Please improve your drop-out options on your mixtapes.
The translation was wrong so I fixed it. Please note that I am Japanese and not a native English speaker (in fact, my English grades are the worst). After deselecting, if you hit the circle button repeatedly at the scene to re-select the map or weapon, you will be prompted to exit, but if you make the wrong control choice there, you will leave the match. I wanted to select a weapon and that caused me to exit the match and not be able to rejoin. I would like to see only the option to exit by long pressing the start button. *I should warn you, I am a veteran of mixtapes. lol19Views0likes2CommentsAsh’s Q is Completely Overpowered
Ash’s Q ability in Apex is ridiculously overpowered. There is no real counterplay, it’s way too easy to use, and somehow it still manages to have AOE, crowd control, and damage all in one. To make it worse, there's a bug that sometimes makes it hit twice on contact, dealing 40 damage, which means after being binded for three seconds, you’re basically forced to pop two cells just to survive. All of this combined gives players an unfair and frustrating experience. Here are some suggestions for fixing it: Remove the damage from Q entirely and change the projectile path to an arc (like a grenade) with a maximum range no further than actual grenades. This prevents it from being abused to damage enemies at a distance. Alternatively, keep the damage and path, but remove the crowd control effect. Instead, just apply a slow effect.45Views1like1CommentAim Assist on PC
If the controller is attached to the computer then force the player to choose whether he wants to play with the keyboard or the controller and categorize the players into two groups which are console players and computer players (regardless of the device). Force them to play on their chosen device until the end of the match. Also bring back the crossplay option.90Views0likes2CommentsTeammates getting last hit and gets the kill
I am not usually one to complain but this season is just horrible. I have been playing Apex since the beginning and honestly I’m about to delete the game. I am tired of doing all the damage on enemies and my teammates come in and get the last hit. I dont care about KD but its severely hurting me. They get the kills and I end up 600-1000 damage with no kills. With everything you add to the game, you think this would be fixable. The person that did the most damage should get the kill but no my team mate that did 5 damage gets it. Also teammates love to wait until the enemy is revived so they go in and knock them and get the kill so I don’t. The game has become very toxic. Team mates loot your kill boxes when they never helped get the kill or they loot your box when you die. The circles are always in the favor of building campers, and it seems like the enemies take less damage but you take more damage and die faster. I love this game and it my favorite game but I’m about to say goodbye to it for good.4KViews5likes34CommentsCaustic Perks revised
Ideas for Lvl 2: Potent: Gas now significantly reduces the speed and visibility of opponents. (Scales on how long victim is exposed to gas, 5 seconds of exposure can lead to 15s of decreased visibility even after leaving traps and speed slowed) Unstable: Traps now damage when destroyed (Shooting out traps will cause an explosion. Opponents take damage equivalent to that of a frag grenade. The traps are too easily dismissed despite taking time to setup and finding the right location, there has to be a bigger drawback for those that trigger or attempt to clear the traps. The opponent only needs to spend one clip at most to destroy a trap. Even if they have to reload, by the time you can take advantage of their reload, they run passed the gas and have moved back to safety.) Strong Bonds: Traps are now fortified and cannot be destroyed. (This would be a Lvl 2 perk, similar to early seasons of Apex the traps cannot be destroyed in mid air during deployment or once triggered. They can only be destroyed by shooting the base before they trigger. If there needs to be a downside for this to come a reality perhaps it might be that the cool down for traps are increased slightly. An alternative would be the traps can be destroyed but armor of traps are increased to a notable higher amount.) Deep breath: Gas last longer (Whatever the duration of a trap, this perk will increase it greatly! Like another 15 seconds to whatever it currently is. Another interesting thought would be that the trap can be charged/filled up to last longer, holding the gas already shows a different animation, might be worth experimenting with this.) Gone with the wind: Gas does more damage and spreads further (Can be separated into two different perks if it feels too overpowered. The idea would be to force players to choose from two enticing options. Damage is notably increased from something like 5 base damage then per tick stacking extra 2 damage so (5, 7, 9, 11...) The spread of the gas would continue until the trap runs out. This would be a Lvl 3 Perk unless one of these benefits were removed.) Ideas for Lvl 3 Madness: Caustic’s gas affects everything. 1.) Caustic gains a small and short speed boost when gas hits a victim. 2.) Victims in gas have slowed reload time. (Think of how hard it is to do anything when people are maced or in the army doing a gas chamber exercise.) 