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- @Zamaha400 Ah... I agree whole-heartedly with your statement...? So I'm now confused as to what I was arguing...
Yeah Octane fits that reckless attitude! And the payoff is sweet, for me at least. When I think of how quickly other Legends can traverse the land, I realize that the other Legends can't keep up Octane's pace. He can always spam his Speed boost- at the expense of safety. @StarMystro @heme725 @Zamaha400
So I've just hit the training ground and have done this 3 times with each legend, below are the average results.
- 11.18 seconds to run 100m with 1 floor grapple, 100% health.
- 11.28 seconds to run 100m with 1 stim, 88% health.
- 12.04 seconds to run 100m with 1 bracelet, 100% health.
- 13.24 seconds to run 100m in a straight line with Wraith, 100% health.
- 13.25 seconds to run 100m in a straight line with Gibraltar, 100% health.
Octane is not the fastest and loses 12% health vs being 0.7 seconds faster than Loba and 2 seconds faster than Wraith / Gib (18 metres in distance).
If you multiply this across 3 stims Octane is 6 seconds faster across 54m distance at the cost of 36% health. This is well within pistol and SMG ranges so he can still get pelted from behind at these distances.
This is proof that the health penalty is simply unfair.
@S1mmOJAhh but the grapple has a cooldown though? And can be predictable. But what about across, say, 500m? Plus Octane gets to keep full control during the whole Stim and has a reduction to slows (from bullet fire). And it's nice that, well, besides the health loss; He doesn't have any drawbacks involving slows/Cooldowns or an "activation time", or terrain to worry about.
...And I thought this whole time when I saw that "Octane can't heal while Stimmin'" -I thought this meant he couldn't use health items while Stimin'!! Cause I was checking it the other day; I'll stim a few times, slide down a hill and heal (using an item) while Stimmed! That's just how I always countered it while traversing the land/looting.
(And thankyou for doing those tests, I was curious but couldn't reliably do it...)
Have re-run the test 3 times on each legend across 500m, see below average results.
- Octane, 5 stims, 56.16 seconds, health remaining = 43%
- Pathfinder, 2 grapples, 60.72 seconds, health remaining = 100%
- Wraith, 2 phases, 64.28 seconds, health remaining = 100%
- Gibraltar, no tact, 65.84 seconds, health remaining = 100%
A circa 60% health penalty to become 3.8 seconds faster (approx 30m distance) is completely bonkers. Further proves my point.
If you're running 500m to reposition and flank attack and you're going in at 40% health then the very nature of flanking has lost its advantage.
Re other points you note:
- Terrain is still a problem for stim. Grapple can just fly over.
- Grapple and Phase also does not have bullet stun.
- Tactical 30s cool down vs 2s cool down is irrelevant if you're not the fastest legend (shown earlier).
I hope the Devs undertake their own tests.
Also, the double jump from pads is somewhat of a nerf too as it's ruins high IQ strategic placement.
For example if I put a jump pad at the top of a rope so someone hits it and fly's off my building... Now they can just double jump to safety.
Devs put ZERO thought into Octane. It shows.
health cost should be reduced
duration should be increased
% speed increase should be increased
stim should be toggleable
the health drain should happen over the duration of the stim instead of right at the beginning
We just need a game changing buff like Lifeline and Bloodhound.
In duos that shield revive is verrryyy nice.
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