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.