@EA_Blueberry TYVM for a longer, more considered response. Let me be clear that the numbers I gave before were just an example of the kind of direction I think it would be best to go IF the consensus of a majority of players is that changes do indeed need to be made at all to the damage how it was prior to these changes. I do feel however that your previous response of, "people are okay with the changes but think the damage should be nerfed a bit" did not capture the majority of sentiments expressed in this thread and certainly didn't address my own personal concerns... as to me the majority were, "nerfed a lot" and/or "why change it at all".
I do fully agree that 1 dmg per tick does afford players the possibility to spend a long time outside the ring for little penalty, and as a result does leave for the possibility for players to exploit that and ignore the "spirit of the game". I personally have a play fair attitude and once the ring closes in I will always head as quickly as I can towards the new zone, grabbing any loot I can easily get which is on my way. And to be fair in my experience most other players seem to do the same thing.
Apex is basically a very well designed game in the sense that by far the quickest way to get well kitted out is to get in fights and loot your victims, and in the late game teams with purple everything will have a great advantage. Imo high ring 1 (and even 2) damage undermines this idea by discouraging fighting OR preventing players from reaping the rewards of fighting... or from recovering from a failed engagement (repsawning).
Now, if you see a team but the ring is coming in 30 seconds you will be far more tempted NOT to engage so as not to get caught when the ring comes in... OR you do engage with 30-60 to go, have a furious battle and win against two teams, but then cannot reap any rewards and have to run to zone with nothing and without even having the time to recharge your still white shields... this totally goes against what I believe is great about Apex.
Personally I am not really convinced that people exploiting the low damage of ring 1 to loot/camp is really that much of a problem, if you were to ask me to list things which I think harm the experience for players I would put cheating, hitreg, sound bugs, latency and even loot distribution (why in some areas can you get nothing but p2020s, shield cells and the odd arc star in 90% of buildings, then you go into one room and find purple shields, peacekeeper, r301 and light extended mag all next to each other?!) higher on the list. But also I think that players who have the "camping"/"exploit" mentality will always camp or exploit... there is very little you can do against that. Like I said if you want to exploit now, all you need to do is drop in a more central area, grab as many grenades as you can carry, then go camp a choke point and wait for teams coming in with the ring... dead easy exploit and if the ring is doing huge damage, impossible to defend against.
I have often thought that all players in Apex should get slowly regenerating health when not in combat (like Octane at least half the speed)... you could discourage camping in all circumstances by making health regen dependent on keeping moving... but that's probably a topic for another thread. 🙂