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Cocodriloiloilo's avatar
Cocodriloiloilo
Seasoned Hotshot
2 years ago

Legend changes

The power creep in this game has becomed too too much. Not only some legends get for free up to 6 new effects or abilities in their kit. Some of them are literall copies of other legends passives, making them redudant and obsolete. All this only makes the power difference between legends bigger and solidify stale metas.

Now all legends are able to scan ring consoles, scan care packages and craft teammate banners. All the other perks and effects are removed. 

The next changes are meant be added basekit, whether or not they replace upgrades.

Crypto: he has no personal passive and the ultimate is chained to the tactical, making it non-existent when you don’t have the drone.

Passive: you are able to scan survey beacons.

Surveillance drone: reduce the noise it makes when hovering still by 33%. Now the drone will always travels 20m, even if Crypto throws it while entering at the same time.

EMP: now you throw a grenade (detonates on impact), creating a 24m diameter explosion which goes through walls. Affects Crypto but not his teammates (150s cooldown). Deals 25 damage (shield or health), slows and stuns for 2,5s, breaks enemy objects, players can’t use healing items and grenades for 20s.

Seer

Heartseeker: when an enemy is inside the circle and in range, it turns completely orange (no longer intermittently).

Focus of attention: enemies are scanned for 2,5s, for the next 8s they will be silenced and will be scanned while shooting or running.

Exhibition: throw range from 15m to 30m.

Newcastle: reduce hitbox by 8% (keep the fortify).

Gibraltar: reduce hitbox by 15% (keep the fortify). 

Passive: gun shield health from 50 to 25 and now Gibraltar recovers from stuns 50% faster (electric fences, arc stars, wrecking ball, missile swarm, rolling thunder, defensive bombardment, EMP).

Wattson

Perimeter security: placement range from 8m to 10m, cooldown from 4s to 6s, maximum number of nodes from 12 to 10 and pylon no longer speeds cooldown. Enemies, loot boxes and allies hitboxes are now ignored when placing nodes.

Mirage
Psyche out: now has 2 charges. Remove the decoys trail and all bamboozle voice lines.
Life of the party (rework): go invisible for 5s but you can’t shoot or throw grenades.

Rampart 

Modded loader (rework): reload all guns 10% faster, also increases magazine capacity from light, heavy and energy guns by 3 bullets, meanwhile shotgun and sniper guns by 1. 

Amped cover: remove the visual effect when bullets go through because you can’t see anything. Now when enemies shoot through the shield blue side, the whole amped cover disappears instantly.

Maggie

Warlord’s ire: remove the scan effect. Now the no-speed penalty goes with all weapons.

Wrecking ball: now it always deals 30 damage and enemies can no longer use the speed pads.

Vantage

Spotter lens: now enemies are highlighted in red and you can see if they have their ultimate or not. 

Ultimate: increase rifle draw and aiming speed by 25%. Damage goes from 50/100/150 to only 70. Enemies are scanned for 1,5s when shot.

Catalyst: useless in open spaces without ultimate and limited to camp buildings. Catalyst is no longer immune to other Catalysts abilities. Do you see Wattson being immune to enemy fences?

Barricade: kicks to break fortified doors from 4 to 3. Now you can also block any openings or pathways that do not exceed a size of 8x8m width and height (this counts as 2 uses of your passive).

Piercing spikes: they only stay on the ground for 14s, but enemies can no longer destroy them. Damage per second from 15 to 10. Change puddles area from 2x11 to 3x9. 

Ash: the only thing she really needed was buffs to both her ultimate and old passive, the dash was unnecesary and over the top. It is too easy to use for such a strong effect (jumping 6m every 8s). Remove the dash and bring back her old passive.

Marked for death changes: lootboxes from players killed less than 60s ago will be highlighted on the map in red instead of white. If the attackers from the player lootbox are dead, the ones who killed them will be revealed and so on. The marks on the map track the enemy movement for 10s (no longer a one moment location). Give her Revenant ability of crouching faster.

Alternative if people are too whiny of having the dash removed, increase cooldown from 8s to 15s.

Phase breach: enemies can no longer enter the portal. 

Revenant: remove his ability of crouching faster. Ever since his rework it can't be efficiently used with his current loud and agressive kit.

Pounce: reduce the overall jump max height by 33%. So it's more different to Vantage jump.

