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Things need to change
I’ve been on these forums for a while now. I read things people post and though I never thought to comment myself this will be a long one. It seems like the devs worry more about their spread sheets and pick rates more than the actual feedback they get from long time players and even some of their pro players. Conduit has been called out for a long time for needing a nerf. She is to strong. But what do to the devs do? They see her low pick rate but a high win rate and say, “ we should buff her so people play her more because she is even more over powered.” It’s a disconnect from what actual long time players have been feeling. We have watched this game change so much from what it was originally. some changes were welcome to add to the dynamic of the game, like the evo upgrades for shield progression. Other changes have been negatively received and got constant backlash but it seems the devs are just doubling down like if they just push that issue a little harder people will start enjoying the thing they hate so much about the game, like this non stop push into increased momentum of the game. Stop making movement the core aspect of the game. Movement was a thing that came with skill, took time to learn and made the game fun because it was earned. Now movement is given to every character you buff or put out. The first time Axel was announced and her kit explained, all I thought was “ please don’t”. I knew she wouldn’t be healthy for the game and after her release I know she was 10x worse than what I could of even imagined. Whoever was the dev who thought her up, whoever approved her coding, and whoever actually coded her into the game, you should all be fired. She was the worst decision of so many reasons. It’s like you took octanes whole kit and put it into her tactical, of course minus the stim damage. It’s a slap in the face face of every octane main in the game. And to add insult to injury she gets an ultimate( sometime two) that not only seeks an opponent no matter if line of site was never established, but also does damage, stun, an bounced them in the air so the whole team can act like a firing squad. She needs an immediate and indefinite removal, people need to be fired. Movement needs to be nerfed across the board for other characters to shine again. Stop giving movement passives to characters because they can’t compete with the movement characters you’ve buffed way to far. You complain that the pick rates show that movement characters are being picked at a higher rate than non movement characters, the easy fix that would appease most players would be to nerf movement players like octane and Valkyrie. Instead you start buffing characters that never needed a buff in the first place. Valkyrie has been long overdue for a nerf. A lot of people including myself never agreed that her latest buffs were healthy for the game. Octane never needed a second stem, another unhealthy update for the game. This coming from a player who has spent a lot of time playing octane. There needs to be changes made that are more inline with the player base. Stop looking at your spread sheets and do more player interaction. Listen to the base that keeps your game alive. This game has real issues your team just blatantly ignores for shiny cover ups. We didn’t need a new legend, we needed nerfs to movement to balance the characters. We didn’t need ban wave after ban wave, we needed console and hardware bans so they can’t just create new accounts and continue cheating. Players stopped playing fun characters to play movement characters because you’ve created a game where if we don’t, you’ll just be steam rolled by a movement team. You’ve created a game where pre made teams either focus on movement or defending against movement, and it shows in the pick rates. All the characters at the bottom of the list are there because of the ridiculous changes you’ve made to the game. I know you’ll look at the numbers an say this season has had the most players in a long time for you. How many of those new players are just people who had to make new accounts because they’ve been banned 5 times since the season started? Your devs have stated yourselves in ranked there is a minimum of 5% cheat rate. Well in every lobby that means there is a minimum of 3 cheaters. EVERY LOBBY! And that’s just ranked. That number only gets worse when you’re in pubs, or a game mode. And lastly but most importantly, DELETE SEER AND GIVE REVENANT BACK HIS SILENCE ABILITY! Revenant was my favorite character for so many seasons, and you ruined him. I was fine with his ult change but just giving away his tactical to a character no one wants to play was inexcusable. Do better devs.403Views6likes24CommentsFIX THE SERVERS
I don't understand like, you don't fix the game, the cheaters, consoles lobbies are infested with these zen adapters, it's a disease!!!!! It's unplayable to play rankeds, server are running so poorly. I can't understand how is that even possible A multimillionaire company doing this **bleep** like amateurs, this is so frustrating. If it's not hackers it's the server that freezes every second How are you meant to play this game without struggling with these issues. It's insane I can compare your amateurs devs to a 10yo kid learning how to work with a PC. Omg bruh just listen to your community, it's not that hard you selfish idiotsdiogomira181 hour agoSeasoned Novice5Views0likes0CommentsHow long for an Axle nerf....
