Things need to change
I’ve been on these forums for a while now. I read things people post and though I never thought to comment myself this will be a long one. It seems like the devs worry more about their spread sheets and pick rates more than the actual feedback they get from long time players and even some of their pro players. Conduit has been called out for a long time for needing a nerf. She is to strong. But what do to the devs do? They see her low pick rate but a high win rate and say, “ we should buff her so people play her more because she is even more over powered.” It’s a disconnect from what actual long time players have been feeling. We have watched this game change so much from what it was originally. some changes were welcome to add to the dynamic of the game, like the evo upgrades for shield progression. Other changes have been negatively received and got constant backlash but it seems the devs are just doubling down like if they just push that issue a little harder people will start enjoying the thing they hate so much about the game, like this non stop push into increased momentum of the game. Stop making movement the core aspect of the game. Movement was a thing that came with skill, took time to learn and made the game fun because it was earned. Now movement is given to every character you buff or put out. The first time Axel was announced and her kit explained, all I thought was “ please don’t”. I knew she wouldn’t be healthy for the game and after her release I know she was 10x worse than what I could of even imagined. Whoever was the dev who thought her up, whoever approved her coding, and whoever actually coded her into the game, you should all be fired. She was the worst decision of so many reasons. It’s like you took octanes whole kit and put it into her tactical, of course minus the stim damage. It’s a slap in the face face of every octane main in the game. And to add insult to injury she gets an ultimate( sometime two) that not only seeks an opponent no matter if line of site was never established, but also does damage, stun, an bounced them in the air so the whole team can act like a firing squad. She needs an immediate and indefinite removal, people need to be fired. Movement needs to be nerfed across the board for other characters to shine again. Stop giving movement passives to characters because they can’t compete with the movement characters you’ve buffed way to far. You complain that the pick rates show that movement characters are being picked at a higher rate than non movement characters, the easy fix that would appease most players would be to nerf movement players like octane and Valkyrie. Instead you start buffing characters that never needed a buff in the first place. Valkyrie has been long overdue for a nerf. A lot of people including myself never agreed that her latest buffs were healthy for the game. Octane never needed a second stem, another unhealthy update for the game. This coming from a player who has spent a lot of time playing octane. There needs to be changes made that are more inline with the player base. Stop looking at your spread sheets and do more player interaction. Listen to the base that keeps your game alive. This game has real issues your team just blatantly ignores for shiny cover ups. We didn’t need a new legend, we needed nerfs to movement to balance the characters. We didn’t need ban wave after ban wave, we needed console and hardware bans so they can’t just create new accounts and continue cheating. Players stopped playing fun characters to play movement characters because you’ve created a game where if we don’t, you’ll just be steam rolled by a movement team. You’ve created a game where pre made teams either focus on movement or defending against movement, and it shows in the pick rates. All the characters at the bottom of the list are there because of the ridiculous changes you’ve made to the game. I know you’ll look at the numbers an say this season has had the most players in a long time for you. How many of those new players are just people who had to make new accounts because they’ve been banned 5 times since the season started? Your devs have stated yourselves in ranked there is a minimum of 5% cheat rate. Well in every lobby that means there is a minimum of 3 cheaters. EVERY LOBBY! And that’s just ranked. That number only gets worse when you’re in pubs, or a game mode. And lastly but most importantly, DELETE SEER AND GIVE REVENANT BACK HIS SILENCE ABILITY! Revenant was my favorite character for so many seasons, and you ruined him. I was fine with his ult change but just giving away his tactical to a character no one wants to play was inexcusable. Do better devs.399Views6likes24CommentsFIX THE SERVERS
I don't understand like, you don't fix the game, the cheaters, consoles lobbies are infested with these zen adapters, it's a disease!!!!! It's unplayable to play rankeds, server are running so poorly. I can't understand how is that even possible A multimillionaire company doing this **bleep** like amateurs, this is so frustrating. If it's not hackers it's the server that freezes every second How are you meant to play this game without struggling with these issues. It's insane I can compare your amateurs devs to a 10yo kid learning how to work with a PC. Omg bruh just listen to your community, it's not that hard you selfish idiotsAccount Banned After Being Hacked but cannot remove ban
