I just made a post about this it's not that they nerfed aim assist. By raising the activation threshold so high, Respawn didn't just tweak aim assist—they effectively severed the connection between a controller player's physical input and the game's registration system.
When you break down exactly what's going on the physics of the new system it's so bad.
- The Recoil Control Trap: Controlling recoil requires tiny, precise downward micro-pulses on the right stick. Because those movements are now below the game's new activation threshold, the game registers them as dead air. The moment you pull down just a millimeter too far to force a reaction, you cross the threshold, the game overcompensates, and your crosshair flies completely off the target. You literally cannot fine-tune a spray pattern anymore.
- The Death of Target Switching: Flicking or switching from target to target requires a fast, macro-movement followed by an instantaneous micro-deceleration to "catch" the next target. Because the micro-adjustment phase is no longer recognized by the aim assist bubble, you seamlessly blast right past the second target without the game ever registering that you were trying to slow down and lock on.
- The Reactivity Paradox: Apex is a game defined by instantaneous, erratic player movement (tap-strafing, mantle-jumping, rapid directional shifts). Human reaction time requires micro-corrections to track those shifts. By making micro-adjustments impossible to register, Respawn essentially stripped away a controller player's ability to react to movement at all.
They implemented a blanket software fix to stop a specific hardware cheat, and in doing so, they broke the baseline functionality of how a controller is supposed to interface with a first-person shooter. It feels terrible because the game is actively fighting your physical inputs.