Thoughts on the mid-season changes
https://www.ea.com/games/apex-legends/news/space-hunt-event
Ultimate Accelerant
- Rarity increased to Purple (was Blue)
- Reduced spawn rate
- Increased movement speed while using
Dev Note: Ult Accelerants are in a tricky spot. Their power is clear to some players, being able to chain multiple ultimates in a single engagement, while other players will leave them on the ground in favor of other loot. We want all of our players to understand the power that comes with the Ult Accelerant, but we also don’t want to mess too much with the careful balancing act that comes with Legend ult timing. This change aims to decrease the cadence with which they can be used while also making their power more obvious and convenient to access.
- My thought: Doesn't matter what you label its rarity as, I'm not wasting a bunch of inventory on something that takes forever to use and gives very little and doesn't stack. Grenades are more useful. Half the ultimates are useless in and of themselves and very situational. Grenades are useful in most situations. Meds are useful in any situation. Ammo useful in all situations. Literally only useful on Watson. Even then, takes forever and 90% of the time I get killed trying to use it because it takes so long. Let gold bag increase their stack capacity by 1, minimum. Then it might be useful. Pair with Watson to make 3 stack because she automatically gets 2 stack. But for the common, 1 stack even on gold bag giving only 35% of ult, totally useless. I'm not taking unless I can stack multiple. Make it like batteries, then I might use it. Otherwise it's just a junk item. I visualize it as grey class, less than white class. Changing the color does nothing about its usage.
- Gotta check that movement. I wonder what it will look like now. Probably still dead meat, but we'll see.
LEGENDS
Fuse
- Hard capped the max radius of the scan area to be 450 (+50% of default ring/flat surface)
- Disallowed mortar targeting on multiple objects within the players control to prevent perfect setups
Dev Note: We gave Fuse the ability to see enemies inside the mortar ring as a quality of life improvement. The scan area would scale as large as necessary to match the area of the ring. This had the unintended side effect of giving a very large scan area when shot on tall objects. Our intention for the ult is to primarily be an area of effect ability, not an information gathering ability.
- My thoughts: If you want it to be AoE, a flame ring isn't the way to go. No one ever gets hit by it. Er, hardly anyone. It would be much better if it rained knuckle clusters for about 5 seconds. That'd be fun. Definite damage potential. Still not a nuke, but it would be fun. Watch them dance. Lol.
Rampart
Lowered delay before you can re-enter Sheila turret to 0.15s (was 1s)
Revenant
Forged Shadows
- Reduced shield health to 50 (was 75)
- Activation time doubled
My thoughts
- Killing revenant the silencer was the worst thing they ever did. Every time I use his shield I instantly die. I used to main revenant. I haven't used him since. He is literally the worst legend in existence right now. Please bring back the Silencer. If you want to leave this thing, fine, as long as the Silencer returns, I'll be happy. 2 chassis choices. I'd always go for the Silencer.
Valkyrie
Now Recon Legend (was Skirmisher)
Full Tank upgrade now includes a 50% reduction in refuel delay to 4s (was 8s)
Gains Threat Vision while jetpacking, stays on until feet hit the ground/zipline
Jetpack UI now has a 'refuel delay' timer
More agile jetpack handling that feels similar to Valk’s release
Various buffs to improve reliability and output from Tac
- Move slow stun duration increased by 50%
- Missile explosion radius increased by 20%
- Min attack range decreased by 25% (can hit enemies that are closer)
- Max missile travel time now 4s (was 4.5s)
- Fire rate for launching all missiles now 25 (was 18)
Upgrades
- Aerial Expert: removed
- Full Coverage: moved to Level 2, added reduced Tac cooldown
- NEW Eyes in the Sky: ignores the LoS check on skydive HUD scan, increases HUD highlighting range by 40m
My thoughts:
- WAHOOOOOOOOOOO!
- I've always used her as recon, now I actively can.
- Although, I think her ultimate naturally needs more height. It seems to naturally be lower than the mobile balloons. So low in fact that I doubt the height upgrade would make it get close to the balloon's height. Fly from her Ult, lasts 3 seconds tops. Fly from balloon, lasts 15 seconds. The landing distance is the primary issue. She almost immediately goes into landing when she ults on a flat surface. The balloon however is questionable, as there was one spot where I thought we'd instantly go into landing, but managed to fly another 100 meters instead, still got killed by the ring though. Well, actually we got third partied. If we didn't run into that squad we could have escaped the ring. Instead we got into a firefight and got eaten by the ring. We used A valk ult and 2 balloons and still didn't escape the ring. I hate when it does that. Poor ring mechanics in my opinion.
- Anyways... fire rate of rockets... hmm.. does that mean they launch faster or slower? If faster then yay! If slower then oh no.....
- Landing time of rockets. I honestly feel like it shouldn't take them longer than 3 seconds. They should move at a minimum of 175m/s.
- Arial Expert becoming base kit will be fun!
- Full Coverage becoming blue? Cool. Now I can have better utility on her rockets. Still never really hit anyone though.
