Forum Discussion
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
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.
- HappyHourSumwur5 years agoSeasoned Ace
The nerf is good but only partially what I thought was necessary.
Passive: OK, I guess.
Tactical: I still think it does too much for a tactical.
Ultimate: 8 seconds is still an eternity in this game, even with 30 seconds more cooldown. I truly believe it should shrink over time. As is it acts as area defense and grinds engagents to a halt without any real risk of deploying it.
I still find the audio & visual implementation of Seer's abilities to be completely annoying. And the character design is basically Lil Nas X, who should be asking for royalties from EA/Respawn for using his likeness.
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