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I think the way to go would be to add an increased cast time based on how much hp you have healed in the last 20 seconds. If you have healed more than 200hp, suddenly everything takes twice as long to use (hp only, not shields). If you have healed more than 400, or you dont take a 15-20 second break between heals, it goes to 3x base cast time. Then 4x. By that time, if you have been healing just outside the small circle, the other team is inside the circle, you will be dead before the circle has a chance to kill them. This would have a minimal impact on any other circumstances, because unless you are healspamming where else would you be using medkits back to back? Earlier zones are a non issue since you can wait about a minute between uses until you get to a zone size where its absolutely reasonable to expect you to get inside within 2 medkit uses.
Edit: gonna throw in another alternative backing up old mates damage ramp suggestion. Set timers based on which round it is, for the first round 2 mins, second round 1 min etc reducing to 10 seconds when the zone is at its second smallest. After that time, the damage doubles. When the same time goes up again (4 mins from round 1), it doubles AGAIN (now doing 4x standard damage for that round). A competent team will 100% find the straggler INSIDE the second last zone, forcing them to sit outside that zone to make the strategy work, but within 30 seconds it will be absolutely impossible to outheal.
- 7 years ago
I'm not sure if this is real since I didn't even know the circle completely closes at a certain point. If the lifeline thing is an issue then just make it so that the final circle never closes? People inside the circle will live until the final team engages them then. Just for peace of mind they can also make it so that the general position of both squads is marked every 20 seconds or so. Just a lazy idea since I can't imagine this being a big deal.
- 7 years agoif the final circle never closes you would have some trolls just sit in there without fighting and the server never shuts down. every 20 seconds would be a bit too frequent, but just a general 90-180 degree marker similar to when being fired upon every 30 seconds or so if no shots have been fired in the last 30 seconds would probably be ok. Im still in favor of increasing cast times for excessive med use or ramping the damage the circle deals.
- 7 years ago
If the final ring never closes, it might get stuck on a building with multiple floors, with one team on the bottom floor and one on the top. Then, the team who gives up first and pushes outside the ring so they could fight would be at a serious disadvantage, constantly taking damage.
I'd still prefer the second ring of death creeping up after the final round. It wouldn't be lore-breaking, it wouldn't nerf any of the characters, nor would it change the normal gameplay at all.
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