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"Imagine if they gave everyone an indestructible knockdown shield in the form of a bubble around the player when activating it but slowed you down like 90% when activated. Also imagine if the revive timer was like 2x the current. So now, everyone who got knocked would have to make the strategical choice whether to either just hold the knockdown bubble up, relay information but stay at their position where they were knocked down and hope that their remaining teammates eventually would win the fight OR try to crawl to a better position where they could get revived but then risk getting executed."
To me this reads this way: Imagine if the game offered absolutely no adverse consequence to inferior, impatient, or unlucky players.
If all anyone wants is unlimited respawns then why isn't everyone leaving this game for any one of dozens of good arena shooters? I just don't understand it. All any normal player does in 3 strikes is offer themselves up to be the guest star in some other guy's stream.
What do you mean? If I am "inferior, impatient or unlucky" and get myself knocked straight away in the fight before doing anything useful, then I put my team in a bad 2v3 situation which also bascially means that I am out of that fight until my team wins 2v3 it or runs away/gets eliminated. Remember that I also wanted the revive timer to be longer so that someone knocked most likely remain knocked during that entire fight, unless the enemy team plays really passively and let my team revive. I.e, in a 3v3 situation, the best team will most likely win and also get to keep all three players in the game for the next stage of the match.
And I dont want more respawns.. I just like the idea of "no thirsting" so that more end games perhaps would end in fair 3v3v3v3s rather than a full team of 3 against teams of solo rats. And your team must still win the fight for the guy to get revived so it still punishes you to be "inferior, impatient or unlucky". Its just another take on the execution-part of the game. In a slower BR like PUBG, I think execution is a must but since Apex is so fast where 3-4 team in no time can get into sniper range of two teams engaging each other, I think it at least worth exploring to reduce the effectiveness of thirsting.
- reconzero2 years agoSeasoned Ace@Balladalidila
"If I am "inferior, impatient or unlucky" and get myself knocked straight away in the fight before doing anything useful, then I put my team in a bad 2v3 situation which also basically means that I am out of that fight until my team wins 2v3 it or runs away/gets eliminated."
Exactly. And there should be a price to be paid for that kind of behavior. This game has enough get-out-of-jail-free cards already. Frankly, getting respawned with whatever shield you had when you died is a slap in the face of the player that killed you, and de-values everything you do in the game, whether you were the killer or the killed.
Players in this game, at least in my lobbies, are already foolish, reckless, and act without any thought of consequences. If you start handing out indestructible knockdown shields and lengthen or even remove the knockdown timer, then all you're doing is telling these players, "Hey, kid. No problem. Don't worry about forethought, or planning, or patience, or responsibility. Just act rashly as if the future doesn't even exist, and if anything goes wrong then someone will come along to take your hand, pick you up, and brush you off."
I still say: Just No.- Balladalidila2 years agoSeasoned Ace
Hrmm I dont think respawning with the same armor necciserly is a good thing. I would much rather have it that your dmg dealt to evo shield is saved through respawns. So if you die with purple armor but only made 100 dmg dealt, you spawn with a white armor with 100 dmg left to blue etc etc. This would make skillful players who actually done a lot of dmg not totally useless if they respawned later in the game.
But I disagree that indestructible, or perhaps just buffed knockdown shields, would guaranteed add to recklessness and "get out of jail" mentality. When a reckless player today plays recklessly and runs into a 3 man squad and dies with 0 dmg dealt and gets executed, then he will totally ruin the chances for his two remaining teammates. If a reckless player with indestructible knockdown shield does the same, two smart teammates will assess the situation if the fight is win-able and if not, run away leaving him to bleed out and even have to wait longer --> more punishment for his recklessness --> stronger incentives to not play like that.
But what indestructible knockdown shield WILL promote is unselfish plays made for the team that results in you getting knocked. Now, enemies can too easily execute you, sometimes at the cost of their lifes, but it still very unrewarding when this happens. And even more so when you get thirsted from a sniping team from long range. I dont say it would be better in all ways; but I do like the idea of having more full teams vs each other rather than solo rats and perhaps would buffed knockdown shield help this.
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