About Recon characters
I don't know if you know this so I'll tell you. The reason some recon characters are no longer needed in the first place is due to the existence of survey beacons. Giving it the same ability as a survey beacon would make it even more unnecessary. If you are not willing to change the underlying cause, I would recommend remaking your character.39Views2likes6CommentsRegarding the Recent Update
To the Development Team, Thank you for your hard work on the latest update. I acknowledge that Ash and Ballistic, whose disproportionately high pick rates have been previously pointed out, were targeted for adjustments in this update. However, I still harbor fundamental concerns regarding the approach to balancing these Legends. My reason is that the adjustments made appear to target aspects other than the primary causes of their overpowered status. In Ash's case, the main cause of her being overpowered was her Blink (dash) ability. While Ash did lose the benefits of fast and automatic reloads due to her class change, the excellence of her Blink remains intact. For Ballistic, I believe the cause of his overpowered status is his strong synergy with the Turbocharged Devotion. The conditions for granting Turbocharger to Devotion, or Ballistic's Ultimate ability to turn his carried weapon into a gold weapon, should have been re-evaluated. However, the Devotion was not addressed in this update, and the gold weapon aspect of Ballistic's Ultimate remains. While his Ultimate's movement buff and tactical ability are certainly powerful, I view them as separate from the primary cause of his overpowered state. Unless the root cause is addressed, the outcome will not change. This means the problem will not be resolved by this update. On the contrary, by altering elements other than the core issue, the situation has become more complicated, and I believe problem resolution has been pushed further away. Of course, I understand that major changes carry risks, and that consideration must be given to users who currently view the situation favorably. However, if things remain as they are, even if there's a temporary population recovery like at the beginning of Season 25, the player count will likely continue to fluctuate with slight increases and decreases, ultimately resulting in a significant net decrease, similar to what happened after the latter half of SP1. My previous assertion, "Avoiding nerfs is neglecting over-buffs," is not about making characters "unplayable." Instead, it's about sincerely addressing the root causes of imbalance and applying appropriate corrections (whether buffs or nerfs). Therefore, I kindly request that you reconsider your approach to the current overpowered Legends and implement more fundamental adjustments to restore the game's healthy balance and diversity. Please don't let me down Apex.11Views1like1Comment[QoL Suggestion] Wattson Fence Placement Logic
Hi, I'd like to suggest a quality of life improvement for Wattson's fence placement logic. Right now, it works as follows: When you're placing your fence, it is placed at where you look, or at max distance, whichever is closer. HOWEVER, this is only the case if you're looking below the horizon (Angles >= 0 degrees, according to cl_showpos 1)! If you look higher than the horizon (angles < 0), after a while, the fence starts moving closer and closer again, as if the placement logic was mirrored on the horizon line. The higher you look, the closer you place your fence. When you're in a fight, it's common to want to quickly fence something. But if you flick up too quickly and too far after your first fence, you might accidentally create an a much shorter fence than you wanted. Short fences can happen to everybody, but a bit embarrassing nonetheless. ;) TL;DR/My suggestion: Any fence placed while looking above the horizon line (Angle < 0) should be placed at max placement distance to better match the player's intent.13Views0likes0CommentsA Few Suggestions and Potential Fixes
LORE Please consider bringing back lore and interactive story elements. The game is seriously lacking in character stories/development as of late. I’m sure this is an intentional decision based on metrics surveys and player retention data as I have seen this topic skirted around by many devs in AMA’s and such. Even I reported in a survey that I do not care about in game lore, but after some time of a lot of nothing I I have come to change my opinion on the matter and now believe it’s an important component to the game. I would also like to include a personal anecdote from when the bloodhound lore mini game was added to World’s Edge. I remember running into solo bloodhounds who were just there to complete the quest having a good time agreeing not to shoot each other, having fun a way secondary to the games main objective. Options like this increase player agency in how they express themselves and have “fun” in the game. This seems like something that would attract newer players and get them invested in the game and the story. Anyways I think that Catalyst had a weak story, Alter lacks any story and Seer was the last really fleshed out story. Actually vantage had a pretty decent one but you guys should continue the lifeline octane, Maggie fuse, loba revenant, and bang Newcastle stories or come up with new ones. Also please stop with bloodhound romances no one wants that. DEATH SCREEN MENU Could you resimplify the death screen menu when spectating teammates or another team it used to be so easy now it’s really trash and confusing. I know I’m not providing explicit details on why but I don’t care too it’s honestly really boring it’s a menu. It’s