemies guessing whether Mirage is hidden or hiding in plain sight. Alternative Idea: I also considered making this change part of his base kit instead of a perk. However, as I mentioned, if he "always" cloaks, it becomes predictable and repeats the failure of the "Vanishing Act" era. If it were base kit, I believe it should have a 50% chance to trigger the extra decoy and cloak. Allowing players to freely choose the cloak every time would make it too consistent; if the community decides cloaking is the "superior" option, we end up right back where we started with a predictable, easy-to-counter ability. Closing Thoughts: Mirage’s Identity I may not be the most skilled or hardcore player, but I’ve spent a significant amount of time with Mirage. My priority with this proposal is that Mirage should not become "too strong." Mirage’s concept of "bamboozling" shines brightest when it’s subtle. If he were given a massive advantage—like a "flash effect when shooting a decoy"—people would study him so intensely that the trickery would become harder to pull off. To me, Mirage should be a Legend that requires mastery to find small windows of advantage. Making him a "top-tier meta pick" would actually ruin his concept. I appreciate the dev team’s continued attention to him. I just hope that future adjustments focus on his unique "trickster" gameplay rather than generic utility like "Renaissance Man." I welcome any and all feedback, positive or negative! Also, please note that this post was translated using AI. I apologize if any of the phrasing is a bit awkward or unclear.CaramelLess2 days agoNewcomer29Views0likes0Commentsyou guys going to try and stop cheating any time soon?
literally becoming unplayable, wildcard and bot royale are full of aimbotters, trigger bots with wallhacks, and everything inbetween. This is what made me quit in season 16, I'm about done with this bs again. Fix your gameYoko-Ono-U-Didnt2 days agoSeasoned Traveler15Views0likes0Commentsseparate Jump/Mantle inputs from Legend-specific movement
I would like to suggest an option to bind "Mantle Boosting" to a dedicated key. Currently, since mantle boosting relies on the jump command, any key assigned to it also interferes with Legend-specific abilities such as: Octane: Double jump on the Jump Pad. Valkyrie: Jetpack activation. Ash, Wraith, or Revenant: Tactical and passive dashes. It is frustrating that trying to optimize mantle mechanics forces a change in how I interact with these specific Legend abilities. While this can sometimes be adjusted via CFG files, many players are unsure if that is safe or considered fair play. Adding an in-game setting to separate these binds would improve the movement experience and make it more accessible for everyone. sorry my english is not goodSL_Sanaa3 days agoSeasoned Newcomer14Views1like0CommentsMovement ability key bindings suggestion
Hello, (hopefully devs). Fan of the game here. Can we make it so that when we change the "movement ability bind" to scroll wheel, we can also keep scroll wheel as bind for jump. I still can't understand why we cant. Thank you for reading.zunuzas3 days agoRising Newcomer18Views0likes0CommentsWingman back to it's glory as a heavy weapon!
The Wingman is one of the most iconic weapons of Apex Legends and a weapon a lot of people like or at least liked to use. Back in the day when this weapon used heavy ammo it was seen way more often than it is today. Sure the reason it is less used today is likely not just due to the ammo type but I do believe it is a fairly big reason. I for one loved using the Wingman back in the day and I have barely even touched it after it's change to sniper ammo. One of the main reasons I feel the sniper ammo is bad for the weapon is due to the sniper ammo's limited stack size. It makes sense for the other sniper weapons as they are slow firing - long range - precision weapons, however I don't really feel the Wingman fits into this category. You just cant really afford to use a weapon "designed" to fire a decent amount if it requires sniper ammo. Bringing it back to heavy ammo will undoubtedly allow more people to use it and bring it back to its fun, iconic state that I feel makes sense and it deserves. I Genuinely cannot see any reason this change would be bad but instead would make it more usable for anyone wanting to give one of Apex Legends most iconic weapons a go.BA5S34 days agoRising Novice23Views1like0CommentsSuggestion for Loba’s perk
Hello. I would like to suggest giving Loba a perk of opening Weapon Supply Bins (possibly as a replacement for getting gold backpacks). I think being able to open both Extended and Weapon Supply Bins will be a great fit for a Legend that is all about giving your team the best loot, and this will also be a great fit for Loba as a character (you “steal” the best stuff from your Assault-classed colleagues).sashazyryanov6 days agoNew Adventurer22Views0likes0CommentsI always want to use a great iron sight
I really love the iron sights on the weapons in this game. However, whenever I upgrade a weapon in the Arsenal or switch the scope from a secondary weapon, a 1x scope gets attached. Please consider adding an option to keep the iron sights. I’d like to see a setting that prevents the Arsenal from upgrading weapons or equipping scopes from other weapons. And if there’s a specific reason you want to equip a scope—such as when you plan to use a different weapon but want to have the scope ready—there should be a system that allows you to equip it. I used a translation tool, so I apologize if anything sounds off.Mr_Nautilus866 days agoRising Newcomer19Views0likes0Comments
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