- Options are more rockets vs higher ult, hmm, I still think rockets.
- Skydive super spy vs ... more fuel is it? I always chose rockets here. I think I'm always gonna choose spy. I never use the jetpack much anyways.
- I'd love a perk where while grounded with full fuel, Hold jump to activate a mini-skydive, consuming all fuel. Useful for activating her spy passive. Although, with the new perk, that might be overpowered. Perhaps you could change more fuel into mini-skydive? That way people have a choice. Almost constantly scanning everyone in line of sight, once every 10 seconds or so, via using mini-skydive, or the ability to spot through walls. That way it's not OP. Or, mini-skydive doesn't get affected by eyes in the sky, and only uses base skydive passive. I would like that mini-skydive jetpack utility base kit.
LEGENDS
- Crypto: EMP will no longer occasionally trigger while recalling Hack - - - ok, I never noticed. Console bug or PC bug? Doesn't matter, at least it's fixed.
- Mad Maggie’s passive will now trigger when hitting gunshields - - - I guess I haven't used her enough to notice a problem.
- Newcastle’s “Swift Shield” upgrade now works as intended - - - I never choose that anyways. I always go for more shield durability. Base is basically one-tap.
- Wattson
- Emergency Power upgrade will now affect teammates and ult accels - - - ? - I have no idea what that means.
- Resolved issue with health regen in Mixtape
QUALITY OF LIFE
- Added the ability to manage your inventory while healing and ziplining - - - YAY!
- Valkyrie: can now cancel the her Tac by melee punching - - - YAY! I hate wasting her tactical. I aim it and can't cancel no matter what I do. Half the time it disables jetpack usage, and the other half allows the jetpack to cancel. Finally an easier not-so-loud way to cancel the rocket salvo. WAHOO!
Something I find weird. When I shoot a gun shield, I have to hit more than 3 times, but when others target me, a single bullet takes out my gun shield. Even on Gibraltar. Seems utterly useless to me in most cases. Normally just visual clutter or revealing position, as it has no defensive quality. Rarely does it actually seem to have any effect.
Still waiting for a ballistic shield.
Speaking of, here's some ideas.
- grant RE45 akimbo.
- grant a slot on the Wingman, but not used for akimbo.
- Add ballistic shield. When wielding the shield and not aiming, trigger is shield bash. Melee button is shield bash. Same effect as normal melee, without dropping the weapon.
- Ballistic Shield can be its own weapon, or equipped on a sidearm that doesn't have an alternate weapon yet.
- As its own weapon, it would have a sidearm slot. Mozam, 45, 20, and wingman can go here.
- It can be "akimbo'd" with all sidearms. Since wingman will never go akimbo, it will only get the shield in that slot.
- With a shield, or shield-sidearm pair, you can toggle firemode to toggle the shield on your arm or back.
- Arm: Non-aim, trigger is bash, even if you have a sidearm. Aim: nothing if no sidearm, except perhaps a slight zoom, mostly for vantage and seer, no one else really has anything.
- Arm with sidearm: non-aim: trigger is shield bash, aim: like akimbo aim thing, so not a true aim, but it moves the user's arm out from behind the shield and allows them to fire.
- Arm -> melee button: shield bash. Sorry guys, you don't get to do the fist weapon swap thing with a shield on your arm.
- Back - fist: Fisticuffs with a shield on your back. Lol.
- Back - sidearm: now you get to use the sidearm as a single sidearm, but you also have a shield on your back protecting you from flank strikes, or stopping piercing projectiles.
- It takes the place of akimbo, so people have to choose: akimbo or shield?
- Legs are exposed while standing. Movement slowed as if wielding an LMG.
- Crouching gives you almost complete cover, but do realize you are still slow, and people can easily run circles around you.
How Octanes can run around me 5 times per second is beyond me. I keep wanting to call them all hackers. They are unrealistically fast. Not even titanfall 2 had people moving so fast or flying so much. By flying I mean the slide jump things. I've seen octanes launch off ledges as if a jump pad was there, but all they did was stim-sprint-slide-leap. And Pathfinders.... I still cannot replicate how they send themselves 7 stories into the air with grapple. I go half-a-story high on average. 1 story tops, and rarely.
It's not just them. Even Wraiths run circles around me all the time.
I move, it feels like Titanfall 2, but without wallrunning or double jump. Play Valkyrie, get a little double jump feel, but different. Hold setting. Toggle doesn't have the same feel.
See enemies move, and watch YouTube, and everyone's moving faster than I can muster in apex. I am clueless as to how they are faster than thrown grenades. That's what it seems like anyways.
Seems like everyone's on octane stim, except me. When I play octane, then I'm as fast as the average person.
But then other octanes... Their basic movement, like everyone else, is like mine on stim, but then their stim? They outrun my arc stars vastly. I can throw an arc star, and they stim and run in the same direction, they make it to the destination before the arc star gets 3/4 of the way there.
I cannot fathom their speed. I cannot outpace arc stars unless I'm driving a trident or using a jump pad, but everyone else seems to outpace them constantly.
[CM - Edited title for clarity]