How much longer is it going to take until this ridiculously overpowered legend finally gets nerfed?! Axle is dominating the entire game, and it’s honestly a disgrace that there still haven’t been any balance changes! It’s impossible to heal or regenerate shields because the entire enemy team rushes you at Mach 10! I mean, the pick rate says it all... Maybe your devs are overwhelmed or simply have no idea what they’re supposed to do, so let me help you out: Her Q lasts 5 seconds and can only be used by a maximum of 2 players, meaning it disappears after 2 slides. Also, the range of her Q should be cut in half — it’s ridiculous that she can slide across half the map. Her Ultimate should no longer launch hit players into the air. Instead, it should briefly mark them, and if you absolutely insist on adding some kind of slow/stun effect, then make it a short 1-second daze effect.Bronsn2 hours agoSeasoned Veteran28Views2likes4CommentsAccount Banned After Being Hacked but cannot remove ban
My account was hacked in July/August of 2024. I did not notice until a little bit later and I was able to get my account back with the help the EA Support team in September of 2024 after I provided proof of rightful ownership of the account from the beginning. Well during the time my account was hacked, whoever did it, decided to use cheats. I got banned for something I did not do. At the time of the hacking and ban I was in another state for work too lol. I could not have possibly done it considering the IP/Hardware location historically would prove alone that I could not have been on when the hacking occurred. I have appealed the ban and they upheld it, but they did not give me a reason why even though I provided proof that the hack was not done by me. I try to submit a new appeal in hopes of getting someone else at EA to look at the case, but when I try to send the "submit an appeal" form, it just redirects me to an EA Help page and does not send the ticket. When I go to Penalty History, there is nothing there stating I am banned like it was showing before. I chat with EA Advisors saying I need to appeal the ban again, but nothing is working. What am I supposed to do?Forestryyy6 hours agoRising Newcomer37Views0likes2CommentsSolution for Solo q; have one server for it
I tought about this, seems like crybabies dont want solo q , they prefer hard carry with friends on smurfs, which means I get matched against them in GOld and Plat lobbies. But I don't want that, this is destoying rank integrity, Masters get on smurfs and come kill us solo q players in Gold and Platinum preventing us from reaching the rank we deserve: Diamond. So since we can't have a solo q mode on every server it could make wait times too long, how about we have only 1 dedicated server for solo q on each continent, if you want solo q just log on the Central America server, or on the London2 server. Have one solo q server here and there where all solo q players can go to and be free from hard carries. Because doing that thing with Diamond and up means those players will go on smurfs even more to play with their gold and plat friends. It will be disgusting for the lower ranks. Pros dont care about lower ranks, I got killed by ItzTimmy in Silver 3 the other week... how is that not WORST than a 3 stack pred fighting 3 stack Diamond players? Cause nobody cares about GOld and Plat lobbies , they are the trash lobbies where anybody can play and where 18 kills 4500 damage happens all the time. Disgusting.Palette24carats9 hours agoSeasoned Ace112Views3likes12CommentsRemoved Kings Canyon from rotation ?!
