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SERPENT_DESCEND's avatar
SERPENT_DESCEND
Seasoned Ace
4 months ago

Fuse & Mad Maggie

Here is a list of adjustment needed for Fuse

  • New passive: Hard As Rock: Fuse has 20% damage and effect reduction toward enemies explosives, 40% towards his own explosives (also applies to his tac and ult). 

Context: Fuse has survived a fricking explosion in his story trailer and he is known as a hard bast*** so it only makes sense game wise and lore wise to give him more resistance towards explosives.

  • Knuckle Cluster: Slows and stun enemies on hit.

Maggie adjustment:

  • Drill charges to be increased to 2

Context: 2 drill charges gives her more control over the battlefield and makes her more aggressive. Reduce time and damage if op.

3 Replies

  • I would agree to Fuse passive vs stacking 2 grenades in one slot which in many cases is underwhelming especially now when most meta is about movement.
    Or I would add this to armor ability upgrade path vs whatever was there about not slowing him down or taking less damage from ult (haven't bothered to read it still as noone uses that :) ).

    As for Meggie - I think she is perfectly fine especially now when ball breaks doors and gibi bubble (does it break newcastle shield?). Only minor tweak I would make is her ball stun radius to stop stunning myself all the time. So annoying and I still can't gauge the right distance to avoid it, basically always when using Ult for closer distance relay on my teammates to finish the job while I am stunned :)

    Making 2 drills a base or fuse cluster to stun / slow enemies would make it too meta. Same as it was with Horizon ult + nades especially with fuse (2x number of nades) or cluster / ult on top of that. Too OP.

  • SERPENT_DESCEND's avatar
    SERPENT_DESCEND
    Seasoned Ace
    4 months ago

    Hi, Thanks for the reply 😁 tbh Id prefer a meta that is about using assault abilities aggressively more than a movement meta lol 

  • e1b2b41da38ee689's avatar
    e1b2b41da38ee689
    Seasoned Ace
    4 months ago

    Not sure what you mean by movement meta.

    I personally tend to choose more mobile legends (I don't do fancy wall bounces and didn't script zipline / super glide movement either) just because:

    1. I play mostly soloq = 99% of games teammates die instantly and I am being chased by more than one person = need to relocate / outrun them

    2. given controller player superiority in close range vs me as MNK = I need to be able to create some distance to manage fights to my advantage

    3. given most players are lazy to look around = movement / repositioning legends make them stop tracking you / you can easily flank them

    4. it is just more fun to play constantly moving given cool mechanics of Apex vs say setting up Wattson fences or Rampart barriers and be totally predictable and stationary = it works but only with 2-3stack and when you agree to play like that because all benefit from it e.g. I really like Newcastle and old Caustic was almost my favorite legend to play, but these days you just die as sad as Gibi solo bubble death with those two as your team is unable to teamwork or play stationary.

    I don't know why but Respawn / EA has created this thing where movement legends are just better in most cases or you at least need to have 1-2 out of 3 that have it + support / recon / controller based on your game style. Playing like before e.g. Valk Gibi and Caustic is just not viable. IMO also Bang is rendered obsolete despite finally having normal smoke mechanics because more mobile legends can just jump over it / flank instantly and Bang is done for it. Same can be said about many other legends - Seer, Blood, Catalyst, Rampart (unless you lucky to Sheila all 3), Fuse, Gibi, Caustic to certain extent (his gas is still kinda walkable, slow down needs to be added back then he is good).

    Movement + unreliable audio = there is just much higher chance to confuse / flank people with that combo vs take straight up predictable fortified fight via above mentioned and try to win that.

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