3.) Gas distorts vision of victim, they are now unable to differentiate between teammate and opponents (Can use mini map to help but because of overwhelming situation creates confusion, wast of ammo and poor exit plans/strategy.) Double Trouble: Caustic gains an additional charge for ultimate. (Has two charges of his ultimate) Take your time: Caustic’s traps now slow (Can add a scaling affect or just fixed slow rate. Crucial for what I think is Caustic’s original conception and character kit.) Caustic’s Current Perks Caustic’s current perks are interesting but suffer from a pattern of obvious choice selection. His Lvl 2 perk of Gas ultimate spread is a great idea but it doesn't really seem to make much a difference. The 50 percent might need to go to 75 percent spread to really notice it; this and it may need to last a tad bit longer. I know there is a worry of having him or any champion too buffed but this wouldn't break him trust me. I know he has an annoying ability but players need to remember every champ will have things that make them unique and it shouldn't be handicapped severely for it. For the throwing perk of something like 75 percent further, it doesn’t really do anything for him, as you can spray and pray and shoot out all of his gas before it is fully up. This perk would need an additional benefit like gas spreads for longer duration or traps rise 50 percent faster. For his Lvl 3 perk, the healing option is amazing! I’m honestly shocked this is a thing and I want it to stay forever however it is too slow to really be of use, especially when people can run through your gas and you can’t really play guard behind traps anymore. Even if they dont run through it and you dodge their bullets they can shoot out the trap. The Nox vision perk seems borderline useless, his gas needs to really spread more and even when people are in the gas they aren’t that visible. There are too many limitations on his gas. They don’t last that long, they can be collapsed, destroyed and then there is the whole planning and timing of laying out his traps. Caustic’s Situation Where he is concerned his effectiveness in open areas is little to none and even if that is suppose to be a draw back for this character, where it feels like he should excel, he does not. In close quarters his traps are easily detected, avoided, destroyed and now there is no slow! People run straight through it and jump and kill you. In some cases people trigger his traps, take damage but easily walk out without paying much of a price. Even in the most ideal situations people walk through his traps and even then it’s still very possible to beat Caustic at his own game. These things said I put a list of ideas for possible perks for this character.25Views0likes2CommentsRanked Ladder - Cost of Entry Issue
Hello devs and fellow gamers. I would like to address the issue that I noticed during first 3 ranked ladders. I've seen a lot of people complaining that that their rosters consisted of lower rank players. That was the same experience for me. Despite achieving Tier 1 in all 3 ranked ladders, last one was extremely frustrating. Since ranked ladder counts your best 10 matches, the issue arise that the cost of entry between different ranks are drastic. Costs taken from official material: https://help.ea.com/en/help/apex-legends/apex-legends/apex-legends-ranked-mode/ In general, higher ranked players will have a net loss against players from lower ranks: Rookie/Bronze: 0 RP x 10 = 0 Silver: 20 RP x 10 = -200 Gold: 35 RP x 10 = -350 Platinum: 45 RP x 10 = -450 Diamond: 65 RP x 10 = -650 Master/Predator: 90 RP x 10 = -900 My ranked ladder journey looked like this: *All other players nicknames erased for anonymity. 1 Ranked Ladder: Started in Gold, quickly progressed to Plat rank. Managed to earn a lot of points in Gold rank. From all other players, only second placed player was in Plat rank and had higher lifetime scores than me. Other players were a mix of Silver and Gold, but since I started in Gold I didn't mind that. Ranked Ladder 1 Final Score: Second Best: 2 Ranked Ladder: From the start I noticed missing players from Plat rank. It was a bit harder to gain points, but at the end of the ladder, nobody managed to progress to Plat. While I managed to progress to Diamond. Overall, my roster consisted of player with lower level and stats than mine. Ranked Ladder 2 Final Score: 7 other players, that achieved Tier 1 in Ranked Ladder 2: 3 Ranked Ladder: Since I started in Diamond it took me way more time and energy to achieve Tier 1, barely surpassing competition. I checked EVERY player in my roaster. Not a single Plat player, all players are Bronze, Silver, Gold rank. (Even one Rookie) Ranked Ladder 3 Final Score: 7 other players, that achieved Tier 1 in Ranked Ladder 3: Main issue: As you can see, highest scoring players are from lower ranks, where their cost of entry significantly lower, compared to higher ranked players. Example: Silver player will have flat -200 points across their matches, compare to flat -650 for Diamond player. 450 points can be the difference between placing in a higher Tier. I don't really want to get into the notion, that lower ranked games are significantly more "chill" and prone to greater scores, than higher ranked one. But keep it in mind. Suggestions: A) Remove Cost of entry from Ranked Ladder scoring. This way there will be no disparity between lower/higher rank. P.S. From my understanding, Rank promotion bonus already doesn't count towards Ranked Ladder scoring. If we excluding bonuses, we should also exclude penalties. B) Adjust Ranked Ladder roster to ensure that 100 players are close to or in the same rank at the start of the Rank Ladder. P.S. I consider myself a "mid" Apex Legend gamer, but holy moly am I this bad that I'm getting rostered with these players? No offense to them tho. It's doubly funny since in pubs my team (solo q) almost every time marked all the way to the right side of player distribution chart. This is the reason why I actually like to play Ranked around Gold-Plat rank. Feels more balanced than Pubs, but this is whole other topic. Note: I actually really like the idea of Ranked Ladder, but it needs some adjustments to be more "fair". More fairness, more engagement.40Views1like0CommentsMad maggie is crashing my game
Whenever I pick maggie in the start of a match, im not kidding when I say that when she throw the ball in her animation it crashes my game, im in ps4... So I dont know if its just my problem or the circumstances, but I crashed my friends like 4 times already and try to reconnect in the game every time, failing in some.23Views0likes0CommentsSuggestions for how to adjust aim assist
Since sudden changes will result in a sudden increase or decrease in the player population, if you are going to adjust aim assist, we recommend not making it public, but only increasing or decreasing the value slightly, and gradually adjusting it to the appropriate value as pad players' skills improve.101Views0likes13Comments