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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.
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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