Whoever thought removing Kings Canyon instead freakin Olympus from the rotation was a smart idea should be removed from EA instantly! Olympus has extremely strong high-ground positions with limited safe ways to push them, especially in ranked endgames. A lot of rotations force teams through open sightlines where they can beamed from several angles. Onlyus is a crappy map for ranked!l_m4ch1n4_l15 hours agoRising Hotshot18Views0likes1CommentRe-evaluating the Game Balance "Matrix"
I believe that the root cause of the current balance issues in the game environment—namely,the absolute dominance of specific legends or weapons and the stark disconnect between the competitive meta and general ranked matchmaking—stems from the blurring of the game's foundational core: the reciprocal relationships of advantages and disadvantages based on engagement ranges and roles, which can be described as a "Matrix." Just as a pillar will inevitably lean if built upon a warped foundation, ignoring this foundational misalignment causes the discrepancy to multiply exponentially, leading to increasingly severe problems. This dynamic also results in rendering the lore and background settings of legends and weapons virtually non-existent, which could ultimately exert a negative impact on revenues derived from in-game purchases. Example 1: Legend Classes The emergence of multi-functional, overpowered legends who can handle any situation, combined with certain class skills being so excessively strong that they render other classes obsolete, constitutes a critical challenge. The key to resolving these class disparities lies in absolute fidelity to class roles. Implementing a strict cyclical structure among the five classes, analogous to the type-matching mechanics found in titles like Pokémon, could effectively mitigate extreme skewing of pick rates. the proposed cyclical relationship is as follows: Control >Skirmisher>Recon>Support >Assault>Control Control limits areas with placeable objects and applies debuffs to neutralize the mobility skills of Skirmishers. Skirmisher utilizes superior mobility skills to disrupt the pre-emptive setups and positioning of Recon. Recon leverages advanced information gathering to deny Support the window of opportunity to heal or reset the engagement. Support enhances the effective health pool or maximum resource capacity of the team to neutralize the offensive advantages of Assault. Assault deploys diverse offensive utilities to force Control to expend their defensive resources. Re-establishing and enforcing these strict class roles would prevent scenarios where a Recon legend possesses overpowered utility, such as exercising superior revival capabilities and high-damage area denial simultaneously. Consequently, this framework could prevent extreme outcomes where certain legends are underutilized due to being overly generic, or conversely, where a specific legend is so universally efficient that the incentive to select other classes is entirely eliminated. Furthermore, the counter-pick to a specific Legend A should never simply be the exact same Legend A (mirror matches). Even if the counter-pick belongs to the same class as Legend A, it causes that specific class to become disproportionately dominant. This eliminates diversity in match progression, rendering the game stale and boring. Devising counters in a reactionary, ad-hoc manner without a coherent, system-wide rule structure directly undermines the pre-existing relationships established through class roles. This uncoordinated approach leads to systemic breakdown, causing game balance to become completely unmanageable. Example 2: Weapon Categories A similar systemic re-evaluation and enforcement of ideal hierarchical relations based on engagement distance can be applied to weapons. The proposed distance and performance matrices are outlined below. close range: SG > SMG > AR > LMG > DMR > SR Medium Range: AR ≈ (≒) LMG > DMR > SMG > SG ≈ SR Long Range: SR > DMR ≈ LMG > AR > SMG > SG Versatility: AR > SMG > DMR > SG ≈ LMG ≈ SR Niche Specialization: SR ≈ LMG ≈ SG > DMR > SMG > AR Sniper Rifles and Shotguns can be considered highly specialized when taking into account mechanics where aim assist becomes disabled at extreme close or long distances. We must also avoid designs where weapon performance encroaches upon the domain of legend skills. The breach mode on the Hemlok is a prime example of this issue. When a specific weapon functions as an anti-pick to a particular character's skill, any legend can effectively counter that character simply by equipping that weapon. This creates a flaw where every character becomes a counter to that specific legend. This is an outcome that must be avoided at