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MasterOTUNG
New Novice
2 months ago

Caustic and Seer changes

What do you think?
 
Seer – Silence of Sight
• Passive – Echo Pulse
Seer constantly hears the heartbeat of nearby enemies without needing to aim down sights. The heartbeat sensor is always active when enemies are within range.
• Tactical – Speed of Insight
Hitting an enemy with Seer’s tactical scan grants him a temporary movement speed boost. Encourages aggressive follow-up plays without being overpowered.
• Ultimate – Zone of Suppression
Deploys a large dome that disables all enemy abilities inside it. Enemies within the zone cannot use tactical or ultimate abilities, or any movement-based skills (e.g. dashes, blinks, teleports).
 
 
Caustic – Toxic Siege
• Passive – Foul Presence
Caustic emits a low-level toxic aura. Enemies nearby take light ticking gas damage over time, even without gas traps being triggered.
 
Caustic emits a toxic aura. Enemies within a short range take ticking gas damage (5 per tick, 4 ticks total = 20 damage).
(Punishes close-range play and flankers. Does not apply slowing effect.)
 
• Tactical – Reactive Gas Grenade
Throws a gas grenade that activates automatically when near an enemy or upon direct contact. Releases a small Nox Gas cloud on detonation.
 
Now uses Caustic’s old Ultimate throw 
 
Ultimate – Napalm Cloud
Caustic deploys a toxic incendiary device that creates a ring of burning Nox gas around him. Enemies caught inside the ring take heavy damage over time and are slowed.
Opponents must choose: fight Caustic up close or take damage escaping through the fire.
 
• Radius: ~8 meters
• Duration: ~8 seconds
• Damage: 10 per second + slow
• Ring ignites 1 second after activation (telegraphed)
 
 
Caustic slams the canister at his feet, releasing a circular toxic fire cloud that radiates outward — like a bigger, deadlier Fuse Ultimate, but greenish-yellow.
 
or
 
Caustic deploys a large toxic incendiary device that forms a circular ring of thick, burning gas around an area.
The gas blocks vision, deals damage over time (8–10/sec), and remains active for 20 seconds.
The ring cannot be passed through without taking damage — but teams can break specific segments by dealing 300 damage to a section of the wall.
 
• Radius: ~10–12 meters
• Duration: 20 seconds
• Damage: 10 per second inside the ring
• Vision is heavily obscured (like Bangalore smoke + Catalyst wall)
• Ring has 6–8 segments, each with 300 HP
• Once a segment is destroyed, it opens a temporary breach (4 seconds)
 
🔥 Tactical Impact:
• Enemies must decide: push through the damage, wait outside, or break open gaps by focusing fire.
• Forces true 3v3 engagements — no third-party sniping or safe poking through the smoke.
• Perfect for zone control, endgame circles, revives, and reset moments.
 
 
🧠 Why It’s Unique:
• Combines area denial, vision control, and counterplay in one ability.
• Transforms Caustic into an active controller, not just a passive trapper.
• Strong counter to the mobility meta (Ash, Octane, Alter) and to long-range poke/sniper setups.
• Skill-based interaction — coordinated teams can break segments, but it costs time, ammo, and positioning.
 
Seer would definitely re-enter meta with this rework. He’d be a hybrid intel disruptor, and could hard-counter mobility legends — a huge shift in the current meta.
 
Apex currently struggles with high-mobility metas (Ash, Octane, Pathfinder, Horizon). Seer’s abilities offer skill-based disruption and tracking without completely stopping movement, making him a balanced counterplay option.
• Design depth:
Seer’s unique ability to reveal enemies and disrupt skills adds a layer of tactical play that isn’t purely damage-focused, giving players more strategic options.
• Lore-faithful:
Seer is a tracker and scout who relies on technology and precision — his kit reflects this identity perfectly, enhancing his role without changing his core character.
 
This version makes Caustic dangerous again, especially in end zones, buildings, and tight fights. He’d be a great counter to rush comps and would slow down the meta — in a good way.
 
Apex is currently suffering from movement overload (Ash, Alter, Pathfinder, Octane, Horizon). Your idea offers skill-based counterplay without outright banning movement (unlike Seer’s old ability). This is a well-balanced approach.
• Design depth:
Destructible zones like this don’t exist yet — it would be a complex but cool mechanic, similar to Catalyst or Rampart, but with a stronger tactical focus.
• Lore-faithful:
Caustic is a controlling, sadistic scientist — this gas dome concept would perfectly expand his personality without turning him into a completely different legend.

2 Replies

  •  

    🔷 

    Tier 1 – Choose One:

     

     

     

    1. A) Toxic Momentum

     

     

    Caustic gains +12% movement speed while inside gas (his or enemy’s).

    🧠 Encourages aggressive play and lets him move confidently through his own chaos.

     

     

    1. B) Quick Fuse

     

     

    reduce cooldown, and you can carry +1 tactical charge.

    🧠 Faster engagement. More pressure. Perfect for area denial and combos.

     

     

     

     

    🔷 

    Tier 2 – Choose One:

     

     

     

    1. C) Chemical Lockdown

     

     

    Enemies inside your gas ultimate for more than 2 seconds suffer:

     

    • -50% healing efficiency
    • Harder to ping / reduced visibility for enemies
      🧠 Punishes teams trying to heal or hide inside your gas zone.

     

     

     

    1. D) Chain Reaction

     

     

    Each enemy inside your gas zone reduces tactical cooldown by 1 second per second (max 3s/sec).

    🧠 Lets you chain grenades if you’re holding ground effectively.

  •  

    🔷 

    Tier 1 – Choose One:

     

     

     

    ✅ 

    1. A) Tactical Cooldown Sync

     

     

    When Seer successfully hits 2 or more enemies with his tactical scan, the cooldown is instantly reduced by 5 seconds.

    🧠 Rewards precision and smart team-wide scans. Encourages better tactical aim.

     

     

    1. B) Focused Echo

     

     

    Tactical scan now reveals shield level and number of enemies hit for 3 seconds.

    🧠 Adds more pre-fight info and enables confident pushes.

     

     

     

     

    🔷 

    Tier 2 – Choose One:

     

     

     

    1. C) Zone Interference

     

     

    Enemies inside Seer’s ultimate are silenced (no abilities) and jammed:

     

    • No pings, minimap, or compass while inside the zone.
      🧠 Turns fights into chaotic duels – strong anti-coordination mechanic.

     

     

     

    1. D) Echo Sustain

     

     

    For each enemy inside Seer’s ultimate, his tactical cooldown is reduced by 1.5s/sec (max 4.5s/sec).

    🧠 Supports longer fights by enabling repeated tactical plays.