Forum Discussion
Well having played as the nerfed version of Seer…
He has been nerfed to the point be is almost un usable, slow mo tactical and stupid long time for ult 😞
one good thing they have kept is the interrupt thats it, he’s almost broken.
The Seer nerf update makes some sense, but it misses the point: the really broken aspect of his kit is the interrupt from his tactical. Seer's Q cheapens other player's strategic actions, without exposing seer to additional risk. Even with a longer warning period, he's still most effective against the weak/injured who can't afford to move from cover. That's not art, it's abuse. Seer actively encourages players into the churn of attrition by adding additional risk to the difficult prospect of hiding long enough to stay in the game.
There is no elegance. His abilities lessen the flow state of play in a very one-sided way, and the frequency of his scanning still breaks the fundamental information balance like "silent movement" audio bugs do for Octane and others. There is no degree of skill that reasonably counters the prospect of a silent, invisible adversary who knows where you are.
If it were faster to cancel a healing action (or any action), or healing didn't slow as much, Seer's Q would be reasonable. If you knew you were being heart-scanned and could hide from the scanner in some way, Seer's passive would be ok. This is not the case. Seer still effectively possesses both a first-shot and last-shot advantage.
While the nerf is appreciated, I have to mostly agree that it makes him less fun to play while keeping the game-breaking elements in place. I respect that it might be too difficult to remove the interrupt mid-season. Either way, time will tell if the nerf is enough to reduce the constant dread Seer adds to the game.
- 5 years ago@nebwise I just want the interruption to healing items to either be removed or instead of it completely cancelling the heal in progress it would add an additional 5 seconds to the heal making it take longer to complete, other than that I am fine with it cancelling revives and abilities but it shouldn’t cancel self revives because I watched a clip where a Gibralter got his self revive cancelled by Seer 4-5 times in the final 3... im assuming there was 2 seers and he was trapped in the crossfire but it was difficult enough without Seer to sneak away, self revive, heal up, then either clutch the fight or escape... Seer makes self revives completely useless
- 5 years ago
I don't think a few slight nerfs is going to fix anything because his entire kit is based on (almost) permanent wallhacks. How the developers actually agreed with giving him this kit is really mind-boggling.
Aside from all other bugs and annoyances, the release of Seer makes me think the devs have no idea what they're doing...which is sad.
- 5 years ago
Gonna assume this is the main "SEER OP" thread here: I am stunned that the "nerf" literally didn't remove the worst part of Seer's tactical but literally everything else. I didn't have a problem with the flashbang and damage, it was the damn heal/ability canceling bit that drove me nuts the most... I'm sure almost all of us here can agree with that, and I feel like the community expressed this crystal clear when any Seer discussion would come up... Goes to show how little the devs pay attention to the community feedback.
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