7 years ago
Tanks need more HP
If you want to classify heros on this game as tanks, support and assassins you MUST give tanks more HP, especially considering the hitbox size of the "tanks". Literally every other game I know of th...
@LuckyCanuckLuke Considering caustic is twice as big as wraith and Gib is 2.5x as big as wraith, their hp pool or tankyness should directly correlate. Therefore either she gets half their hp (and all other small legends get a "hp balance pass" or Caustic and Gib get twice her hp (or 50% damage reduction). They didn't think far when they made characters have such a discrepancy in terms of character sizes and now it's bitting them in the *. Look at ANY competitive shooter and everybody has the exact same character model for a reason. In games like overwatch with real character classes, huge characters (dubbed "tanks") are actually tanky and harder to bring down (they can have, what, like 4 to 5 times the hp pool of a DPS character) while smaller characters need to dodge and strafe if they don't want to be quickly vaporized and that's exactly how it should be.
Add the ridiculously bad and over-the-top A-D-A-D speed to a small character model like wraith and lifeline and you got the MASSIVE problem that we have in Apex. If you don't play a small character, you are doomed to be at a permanent disadvantage and it boggles my mind that the devs didn't even THOUGHT about this issue before releasing the game. It's like they never played overwatch.
again doing a HP buff rather than a damager reduction means that the tanks would be crazy over powered at drop phase
There’s really no difference between additional hp and damage reduction. Both are effectively allowing more damage taken. They’re the same. Additional hp, however, would bring a compensatory effect in that it would at least require more syringes to fully heal, or more time spent healing with a medkit or other full heal item. Or, and perhaps even better, the medkit and other full heal items would take the same time but only heal up to 100 health. Then, such Legends with additional health would require further healing to regain their maximum health. This would be a sufficient trade off for having additional health. Damage reduction is the lesser of the two choices since there would be no trade off for the advantage.
I totally agree, there are two options:
-Fix the hit box diferences between all characters
-Give more HP to the tank characters
At the moment playing as a tank is like to be the first target of every battle, so much disadvantage.
@Bakki87 wrote:
I totally agree, there are two options:
-Fix the hit box diferences between all characters
-Give more HP to the tank characters
At the moment playing as a tank is like to be the first target of every battle, so much disadvantage.
The team is working on some hitbox changes mentioned from their check-in below:
LEGEND HITBOXES
Thank you to everyone that's been catching and reporting this. After investigating on our end, we were able to confirm that there is an issue regarding hitboxes around Legend arms and upper bodies. This was why you would see a shot appear to connect but not always register damage. We have made some small improvements server side but are still investigating other examples players are sharing and doing tests to repro and address. Please continue to report and share clips if you can.
As far as being being the target of every battle, I can't entirely disagree with you but from personal experience coming across Gibraltar and Caustic in late game situations it can be tough to take down a squad that has one or both of them. We were in a situation last night where there were two squads left and we knew they were in a building. They intentionally baited us into Caustic's traps which gave them the victory. Some Legends might need a little more finesse or change in playstyle, but that doesn't mean the feedback provided here should not be considered.
Legends should be balanced and just as important, fun to play!