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Emperor_Fantasy's avatar
4 years ago

Rampart Buff/Adjustment Suggestions

Now, before I get into this, I must make everyone aware that by no means I am any good or that I really have judgement on this matter. Only a Silver/Gold and just came back two days before Season 8 Split. But from what I am hearing, Rampart is a bit...bad, (even if I enjoy and currently main her along with Wattson) so I want to throw in my two pence about her. From ideas I have thought of to those other people have thought of, I want to make a suggestion list for her: and by no means do I mean all suggestions should be added, just throwing ideas here and there for people to discuss what could be potentially better for a character that many seem to regard as the worst.


Passive Perks
  • The idea from u/DJ_Wakki is a very good idea, with making her collect 35 Materials instead of 25 for the replicator, and making the actual replication of an item quicker. It does play into the theme of her being a modder. And this would be an incentive for people to play her a little more in the supportive role, by creating things for teammates - and from the youtuber Omega who said that maybe this is also spread to the other legends if she is nearby which could also be a pretty decent buff.

  • Another idea we can do for Rampart is that we can give her Fortified. If she is meant to be quite the stalwart defender of an area. However, Rampart's Fortified would be a bit weaker than Caustic or Gibraltar's perk. By having her being Fortified at 5% or 10% rather than the normal 15% (due to her hitbox being quite the bit smaller than the Kaiju of the defenders not including Wattson), she can be easier to defend against others in closer ranged combat or from sudden sniper snots.

Modded Loader
  • An idea we could potentially add is something to do with her passive. I think that because she is a modification expert, that her passive goes to all weapons. HOWEVER, the effect on the other weapons that are not LMG's is probably around 5 to 10% Extra Mag Size and around 10 to 15% decreased reload time. Though I do believe this could be really, really overpowered if the percentages are a bit too high, but not so little that they do not make much of a difference.

  • This idea is from reddit user u/CosmicBrownie:

    ""Mod-Pouch "Weapons picked up by Rampart automatically have their Hop-Up slot filled with the appropriate Hop-Up. These Hop-Ups cannot be detached and disappear when the weapon is dropped. (Weapons with more than one applicable Hop-Up can alternate using the select fire input)"

    "A professional always comes prepared"

    This would center her character around modded weapons (9 in the Season-8 loot pool) instead of LMGs (3 in the loot pool) which is supported much better by the lore. Her go to LMG should be Sheila, not a Spitfire. This change would also remove her as an exception for weapon balances because the changes made to mods would be a catch all for any legend.""

    My main issue with this is that he is implying that Shiela be a dropped weapon, which I do not agree with. Having Sheila as her ultimate is honestly better in my opinion.
Amped Barrier
  • One thing for Amped Barrier that could be a good change is to decrease the amount of time it takes to build up from 3 seconds to around 2 seconds. This will help her set up a lot easier as a defender, especially when before or during a fight when you place down a barrier, then maybe Sheila, but 3 seconds in a fight is a long time indeed. Being a good defender of an area, having a quicker way to set up these defenses would be rather good way for her.

  • If you shoot through two Amped Barriers, why destroy it? That is not really good especially if you want an extra layer of protection for your head. The Amped health is 175, so having two or three in front of you (which probably is not advised anyway) can give you 350 or 525 extra health in one direction, and that is even before Sheila's 350 health. So don't allow the other amped barriers to be destroyed. ( I was going to comment to suggest was that more barriers add an extra 5% of your base damage onto your total if all of the barriers are shot though...and I thought not as that would be far overpowered).

Sheila
  • Lower base reload time would be an excellent addition. And I don't mean make it R99 levels of speed. Of course make the reload time long, but not as much as it is. It fires 20 bullets per second, which means around seven and a half seconds of firing continuously (or nearly 9 seconds with Modded Loader); and I think that the reload time is a bit too long for when you really want to crack down on your defense. So maybe decreasing its time by around half a second or a second would benefit this weapon greatly. (However, using it by just sat behind it for long periods of time is not that good anyway).

  • That laser. The laser really does not help when you are setting up. I want to be able to use Sheila's 3x Scope without everyone knowing there is a minigun set up. However, I am not suggesting you take it away. Make the laser an optional thing, maybe clicking on the right analogue stick (or some keybind for your PC or whatever it is on controller) can turn it off or on? However, if the laser is off, then the accuracy ramp up is a bit slower, and the laser on keeps it like how it is now.

  • One more thing that we could do for good ol' Sheila is about taking down her weapon. If the weapon has not fired at all, it should completely refill your ultimate meter. I don't see why it should only be 50% especially when the meta right now is all aggressive. Say you set Sheila up for a fight and yet the fight is over before you get to fire it, you probably have around 60% Ult Charge, and knowing the current ranked map is Olympus, which is very small and fights can just appear out of thin air, having the opportunity to pick up an unused Sheila and place it back down in a better position would be a lot better for this weapon, and make it more than a "specific scenario" ultimate.

  • The last thing I want to mention is the option to take Sheila off the turret at the cost of only having ONE Sheila, not 3 like it is currently. This could be an alternative to my earlier point of wanting to crack down on defense, and to take Sheila for a ride. With the same stats as the LMG's but still requiring charge up that it has. Its accuracy will also be a bit lowered due to the fact it is not a stationary thing so the recoil would be a bit worse (but considering PC players and those who are quick with learning the recoil will be fine). Sheila would only have one magazine and one magazines worth (aka 150 + 150 or 173 +173) as its only ammunition with no way to recharge it, with it being the same properties as the legendary weapons in care packages (Kraber, Peacekeeper, Prowler). If Rampart dies with Sheila detatched, the person who picks it up only has one full magazine. If Rampart puts Sheila back on the turret, she does not get infinite reserve ammunition any more.

Anyways, this is my take on Rampart. This is from a perspective of a Silver/Gold player, so I hope it comes across as well thought out and worthy of consideration by those who do in fact make the balances for legends. But once again, constructive criticism is a must. We can all have discussions on this too. I just wanted to see people who can see the potential Rampart has like I do, and hopefully get more people to understand that she is not a low tier character!

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