all costs. The critical factor here is that weapon performance differentials must not be engineered through recoil difficulty. Relying on complex recoil patterns as a balancing lever directly fuels the demand for third-party anti-recoil hardware and script modifications. Furthermore, it serves as a primary driver for the ongoing dissatisfaction surrounding aim assist mechanics. Weapon differentiation should instead be strictly governed through alternative systemic variables, such as distance-based damage profiles, movement speed penalties while aiming down sights, and maximum burst potential. Conclusion The specific matrices and hierarchies detailed above are intended strictly as conceptual illustrations to visualize the proposed direction. I believe the determination of exact technical specifications and numerical adjustments should be entirely deferred to the professional expertise of the development team. The core argument I wish to emphasize is that balancing efforts must not fixate solely on microscopic adjustments while neglecting the macro-level architecture of the game. A straight pillar cannot be sustained upon a shifting foundation. I sincerely request that you do not dismiss these observations as mere amateur feedback. Note: English is not my primary language, and this text was translated with the assistance of Gemini.50Views1like2CommentsRanked BR &Wildcard
It is unfortunate that non-ranked Duos have been downsized, but I thought it was positive that Wildcard received high ratings and shared distinct roles with ranked BR. However, the recent tilt toward "flashy gimmicks" and "exhilarating mobility skills" is now threatening that relationship. A certain level of understanding can be shown for the objective of maintaining business scale and the player base. Yet, this overemphasis on "flashy gimmicks" and "exhilarating mobility skills" severely damages the "inherent dilemma and catharsis of BR"—the very core of "Ranked Match" where strict competitiveness must be guaranteed. If this "Wildcard-ification of BR" driven by character power and gimmicks continues, the division of labor that once existed between "BR" and "Wildcard" will completely collapse. As a result, Ranked Match will lose its raison d'être, much like the currently downsized non-ranked Duo mode. The business structure itself is highly rational: preventing client file size inflation while establishing "Wildcard" as an experimental ground to drive monetization and transition into new elements. However, the core essence of Wildcard and BR is fundamentally different. High ratings in Wildcard are merely "locally optimal solutions" that function strictly within those limited rules. Blindly sliding those elements into ranked BR, where positional maneuvering and the weight of placement points actually function, makes system failure inevitable. Consequently, Wildcard-like elements will encroach upon BR, causing the clear boundaries (the division of roles) between modes to collapse. This restricts player options, ultimately narrowing the market for Apex itself—a fatal issue. Do not lose sight of the essence (the objective) by becoming trapped by the means. Why was it that the "new character Seer" and the "immediately-reworked Ash" were heavily criticized despite maintaining high pick rates and win rates? Why did the "Arenas Ranked Mode" fail? Why was the "non-ranked Duo mode" downsized? None of your efforts are ever in vain. I want you to not waste past failures, but to utilize them for the present and the future. Could you be on the verge of repeating the same mistakes? I hope you will take a moment to pause and exchange opinions among the development staff anew. Note: English is not my primary language, and this text was translated with the assistance of Gemini.18Views0likes0Comments- r1ggedgame15 hours agoSeasoned Ace45Views4likes5Comments
Steam Input Configs in Apex — Automation, & Gray Market Nobody Talks About
This is An Open Letter to Respawn & EA: The Commercialization of Steam Input Macros and the Death of Competitive Integrity I want to have a serious conversation about something that's been ignored for too long. This isn't another aim assist debate — this is specifically about Steam Input controller configs and what they enable in Apex Legends right now. What's actually happening Players on controller are using Steam Input — Valve's official remapping tool — to automate mechanics that were designed to require skill. Here's what publicly available and actively sold configs do: Jitter Aim — automatic crosshair micro-oscillation that combined with rotational aim assist produces near-zero recoil. Physically impossible to replicate by hand with the same consistency. Superglide — The config executes it perfectly every single attempt. Neo Strafing — advanced movement that gives a massive advantage in gunfights. One button. 