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Developers are pros, not volunteers. You should be hungry for results and take full responsibility. Regarding monetization, I’d have more respect for a team that stands tall and faces it as a business rather than making half-baked excuses.
Axle’s kit is ultimately just about high-speed movement. The only real differences from Octane are whether you’re losing health to sprint or gliding without drawbacks, and whether or not you have a drone as an offensive tool.
To me, the comments in that AMA aren’t reassuring—they’re a red flag indicating a major misunderstanding.
The perception that "high pick rates for movement legends are because they’re fun" is a fatal misconception. In reality, movement legends are so overpowered that not picking them is essentially throwing the game. Players are often forced to choose them.
I agree that the appeal of Apex lies in its sense of speed and fluidity, but that is a fundamental element found in the "universal mechanics" available to every character, such as sliding.
Abilities should ideally "complement" the core game elements. The current state is like taking naturally sweet fruit (Apex) and soaking it in sugar (movement power creep). Over-seasoning eventually ruins the dish.
Designing a game to further accelerate a speed that's already there easily leads to a total collapse in balance. Unlike speed-based legends, characters meant to complement the game in other ways—like Controller legends—require an absurd amount of buffs just to stay competitive.
I don’t know who’s calling the shots, but from my perspective, it looks like you’re making your own jobs harder and burning out your staff.
As a consumer, I’m asking you: please don't ruin the "quality of the ingredients" (the game’s inherent greatness) with "excessive seasoning" (movement power creep).
I see you as true Professionals, not Amateur, and as one of the finest groups of experts in the entire industry.
Which is why it’s so disheartening to see the current situation.
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- EA_Mako12 days ago
Community Manager