My account was hacked in July/August of 2024. I did not notice until a little bit later and I was able to get my account back with the help the EA Support team in September of 2024 after I provided proof of rightful ownership of the account from the beginning. Well during the time my account was hacked, whoever did it, decided to use cheats. I got banned for something I did not do. At the time of the hacking and ban I was in another state for work too lol. I could not have possibly done it considering the IP/Hardware location historically would prove alone that I could not have been on when the hacking occurred. I have appealed the ban and they upheld it, but they did not give me a reason why even though I provided proof that the hack was not done by me. I try to submit a new appeal in hopes of getting someone else at EA to look at the case, but when I try to send the "submit an appeal" form, it just redirects me to an EA Help page and does not send the ticket. When I go to Penalty History, there is nothing there stating I am banned like it was showing before. I chat with EA Advisors saying I need to appeal the ban again, but nothing is working. What am I supposed to do?Solution for Solo q; have one server for it
I tought about this, seems like crybabies dont want solo q , they prefer hard carry with friends on smurfs, which means I get matched against them in GOld and Plat lobbies. But I don't want that, this is destoying rank integrity, Masters get on smurfs and come kill us solo q players in Gold and Platinum preventing us from reaching the rank we deserve: Diamond. So since we can't have a solo q mode on every server it could make wait times too long, how about we have only 1 dedicated server for solo q on each continent, if you want solo q just log on the Central America server, or on the London2 server. Have one solo q server here and there where all solo q players can go to and be free from hard carries. Because doing that thing with Diamond and up means those players will go on smurfs even more to play with their gold and plat friends. It will be disgusting for the lower ranks. Pros dont care about lower ranks, I got killed by ItzTimmy in Silver 3 the other week... how is that not WORST than a 3 stack pred fighting 3 stack Diamond players? Cause nobody cares about GOld and Plat lobbies , they are the trash lobbies where anybody can play and where 18 kills 4500 damage happens all the time. Disgusting.112Views3likes12CommentsRe-evaluating the Game Balance "Matrix"
I believe that the root cause of the current balance issues in the game environment—namely,the absolute dominance of specific legends or weapons and the stark disconnect between the competitive meta and general ranked matchmaking—stems from the blurring of the game's foundational core: the reciprocal relationships of advantages and disadvantages based on engagement ranges and roles, which can be described as a "Matrix." Just as a pillar will inevitably lean if built upon a warped foundation, ignoring this foundational misalignment causes the discrepancy to multiply exponentially, leading to increasingly severe problems. This dynamic also results in rendering the lore and background settings of legends and weapons virtually non-existent, which could ultimately exert a negative impact on revenues derived from in-game purchases. Example 1: Legend Classes The emergence of multi-functional, overpowered legends who can handle any situation, combined with certain class skills being so excessively strong that they render other classes obsolete, constitutes a critical challenge. The key to resolving these class disparities lies in absolute fidelity to class roles. Implementing a strict cyclical structure among the five classes, analogous to the type-matching mechanics found in titles like Pokémon, could effectively mitigate extreme skewing of pick rates. the proposed cyclical relationship is as follows: Control >Skirmisher>Recon>Support >Assault>Control Control limits areas with placeable objects and applies debuffs to neutralize the mobility skills of Skirmishers. Skirmisher utilizes superior mobility skills to disrupt the pre-emptive setups and positioning of Recon. Recon leverages advanced information gathering to deny Support the window of opportunity to heal or reset the engagement. Support enhances the effective health pool or maximum resource capacity of the team to neutralize the offensive advantages of Assault. Assault deploys diverse offensive utilities to force Control to expend their defensive resources. Re-establishing and enforcing these strict class roles would prevent scenarios where a Recon legend possesses overpowered utility, such as exercising superior revival capabilities and high-damage area denial simultaneously. Consequently, this framework could prevent extreme