Fuse

Motherlode: the burning effect is applied if the flames land on top of an enemy. Increase flames height from 2m to 4m.

Ballistic

Weapon sling: now you have the option to put your third gun in your main guns key wheel, instead of an independent key bind.

Smart bullet: remove the overheat effect. Now the bullet slows enemy reloads by 33% and reduces movement speed by 25% for 10s.

Caustic: reduce hitbox by 8% (keep the fortify).

Nox vision: allies can see as well inside friendly gas and they also have poisoned enemies highlighted. Enemies who leave the gas cloud are highlighted 3s longer.

Gas traps: damage from 4 to 6 but no longer increases with time. 

Nox grenade: remove the explosion delay.

Conduit

Background runner: now she moves 15% faster all the time. Gain instantly an extra 15% when running towards an ally.

Radiant transfer (20s cooldown): you choose between regenerating your shields or one of your teammates (15p per second for 10s), taking damage stops it for 1s. Applying it to yourself gives you up to 50 and teammates can go up to 75. The shields are permanent but can’t go over the armor capacity.

Energy barricade: the batteries are no longer destroyable, but only last for 30s (was 45s). You can change the placement to a V form by looking down.

Pathfinder

Passive: remove the current effect. Now you travel 33% faster on ziplines.

Zipline: reduce the bonus speed from 66% to 33%. Reduce cooldown from 180s to 150s.

Horizon 

Gravity lift: now you can make the pull go horizontally by throwing it on walls.

Black hole: increase health from 175 to 225.

Octane

Swift mend: healing from 1hp/s to 3hp/s.

Stim: no longer deals damage, cooldown from 1s to 12s, the timer starts when the stim duration ends.

Loba

Eye for quality: range in which you can pin stuff through walls from 12m to 30m. Now you can also access assault and support bins extra compartments.

Wraith

Voices from the void: now on top of the current ability, you also run and reload 25% faster for 4s when knoking down an enemy.

3 Replies

  • EA_cuervo's avatar
    EA_cuervo
    Icon for Community Manager rankCommunity Manager
    2 years ago

    Hey @Cocodriloiloilo,

    Thank you so much for taking the time and provide this amazing feedback! I think you have some great ideas and I personally liked the Alter new passive. I'm curious to hear what's everyone's opinion on this. 

  • EA_Shepard's avatar
    EA_Shepard
    Icon for Community Manager rankCommunity Manager
    2 years ago

    Hey, @Cocodriloiloilo This is awesome! Thank you for taking the time to put together all of this information. We value players taking the time to help other players enjoy a game. Having guides like this are invaluable for the community!

    Cheers!

  • @Cocodriloiloilo
    Class perks must be kept or there is no reason to play the game.

    Crypto is Crypto. With the new Off The Grid, you can play as the drone without fear of losing your body. He doesn't need changes. Although I wouldn't mind an alternate EMP cast when the drone isn't deployed, via grenade.

    Seer: I like the passive upgrade, but killing Silence on the tactical would be heartbreaking. They already killed Revenant the Silencer. Seer is the only way to do it now, and it's worse than the Silencer's. Naturally better ult throw range would be nice. His passive and tactical have a base of 50, not 60. There is an upgrade to make em both 75.

    NewCastle and Gibraltar have the same oversized hitbox, both should be shrunk by the same amount.

    Don't kill Gibraltar's gun shield, it does have its uses. Especially now that it is buffed by Gun Shield on LMGs.

    Watson does regen shield at 2/s, it was shadow buffed. Killing her accelerants is useless. Her kit does not roll around accelerants, but does make them more useful than any other. Most carry 1 per stack and it charges 35%. Watson carries 2 per stack and it charges 100%. Not like I ever use that, but it does come in handy sometimes. Such as when you just placed your Pylon and were forced to rotate, now the enemy has your pylon. Use an accelerant and replace your Pylon to take it from them and fortify your new place. Leave everything else as current. Don't nerf the fence count. Her placement range is fine.The nodes are so small that they shouldn't have a large amount of health. 25 makes sense. They are way too small to justify 75. I wouldn't mind the pylon cooldown boost, but 400 health at base is too much. It has 250 base, not 150, and becomes 500 with a certain upgrade.