100% execution rate. Mantle Jump, Turbo Jump, Armor Swap, Fast Loot — all reduced to single button presses with millisecond precision no human hand can match. Why EAC doesn't catch it — and never will This is the core problem. Steam Input operates at the driver level, before the signal reaches the game. To EAC, a controller with a macro and a controller without one are completely identical — both send legitimate XInput signals. No code injection. No memory reading. Nothing for EAC to flag. You cannot ban this without banning Steam Input entirely. Which means banning it for every legitimate controller user on your platform. Respawn is trapped — and they know it. The gray market you're ignoring People are selling these configs. Not sharing — selling. Discord servers with paid tiers. Dedicated websites. Premium versions with extended features. Some channels which are selling it confirm that the sellers understand exactly what they're distributing. This is a commercial market for competitive advantage built inside a legal loophole that Respawn/EA created by never defining what is and isn't permitted. If a keyboard player ran software that automated Superglide/Neostrafe etc. — instant ban. A controller player buys a config file from a Discord server — nothing happens. Same outcome. Different rules. Zero explanation from the developer. Spreading the issue Furthermore, there are documented methods to force aim assist activation on mouse and keyboard through controller input spoofing — achieving the same result on PC while bypassing any enforcement. I want to be clear — this isn't a platform war post. Honest controller players are also being cheated here. The majority of controller players have no idea these configs exist. They're losing to people who paid for a config file and they have no way of knowing it. The problem is automation of skill-based mechanics combined with aim assist combined with zero enforcement combined with a commercial market operating openly. That combination is a competitive integrity failure regardless of what input device is involved. Respawn — you've enforced competitive integrity before. You've banned third party software. You've patched exploits when the community pressure was high enough. This deserves the same attention. Or at minimum — an official statement explaining where you stand. Because right now your silence reads as permission. My questions to Respawn/EA — and I'd genuinely like answers: Do you consider Steam Input configs that automate jitter aim, superglide, and neo strafing to be within the spirit of fair play in Apex Legends? If not — what are you doing about it, and why has it been ignored since at least 2021? Do ALGS tournament rules explicitly address Steam Input configs? If a pro player used these configs on stage, would that be a violation? Is it acceptable that people are commercially selling these configs — profiting from a competitive loophole that you have neither closed nor officially permitted? Final Note to the Community I will not be engaging in circular arguments with anyone attempting to defend these scripts as "just settings" or "accessibility features." This post isn't aimed at individual players, and I have no interest in debating those who profit from or rely on these macros. My goal is simple: clarity from Respawn. The community deserves to know if "competitive integrity" is still a core value of Apex Legends, or if the automation of skill is now the accepted standard. The silence has gone on long enough. It’s time for a definitive stance.e6225640bb84308f15 hours agoNot applicable1.5KViews13likes37CommentsRegarding the future of Apex Legends Mobile
Dear EA/Respawn Team, I am writing this as a passionate fan of Apex Legends Mobile. Since the game's sunset, I have been eagerly waiting for news about its potential return. I would like to suggest that if you are planning to bring Apex Legends back to mobile, please try to keep it as close to the original mobile version as possible. The movement mechanics, the optimized touch controls, and the overall "feel" of the first version were what made us love the game so much. While I understand the need for updates or engine changes, I hope you don't change the core gameplay too much. Please consider preserving the unique experience that the original mobile version offered. We miss the game and can't wait to see it back on our devices! Best regards, Kyaw (from Myanmar,southeast Asia) #BringBackApexMobile [CM edit - full name removed for privacy]eey4a4bwy7xq1 day agoRising Newcomer47Views0likes1CommentCrypto buff?