outcomes where certain legends are underutilized due to being overly generic, or conversely, where a specific legend is so universally efficient that the incentive to select other classes is entirely eliminated. Furthermore, the counter-pick to a specific Legend A should never simply be the exact same Legend A (mirror matches). Even if the counter-pick belongs to the same class as Legend A, it causes that specific class to become disproportionately dominant. This eliminates diversity in match progression, rendering the game stale and boring. Devising counters in a reactionary, ad-hoc manner without a coherent, system-wide rule structure directly undermines the pre-existing relationships established through class roles. This uncoordinated approach leads to systemic breakdown, causing game balance to become completely unmanageable. Example 2: Weapon Categories A similar systemic re-evaluation and enforcement of ideal hierarchical relations based on engagement distance can be applied to weapons. The proposed distance and performance matrices are outlined below. close range: SG > SMG > AR > LMG > DMR > SR Medium Range: AR ≈ (≒) LMG > DMR > SMG > SG ≈ SR Long Range: SR > DMR ≈ LMG > AR > SMG > SG Versatility: AR > SMG > DMR > SG ≈ LMG ≈ SR Niche Specialization: SR ≈ LMG ≈ SG > DMR > SMG > AR Sniper Rifles and Shotguns can be considered highly specialized when taking into account mechanics where aim assist becomes disabled at extreme close or long distances. We must also avoid designs where weapon performance encroaches upon the domain of legend skills. The breach mode on the Hemlok is a prime example of this issue. When a specific weapon functions as an anti-pick to a particular character's skill, any legend can effectively counter that character simply by equipping that weapon. This creates a flaw where every character becomes a counter to that specific legend. This is an outcome that must be avoided at all costs. The critical factor here is that weapon performance differentials must not be engineered through recoil difficulty. Relying on complex recoil patterns as a balancing lever directly fuels the demand for third-party anti-recoil hardware and script modifications. Furthermore, it serves as a primary driver for the ongoing dissatisfaction surrounding aim assist mechanics. Weapon differentiation should instead be strictly governed through alternative systemic variables, such as distance-based damage profiles, movement speed penalties while aiming down sights, and maximum burst potential. Conclusion The specific matrices and hierarchies detailed above are intended strictly as conceptual illustrations to visualize the proposed direction. I believe the determination of exact technical specifications and numerical adjustments should be entirely deferred to the professional expertise of the development team. The core argument I wish to emphasize is that balancing efforts must not fixate solely on microscopic adjustments while neglecting the macro-level architecture of the game. A straight pillar cannot be sustained upon a shifting foundation. I sincerely request that you do not dismiss these observations as mere amateur feedback. Note: English is not my primary language, and this text was translated with the assistance of Gemini.Ranked BR &Wildcard
It is unfortunate that non-ranked Duos have been downsized, but I thought it was positive that Wildcard received high ratings and shared distinct roles with ranked BR. However, the recent tilt toward "flashy gimmicks" and "exhilarating mobility skills" is now threatening that relationship. A certain level of understanding can be shown for the objective of maintaining business scale and the player base. Yet, this overemphasis on "flashy gimmicks" and "exhilarating mobility skills" severely damages the "inherent dilemma and catharsis of BR"—the very core of "Ranked Match" where strict competitiveness must be guaranteed. If this "Wildcard-ification of BR" driven by character power and gimmicks continues, the division of labor that once existed between "BR" and "Wildcard" will completely collapse. As a result, Ranked Match will lose its raison d'être, much like the currently downsized non-ranked Duo mode. The business structure itself is highly rational: preventing client file size inflation while establishing "Wildcard" as an experimental ground to drive monetization and transition into new elements. However, the core essence of Wildcard and BR is fundamentally different. High ratings in Wildcard are merely "locally optimal solutions" that function strictly within those limited rules. Blindly sliding those elements into ranked BR, where positional maneuvering and the weight of placement points actually function, makes system failure inevitable. Consequently, Wildcard-like elements will encroach upon BR, causing the clear boundaries (the division of roles) between modes to collapse. This restricts player options, ultimately narrowing the market for Apex itself—a fatal issue. Do not lose sight of the essence (the objective) by becoming trapped by the means. Why was it that the "new character Seer" and the "immediately-reworked Ash" were heavily criticized despite maintaining high pick rates and win rates? Why did the "Arenas Ranked Mode" fail? Why was the "non-ranked Duo mode" downsized? None of your efforts are ever in vain. I want you to not waste past failures, but to utilize them for the present and the future. Could you be on the verge of repeating the same mistakes? I hope you will take a moment to pause and exchange opinions among the development staff anew. Note: English is not my primary language, and this text was translated with the assistance of Gemini.Steam Input Configs in Apex — Automation, & Gray Market Nobody Talks About