    Mirage: Decoy Trail is so you know where your decoy went and don't mistake it for an enemy. Somehow people still manage to do it.
    Don't disrespect the devs by telling them to remove their many hours of work put into making the bamboozle voicelines. And honestly, I see no problem with it. It lets me know whether I was bamboozled (decoy's line) or if I bamboozled someone (Mirage). Also lets me know a decoy from real mirage.
    Don't kill his downing invisibility. I rely on that!
    You can give his tactical 2 charges with an upgrade.
    His Ult used to grant invisibility, but they removed that for some reason.
    If it's purely invisibility, it needs to be longer than 5 seconds.
    A Tactical would be at least 10 seconds, and you're talking Ultimate here.

    Rampart: Don't kill her whole utility. She's the LMG master. If she no longer gets LMG perks, there is no reason to play her.
    I find how the Amped Cover works just fine. I see perfectly fine when shooting through it. The Amp part only has 50 HP, 3 bullets destroys it, or one sniper shot. Plus, she can now retrieve from 75m away, so there is no need for that effect on the AW. There needs to be incentive for stealing a Rampart's wall or using it after you eliminated her squad. Enemies must be able to use it against you to keep it balanced.

    Maggie: I like the highlight effect, especially when the Drill hits people. I'm sad it doesn't highlight them for allies though. Lets me know how many people are hiding behind the cover my drill is penetrating.

    Most people use the ball for the speed pad. Don't butcher it.

    Vantage: I wouldn't mind that upgrade to her current passive.

    Charges or primes? Charges implies cooldown. Primes would be the wait before the jump.

    They changed her marked bullet damage. First shot 50, second shot 120. She's deadly now.

    Catalyst: Her magnetics control the enemy spikes, preventing them from spiking. Watson doesn't have a full electric conductor suit, only a pylon. That's why it's like that. If they changed ALL of Watson's skins to give her a full suit, then they could upgrade per passive to make her immune to fences, and probably other sources of arc damage as well. You know they won't do that.

    Don't murder her passive or tactical. Leave them as it. She's a controller for pete's sake. Her abilities need to be able to remain perpetually throughout the match, thus the counter is destruction. The spikes have over 500 HP, it's fine as is.

    Ash: The passive already works like that. It tracks the latest in the chain. If the latest was killed by the ring, that's the only way it ends.

    Blue tier upgrade is track on map for 60 seconds. Although I wouldn't mind 8 seconds at base being upgraded to 60 if you take that blue perk.

    It used to not be able to have gun out. They recently gave it that buff. It allows it to combat many other similar abilities, like Ballistic's Whistler, Maggie's Drill, Octane's Stim, etc.

    I wouldn't mind increasing the tether duration.

    As for the breach: Enemies must be able to use it to keep it balanced. Everyone uses it, or no one uses it. If no one uses it, it's a waste of an Ultimate ability.

    Fuse: Ok.

    My brother had a rework Idea where is launched a barrage of Knuckle Clusters instead of a marking ring of fire.

    Caustic: Caustic sees in the gas the same as anyone else. Nox Vision is just a highlight on enemies inside your gas. Caustic is immune to enemy gas I think?

    I wouldn't mind allies gaining Nox Vision as well.

    The traps radius matches its effect radius. If it activates any farther, people will never be hurt by it.

    I wouldn't mind a faster casting Ult.

    Conduit: Her speed boost was designed so she won't be running away from allies, but rather will spot them and then double time to them. That's why it's not always active, and why it takes a moment to activate.

    BTW: Octane's Stim is only 15%. You're asking to make his whole kit useless by giving it to Conduit as a passive. And to go beyond that and turn her into a speed demon when looking at allies.

    The batteries are fine as they are. Don't butcher them. The destructibility is the balancing. If they're not destroyable, they shouldn't last longer than 10 seconds. That's balance. Leave them as they are.

    Pathfinder: The whole gimmick is reducing the max cooldown of his Ultimate. By end game your Zipline cooldown may be just 15 seconds. You basically get to spam it all over the place.

    Don't nerf the zipline. Plus, with his current passive, I normally get his ult cooldown lower than 150s by the second ring. By end game it's almost spammable.

    Horizon: I wouldn't mind that.

    Loba: Only if she keeps her current passive as well. Merge the two. She needs her current one.

    Alter: If Alter's and Loba's merge into one for Loba, then sure it'd be a nice replacement.

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