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KrakaDrak's avatar
KrakaDrak
New Veteran
9 months ago

How to fix Alter who has a 0.6% pickrate sadly

Alter feels like another Vantage, terrible at release. I just hope they won’t take multiple seasons before they do something about it. Thus, I’m posting this in a effort to make this cool legend concept maybe a little bit more meta viable:

-reduce tactical cooldown from 25s to 15s

-increase tactical penetration depth from 20m to 40m

-remove void phase after leaving a rift

-ultimate instantly teleports people when they take lethal damage, they don’t get downed (just like the limited time phase survival item)

-players teleporting instantly leave a rift so enemies can immediately chase them

These changes would allow Alter to use her tactical a lot more, and in more creative ways, it also allows her tactical to give a useful combat advantage through surprise attacking. The ultimate rework would make her ultimate more useful and allow enemies to give chase, perhaps for Alter's team to set up a trap for them, who knows? Gas chamber Caustic strategies might be able to return?

7 Replies

  • its crazy how much traction this post got on reddit: https://www.reddit.com/r/apexlegends/comments/1goyukr/how_to_fix_alter_she_is_at_a_06_pickrate_bottom_3/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

    and that people seem to voice the same concerns as I do:

    -Alter is useless outside buildings (because of too little penetration on the tactical, fixed with double penetration range)

    -Enemies shoot you when you exit the portal (because of the void phase, fixed with the removal of it)

    -Allies don't know they can teleport back (fixed with instant teleport when downed)

    -Ultimate is utterly useless (fixed by instant knockdown teleport)

  • creative changes for sure. The most impactful will be the one with no void or delay after using the tactical portal. That is enough to make a significant difference.

  • RadeLiV's avatar
    RadeLiV
    8 months ago

    They have to address all those problems. Agree with all your points

    1. increase penetration distance of tactical

    2. reduce the cooldown on the tactical. literally she can't escape from any situation. almost 30 sec cooldown for an ability that is of general mobility for all players including enemies. this should be reduce significantly taking into considerations that enemies can use it. down to 15 sec or less.

    3. eliminate this crazy duration of the void, and if they don't reduce it, then make it a silence portal

    4. The ult should be a fast live saving scape under fire or difficult situation. right now, you get kill easily using the portal. that is counterproductive to the idea of escaping. 

  • @ItzN0tU I have the same opinion about octane btw... tact = more like a disadvantage.. ult = wow :O you can jump.
    maybe if he could use his tactical right after the first.. and give him more speed.. of c more health gone.. but maybe faster regenerate (after stim) not after damage)) I have a lot of idea.
    If they made lifeline meta now, why not balance the others to that point where they could stand a chance. [look at the support legends now] they're too good now compared to others.
  • @KrakaDrak
    1) good idea (reduce cooldown)
    2) that would be fun, but there are some areas where they might not want that (eg: broken moon) (One area has this giant wall that is 30m thick, and it's over 150m to go around it, if you aren't fast enough you get eaten by the ring, your buff would make Alter a little OP in those limited scenarios.)
    3) Void Phase is so you can locate your targets. No void phase, you die before you see where they are.
    4) Death Totem
    5) nah, leave it as is, gives a moment for revive, if its a support doing the revive, others still need a second when the enemies arrive through the portal.
  • This is a long post. I used google translate. Sorry.

    As many people feel,
    ・The results are greatly affected by the terrain.

    ・There is almost nothing you can do in the final round.

    These are very big weaknesses. However, I think it's fine to leave it as it is.

    If you try to forcefully improve that, the concept may be broken or it may become OP.

    (Besides, if the final round is indoors, she is very strong as it is)

    Alter should be an expert who leads to the final round.

    In other words, we need to break away from the passive concept of "being able to create insurance".

    What I think is "As long as one (weak, low mobility) Alter reaches it, the troops can move safely".

    Specific reinforcement ideas are shown below.

    ○passive

    ・Pin items in death boxes accessed remotely and let allies know.

    Even if only Alter's supplies are abundant, the benefit to the troops is low.

    It also wastes the troops' time.

    Alter's support role should also be strengthened.

    ○tactical
    ・Increased penetration distance
    Make it possible to pass through some of the huge walls that separate POIs.

    Even now, there are Evac Towers and Valkyrie's ultimate, which allows you to fly farther.

    Even if you can get similar results with tactical, I don't think it's OP.

    ○ultimate
    ・Extended throwing distance
    I don't think there's any problem if you can throw as far as Horizon's ultimate.

    It requires three steps: throwing, landing, and activation, so I think it can be sufficiently differentiated from Ash's ultimate in terms of speed.

    ・Reduced the size of the projectile so that it can slip through lattice windows.

    ・Make the effect duration infinite by default.

    At the moment, ultimate is very difficult to use until you get the upgrades with infinite effect duration.

    Battles often occur suddenly, and if you hold back because of the two-minute time limit, it's often too late.

    ○Upgrades
    ・Level 3 Upgrades
    Removes Unending Nexus (infinite effect duration) and instead adds increased effect range (+50m to 100m?).

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