Forum Discussion

Zulkiers's avatar
Zulkiers
Seasoned Ace
1 year ago

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]

20 Replies

  • Midnight9746's avatar
    Midnight9746
    Hero+
    1 year ago

    @Zulkiers The mini-skydive you're talking about sounds very situational and I don't quite see how useful it would be as while you're off the ground, enemy players can easily push your teammates and your location. Overall, I can see how it would put the team at a major disadvantage.

  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    1 year ago
    @Midnight9746
    But you would spot everyone around in line of sight, giving your team mates the advantage of knowing where the enemy is. Doesn't last as long, but you've done what you intended to - spot the enemy. Now you can execute them.
    Now, in being more situational, if your allies are no where near you, like on the other side of a building from you, and the enemies are on top, they'll head for you, you spot them, and your allies will sneak up behind them and execute them, at the same time if your allies pushed fast enough, you land and join in the mayhem.

    It'll put you at least as high as if you straight jetpacked straight up, but they put you into skydive.

    Although, here's another question. They gave her the recon threat vision while jetpacking, did they also give her passive while jetpacking? Same range as threat vision perhaps? Then you wouldn't need the mini-skydive. Although mini-skydive could be used to get higher as fast as a (Horizon Tactical), compared to the slow ascent of jetpacking. I'd still like it anyways. It'd be fun I think. Up, down, run, up, down, run, lol. Truly would be master of the skies. But still not as movement powerful as octane, if you know what I mean. Save for her ult.

    I would love it if they decrease the height for landing from her ult, let us fly farther. Yeah?
  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    1 year ago

    @Midnight9746
    Half the time I'm more useful to my allies skydiving than on the ground with them. Purely because spotting passive.
    This would give a little more spotter utility.
    Although, I don't think it should get boosted by Eyes in the Sky, that would make it OP.
    Probably shouldn't have as much range as normal skydive passive either. Normal is roughly 250m. This should probably not do more than 150m.
    Eyes in the sky boosts to... 300 was it? 350? And gives wallhacks?
    If eyes does effect microlaunch, it should only do the wallhacks, and maybe boost to 200. Not be as big, you know? That would be majorly broken/OP. People'd see snipers every 10 seconds or so if microlaunch skydive spotting had that much range.
    Better yet, skydive wallhacks range should be no more than half the range of skydive spotting, and microlaunch be half the range of skydive spotting, so microlaunch wallhacks would be half of the half the range of skydive spotting, aka quarter range.

    What do you think?
    Basic Skydive 260m LoS spotting
    Basic Microlaunch 130m LoS spotting
    Eyes in the Sky Skydive 300m wallhacks 
    Eyes in the Sky Skydive my version: 300m LoS spotting, 150m wallhacks spotting
    Eyes in the Sky Microlaunch: 150m LoS spotting, 75m wallhacks spotting

    LoS means Line-of-Sight

    What do you think? Wallhacks should be same super range as skydive or half?
    What do you think of my adjustments?

    And as for microlaunch: half the height, half the detection radius, sort of thing.
    What do you think?

  • This would make it very difficult for me not to play Fuse

    • 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.
  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    1 year ago

    @MrGreenWithAGunFrom what I read, it was originally a nuke. Killed everyone within a certain radius, except Fuse's allies of course.
    They deemed that overpowered and changed it to flame ring that never really hits anyone. Originally it may have but 90% of my opponents somehow can leap over it like a stag. Like they have high leap or double jump or something. I see wraiths doing it all the time.
    My idea brings damage potential and area denial, and removes the highlight. because it actually damages those in the area instead of nothingness as is the current.

  • EA_Mako's avatar
    EA_Mako
    Icon for Community Manager rankCommunity Manager
    1 year ago

    Thanks for the very detailed and well-written points of feedback @Zulkiers, and everyone else for the ongoing discussion!

    We're moving this over to General Discussion for a bit more visibility now that people have had a chance to check out the changes. 

  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    1 year ago
    @EA_Mako Apparently no one uses General Discussion, and more use General Feedback. I feel this discussion would be more forthcoming back in General Feedback. It's basically been thrown in the dumpster here in General Discussion.
  • EA_Mako's avatar
    EA_Mako
    Icon for Community Manager rankCommunity Manager
    1 year ago

    Not a problem @Zulkiers!

    We generally see more views from General Discussion as a whole which was the initial reason for the change, but happy to get this back to where the discussion was taking place. Moved!

Featured Places

Node avatar for Apex Legends Feedback

Apex Legends Feedback

Give feedback about the Legends, maps, weapons, loot and more in the Apex Legends community forums.Latest Activity: 40 minutes ago
34,090 Posts