We know that this character is disliked in tournaments for a simple reason - his ult. But in regular ranked games, its peak rating is at the lowest level. Why? Because crypto is only suitable for pre-assembled and played teams. There are not many such teams in ranked, and even if they take Crypto, they only rely on its ultimate. In addition, almost anyone who takes crypto does not use his tactical skill in the way it could be used. For example, I've been a crypto main since season 3. I'm always in the drone and I'm always scanning enemies for my teammates, and it's difficult, as long as I'm using the drone, I'm in a state where I can't help my teammates in any way. They have to fight in the minority (2vs3), which, especially at high ranks, is a disaster in most cases. I propose the following improvement for Crypto. His level 3 perk related to reducing the drone's cooldown should be added to the base skill set or completely removed and a new level 3 perk added instead. Level 3 perk (I see you) Scanned enemies receive increased damage while they are in the drone's scanning area. This means that enemies that stay in the drone's scan for more than 2-3 seconds receive increased damage. This will help the crypto to use the scan more. His teammates are in the 2 vs 3 position, the drone is easy enough to break, and crypto will have to constantly use the drone to avoid being broken. This will help most crypto mainers to use the drone more for scanning rather than for its ultimate. The increased damage can be the same as that of the Vantage18Views0likes1CommentThis game is about luck not Skill
am I wrong? 6 clips to kill someone seriously.........even aimbotters have troubleSuperSixOne_TTV1 day agoNot applicable1KViews1like20CommentsRefund for “Accidental Purchase” due to strange purchase interaction
Hey! I accidentally had a couple of misclicks happen about a week ago unfortunately. I was actually just trying to look at the Axel skins, and somehow I accidentally bought the character with Apex Coins. I only clicked on the skin like 2–3 times and suddenly the purchase just went through instantly. I already contacted support, but they told me they don’t have access to ingame items, so now I’m trying my luck here on the forum instead ^^’ Would be really awesome if there’s maybe still some way to get this resolved and get the Coins refunded. It genuinely wasn’t intentional, I actually wanted to save the Coins for future Battle Passes. And you can also see in the video that it wasn’t my intention to buy the character, since I didn’t even move my mouse. I also honestly think the way this is implemented ingame is pretty questionable... Here is the video link so you can see how it happened: https://www.youtube.com/watch?v=QO8qGKEwR7A Thanks in advance :)!32Views0likes2Comments[Help] Apex Account Banned In-Game, No Ban Record on EA Website,
Hi EA Community Manager, I’m facing a very strange and frustrating account issue with Apex Legends that I can’t resolve on my own. I’m posting here to ask for help and check if anyone has encountered the same problem. Core Issue When I try to launch Apex Legends, the game client shows a clear notice that my account has been banned, and I cannot access the game at all. However, after logging into my official EA account page and checking the ban & penalty history section repeatedly, there are zero ban records, no active restrictions, and no historical punishment of any kind on my account. I have never received any ban notification emails from EA either. I have double and triple confirmed that I am logged into the exact same EA account linked to my Steam profile. There is no account mix-up on my end. To sum up this weird situation: I am banned in-game, but EA shows no ban data whatsoever. Secondary Problem: Cannot Unlink Steam Due to the in-game banned status, I planned to abandon this EA account, unlink my Steam account, and register a new EA account to play Apex normally. Unfortunately, EA does not allow unlinking Steam when the EA account is flagged as restricted/banned. The unlink option is greyed out and unavailable. I contacted EA support, but only received a generic reply stating that no account modifications (including unlinking) can be processed while the account is under review. Right now, my Steam account is completely locked. It is permanently bound to this broken EA account with an invisible ban, and I cannot connect it to any new EA account. This means I am totally unable to play Apex Legends on my Steam. Troubleshooting Steps I Have Tried (All Failed) 1. Refreshed the EA penalty page, switched browsers, cleared cache and cookies multiple times — still no ban records displayed. 2. Submitted multiple support tickets explaining the invisible ban and unlink issue, only received automated replies with no real progress or solution. 3. Tried unlinking from the Steam side, confirmed that Steam has no permission to remove EA account bindings; all association changes must be done via EA official platforms. 4. Fully secured my account, checked for unauthorized logins or abnormal activities. This account has always been personally used with no violations, cheats, or toxic behaviors. My Questions Has anyone run into this specific bug: in-game account ban with absolutely no official ban record on EA’s side, and cannot unlink Steam? I would appreciate any information regarding: 1. What causes this invisible/ghost ban from EA? Is it a server glitch or a hidden account restriction? 2. Is there any possible way to force unlink my Steam account or delete the problematic EA account in this state? 3. Are there any effective support channels or methods to fix this issue faster? This situation is really upsetting. I received an unconfirmed in-game ban with no evidence, no official record, and no way to cut the Steam linkage. My legitimate Steam account is stuck because of EA’s system error. Any help or advice will be highly appreciated! Thank you all in advance!zhanshenyu72 days agoSeasoned Newcomer36Views0likes0Comments
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