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Your mirage idea is good. Nothing too op that I can see.
I like the upgrade ability on Wattson. It should probably take like 20 seconds per node to upgrade, (or more), and won’t actually work during the upgrade. This, or maybe if the fences are near her pylon, they are extra charged or something.
Revenant is fine as he is. His ultimate is somewhat easy to destroy, yes, but you just have to find a good place for it rather than just slapping it down anywhere.
Ultimate accelerant 2.0 is an interesting idea.
Octane ideas are good.
Kill leader thing is interesting.
- 6 years ago
@Sir_NamedIt would be a little too strong if it would tick for a lot, but its an alternative to caustics gas, where caustics gas ticks for more, bloodhounds ticks for a lot less, because you still have a line of sight, and when you use bloodhounds ultimate you should feel like a BEAST, which it does make you feel, but I think it should make you feel even more unstoppable, plus it also lets players know if there is a bloodhound nearby if the damage he has caused stays on the floor, but not his ticking damage which hurts players.
I think 20 seconds to upgrade per pylon would be too excessive, a lot of things could happen before then, and lets not forget the pylons are very weak to begin with, so it would just ruin the concept of a pylon being upgraded, no one would use it. Maybe 2-5 seconds to be reasonable for an upgrade during combat.
And yes, ultimate 2.0 is a great idea, a lot of players run right past these just because they aren't useful, but just using 1 of these instantly makes you use your ultimate a good few seconds before everyone else in the lobby, which is a great advantage.
Please also take a look at the above post where it is highlighted "UPDATED"
- 6 years ago@MoNosDirtyGaming Well, bloodhounds ult already makes you feel like a beast. You move at Octane speed, enemies are highlighted in red. It’s also pretty loud, so enemies should be able to hear Bloodhound coming. An air damage effect wouldn’t really fit Bloodhound, plus I think Respawn is trying not to have abilities that do game changing amounts of damage. (Excluding traps, of course. Since they are stationary, and are, well, traps.) This buff would be kind of unnecessary and wouldn’t really fit.
My main point is that you shouldn’t be upgrading during combat. 20 seconds isn’t all that much during off time, and you don’t have to upgrade the nodes. The nodes are weak, but if you place them just right by the entrances, it’ll deter enemies trying to get in.
Carrying a body shield would be a cool addition. But when I think about it, it could maybe become actually a strong mechanic. Say you are carrying a purple body shield. You can bring it with you, and then drop it in a safe area near a fight. Then, go fight, back out when your shield is low and swap, then go back in. This could be kind of op, but it’d be a cool idea.- 6 years ago@Sir_Named The idea with these buffs are to enhance on ideas in the base game, which is why they sound OP, it is to add new concepts to the game where there otherwise wouldn't be.
The ideas are to enhance upon the game and possibly give every character a second tactical, thus creating a future of multiple tacticals for each character, which will mean this game is NEVER stale, new ways to play the same characters, along with new characters, new guns, and maps.
Yes the shields idea does sound OP, but it will also take time to do that, and that is what makes the game fun, doing stupid stuff like that. Would you not agree?
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