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derpm00se's avatar
derpm00se
Seasoned Newcomer
2 days ago

S28 Changes - Thoughts & Opinions

Hey devs,

I wanted to share my thoughts and opinions on S28 so far with some ideas on buffs and nerfs. 
I do wanna say that the new legend, Axle's design, voice, and mechanics are really cool and incredibly fun. Also, obviously I am not a dev in any compacity, I just love Apex and want it to be the best. 

Axle:
Notes:
So far, playing as and against Axle, these are some changes that I think could benefit her. A lot of her power right now is in her tactical, and I think we could shift some of that power to her ultimate and keep her identity. Skirmishers are defined by their ability to outmaneuver, reposition, rotate and make plays. Nitro Gate is a great ability that does all of those things, but maybe a bit too good right now. So just a minor tune down. The Ultimate, Kickstart, seems underwhelming at the moment and so I believe giving it, essentially a speed boost with a minor hp nerf, makes is an imminent threat that can/needs to be dealt with. The upgrade change comes from what Axle has done to the game, and that is increase it's overall speed by way too much. While that isn't inherently bad, I think it could be dialed back by just a bit while, like previously said, shift some power to her ultimate. 


Passive: Drift
Great. Don't touch it.

Tactical: Nitro Gate
Reduce lateral movement for non-axle characters. (25-50%)
Add in-world life timer (remove infinite duration) to 8-12 seconds. 
Knocked down players movement speed reduce by 25-75%.
Add a minor decrease to accuracy while under the effects of Nitro Gate. (5-10%)

Ultimate: Kickstart
Increase speed, velocity, track time, and detonation speed significantly.
Increase the accuracy of tracking to who the drone is launched at, so that it gives the player more choice of who to target. 
Minor reduction in health (50hp).

Upgrades:
Move Jump Gate to Level 2
Move Automata to Level 3

Vantage: Love her changes so much. This is definitely bias, but I think another minor reduction in hitbox size and she's great. 

Conduit: 
Passive:

Include the 5% movement speed increase to crafters/respawn beacons as well.

Tactical:
I like the changes here, and I think adding two charges to tactical was needed to put her back in the game. I think the Level 3 Enduring Barrier is what maybe too powerful.

Ultimate:
Add a function, similar to Catalyst, to switch the rotation of her ultimate.

Upgrades:
Remove Level 2 Battpack
Add a Level 2 Tactical/Passive related perk here. (Increase tactical range, etc, etc)
Remove Level 3 Enduring Barrier
Add a Level 3 Ultimate Upgrade Here (Increase activation time/radius, etc)

Alter: Thank you for these changes. She can be a frustrating legend to deal with. Although, I think we missed the mark by just a bit. I believe you could revert some of these changes, because the issue with Alter is really how quickly people can phase in between her tactical. I think if you made taking an Alter tactical more committal that would be great. Add more of a delay before being able to take it back. 

Weapons:
Hemlock:
 
The new Hemlock changes are unique and I've enjoyed most of them so far. I almost never used the gun beforehand. 
I think this gun, right now, with the breach charge, is significantly impacting the pick rate for controller characters, and Fuse. This gun kind of replaces the recent changes to Fuse being a breach character. No need to pick him if I can just pick up a gun, right? And the breach charge just negates the using of Rampart and Caustic almost entirely. 
So, here's my recommendation. The breach charge needs to have limited uses. I would argue two per gun. So that it cannot be dropped and picked up by a teammate or enemy and used again. So that using it has to be an impactful choice instead of just lobbing noob tubes at enemies relentlessly. You could even add a function that if you can recharge it for two more if you upgrade it at a heavy arsenal. 

Maps:
I wasn't sure how the removal of tridents and the zip rails were going to feel, but I honestly love this change. I follow ALGS closely, and I like my matches to feel that way, with slower opening to games focusing on rotates with chaotic end-games with a lot of teams left, and this change definitely helps that in the higher ranks. 

Lastly, the respawn changes, chain healing, and health bar updates are great. Love all of them. 

Thanks for reading. 