This is An Open Letter to Respawn & EA: The Commercialization of Steam Input Macros and the Death of Competitive Integrity I want to have a serious conversation about something that's been ignored for too long. This isn't another aim assist debate — this is specifically about Steam Input controller configs and what they enable in Apex Legends right now. What's actually happening Players on controller are using Steam Input — Valve's official remapping tool — to automate mechanics that were designed to require skill. Here's what publicly available and actively sold configs do: Jitter Aim — automatic crosshair micro-oscillation that combined with rotational aim assist produces near-zero recoil. Physically impossible to replicate by hand with the same consistency. Superglide — The config executes it perfectly every single attempt. Neo Strafing — advanced movement that gives a massive advantage in gunfights. One button. 100% execution rate. Mantle Jump, Turbo Jump, Armor Swap, Fast Loot — all reduced to single button presses with millisecond precision no human hand can match. Why EAC doesn't catch it — and never will This is the core problem. Steam Input operates at the driver level, before the signal reaches the game. To EAC, a controller with a macro and a controller without one are completely identical — both send legitimate XInput signals. No code injection. No memory reading. Nothing for EAC to flag. You cannot ban this without banning Steam Input entirely. Which means banning it for every legitimate controller user on your platform. Respawn is trapped — and they know it. The gray market you're ignoring People are selling these configs. Not sharing — selling. Discord servers with paid tiers. Dedicated websites. Premium versions with extended features. Some channels which are selling it confirm that the sellers understand exactly what they're distributing. This is a commercial market for competitive advantage built inside a legal loophole that Respawn/EA created by never defining what is and isn't permitted. If a keyboard player ran software that automated Superglide/Neostrafe etc. — instant ban. A controller player buys a config file from a Discord server — nothing happens. Same outcome. Different rules. Zero explanation from the developer. Spreading the issue Furthermore, there are documented methods to force aim assist activation on mouse and keyboard through controller input spoofing — achieving the same result on PC while bypassing any enforcement. I want to be clear — this isn't a platform war post. Honest controller players are also being cheated here. The majority of controller players have no idea these configs exist. They're losing to people who paid for a config file and they have no way of knowing it. The problem is automation of skill-based mechanics combined with aim assist combined with zero enforcement combined with a commercial market operating openly. That combination is a competitive integrity failure regardless of what input device is involved. Respawn — you've enforced competitive integrity before. You've banned third party software. You've patched exploits when the community pressure was high enough. This deserves the same attention. Or at minimum — an official statement explaining where you stand. Because right now your silence reads as permission. My questions to Respawn/EA — and I'd genuinely like answers: Do you consider Steam Input configs that automate jitter aim, superglide, and neo strafing to be within the spirit of fair play in Apex Legends? If not — what are you doing about it, and why has it been ignored since at least 2021? Do ALGS tournament rules explicitly address Steam Input configs? If a pro player used these configs on stage, would that be a violation? Is it acceptable that people are commercially selling these configs — profiting from a competitive loophole that you have neither closed nor officially permitted? Final Note to the Community I will not be engaging in circular arguments with anyone attempting to defend these scripts as "just settings" or "accessibility features." This post isn't aimed at individual players, and I have no interest in debating those who profit from or rely on these macros. My goal is simple: clarity from Respawn. The community deserves to know if "competitive integrity" is still a core value of Apex Legends, or if the automation of skill is now the accepted standard. The silence has gone on long enough. It’s time for a definitive stance.1.5KViews13likes37Comments