3 Replies

  • reconzero's avatar
    reconzero
    Seasoned Ace
    2 days ago

    I'm going to object to the use of the term "unskillful" if the implication is that walking or sprinting is "skillful." But no matter. We can agree to disagree.

    "The reason they gave in their patch notes was "that feels like a reward for teams that successfully clear and hold an area." "

    Typical developer speak. They're justifying, poorly in my opinion, a decision they were going to make regardless for no other reason than that they think it might curb quitting. The reward for a successful clear is three kills. Expecting on top of that a free, virtually immediate respawn in the exact place you died with all your gear waiting for you... that's not reasonable. It's greedy. It's lazy. It's screwing up and expecting a cookie for it. Where's the reward for the squad that took a quick look at the next circle, the clock, and a survey beacon, and said, "Nope - wrong place, wrong time, wrong everything," and then stealthily rotated away instead of pushing an ill-planned engagement? Replicators and mobile respawn beacons already make it, imo, way too easy to get people back into the match when where they really deserve to be is in the queue for the next match. If actions stop having consequences then this game is just Disneyland. Imo.

  • derpm00se's avatar
    derpm00se
    Seasoned Newcomer
    2 days ago

    Hey, thanks for responding and providing a different point of view. 

    For Axle, maybe my wording was a bit contradictory, but I think the list of changes I provided, in my opinion, tell the story. 
    Essentially, believe that the majority of her speed and movement should be reserved for her instead of teammates/enemies. 

    On the ALGS/Zip Rail/Trident point; I know that every one likes to play the game differently, and I agree that players should not be forced to play a certain way to achieve victory. Personally, I prefer the more methodical and strategic approach with getting zone info, finding a good spot to hold the fort down and picking off the players moving into zone late. But I also know that the aggressive movement based style is one that people love as well. And I just think Apex is at it's best when both can be played.
    However, one of the key aspects of a battle royale is rotating and repositioning yourself and your team into zone, and I will hold firm that Tridents and Zip Rails are an unskillful tool for those purposes. I think they could keep them in PUBS though. 

    Lastly, on the deathbox respawn, I do agree that if someone makes a bad play or is straight outgunned, there should be consequences for that. The reason they gave in their patch notes was "that feels like a reward for teams that successfully clear and hold an area." 
    I agree with their premise. If I am the victor in a team fight, but lose one or two teammates during the process, it would feel like a reward to get your teammates back right after. There might be a way to leave it in the game but perhaps it needs way more tweaks. Maybe longer rez time, no loot from boxes, remove mobile respawn beacons to compensate, or something else entirely that I won't think about. 

  • "The upgrade change comes from what Axle has done to the game, and that is increase it's overall speed by way too much."

    I'm hearing a disconnect between the desire to fine tune her a little bit on the one hand, while on the other using the phrase "way too much" to describe her overall effect on the speed/pace of game play. Am I misinterpreting something?

    "The breach charge needs to have limited uses. I would argue two per gun."

    100% agreed.

    "I follow ALGS closely, and I like my matches to feel that way"

    On the subject of zip rails and tridents: Using their deletion as a way of slowing down match pacing seems backward to me. If I'm reading you right, this wasn't done to please pros, but to make non-pros behave more like pros. And here's my thought on that: put the zips and tridents back on the maps and if normal players want a slower beginning and a more hectic endgame then all they have to do is learn pacing and self-control. They won't, of course. They can't. They're incapable. But that isn't my problem, and frankly it shouldn't be Respawn's either. Every time they make some change as a way to engineer specific player behavior the game becomes less characterful, more sterile, more boring. To me that's what these changes amount to.

    The deathbox respawn is another crutch for bad and/or aggressive players. It tells people that they can do whatever they want because everyday that goes by brings fewer consequences for mistakes or stupidity. That's the wrong message to be sending to players, imo. Honestly, it's just one more step on the way to installing the "three strikes" mechanic into the main game. You and I both know there are devs who think the game would be better with free and unlimited respawns until the whole squad is wiped. It's a mechanic for impetuous children, and deathbox respawns are getting us halfway there. Again, imo.

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