ok on mouse and keyboard because you can just click submenus but on controller it’s actually a nightmare. PUNCHING Please take another look at punching I know it was broken a long time ago but it’s broken in its own weird way now. You HAVE to hit the lock-on on the initial punch otherwise you cannot rotate your camera towards the enemy to make the punch accurate at all. It works like this: you have to both be looking exactly at the enemy and be within melee range and it’s a guaranteed hit. If those two conditions are not met there is a 90% chance you will miss the punch. Please take notes from games like overwatch where punching is much easier to land consistently at close range and doesn’t even have a lock on mechanic. DIVE EMOTES Please add more dive emotes to the game. I promise people will pay good money for dive emotes. I personally have been playing the game consistently since season 9 and have ONE dive emote on my main pathfinder. That’s ridiculous and I would seriously pay money for fun dive emotes on characters I play. I see no reason why those can’t be in the store. I promise this will be a bigger hit than stickers and I think you could make previous dive trails that were battle pass exclusive now available in the shop like you do with old battlepass skin rotations. KNOCKDOWN SHIELD GLITCH I know for a fact you guys are aware of the knockdown shield glitch where the knocked players head pops out in front of the shield. This exclusively happens when a player is knocked and backing up into some type of wall or obstacle the game does something like move the knockdown shield backwards without moving the player backwards allowing enemies to effectively shoot someone through their knockdown shield while they have it up. I’m sure everyone has seen this happen if they’ve played the game long enough and I’m hoping you have the resources to fix it as it has been a glitch in the game for quite some time now. DEATHBOX GLITCH On the topic of glitches please fix deathboxes not showing the appropriate color corresponding with the loot tier until a player gets close enough/interacts with that death box. It’s frustrating and hopefully a simple fix. It’s obviously annoying because you use that information to know if 1) a deathbox has been looted already and 2) what order to loot deathboxes on a team wipe. Thank you for taking the time to read my post I hope some of these changes can be considered/implemented in the future. This is my favorite game and I want to see it thrive.7Views0likes0CommentsRevenant Rework Suggestion: Tactical Redesign + Unique Audio-Based Ultimate
CONTEXT: Revenant has received major reworks over the years, yet he continues to underperform — both in casual and ranked play. His current kit suffers from mechanical limitations, lack of survivability, and low strategic impact, especially when compared to other skirmishers or dive characters like Pathfinder, Horizon, or Alter. This post outlines a grounded rework focused on making Revenant a true tactical skirmisher — a dive initiator who provides information, disruption, and timing-based playmaking without becoming overpowered or redundant. CORE DESIGN GOALS: Make Revenant a viable, team-coordinating skirmisher Preserve his unique theme: fear, stalking, silence, execution Solve current issues: oversized hitbox, suicide dive loop, lack of fight control Avoid overlapping with existing roles (Recon, Controller, Movement Legends) Tactical – Dread Pounce (Redesigned) Revenant leaps to a target location (~20–25m range). Upon landing, he creates a small smoke cloud (~3m radius) and becomes invisible inside the smoke for up to 4 seconds or until he shoots/exits. Return Mechanic: After landing, a 10s timer begins: • First 5 seconds: Planning window — you cannot return yet • Next 5 seconds: Return window — pressing Tactical again returns Revenant to his original position Cooldown starts after initial pounce (20–25s) Purpose: Enables safe engagement scouting Allows calculated dives, not YOLO pushes Supports team coordination by feeding reliable info before commit Rewards thoughtful timing over spamming Ultimate – Dread Choir Revenant emits a 10-meter radius “audio veil” that lasts 12 seconds, centered on himself. Inside the zone: Enemies hear distorted, layered audio: glitching whispers, false footsteps, echoed reloads Real audio cues (e.g., team movement, healing) are masked or blurred Revenant’s team hears normally — even slightly clearer Does not cancel sound or block scans Purpose: Psychological disruption in close quarters Creates audio-based disinformation during pushes Forces enemies to lose tracking, hesitate, or misplay in tight fights Avoids overlapping with scan or silence tools Passive – Climber’s Precision Revenant can climb walls faster and higher (as now) Gains +10% crouch speed Crouched movement is 50% quieter (Optional: cling for 1.5s at the top of a climb to survey) Purpose: Finally gives meaningful use to crouch and climb in fights Enhances flanks and stealth — instead of raw speed, Rev now plays angles Why This Works Overcommit dive -> Solved by return window from tactical Giant hitbox -> Solved by smoke + invis window for short-term survival No recon or flank info -> Solved by pounce as safer scouting tool No team value -> Solved by audio disruption ult enabling coordinated pushes Crouch/climb passives underused -> Solved by making them active tools in setup/play Summary: This rework doesn't try to make Revenant overpowered or gimmicky. It gives him: A real reason to engage A safe tool to disengage Unique team value via sound distortion Thematic cohesion with his lore and design He becomes the vanguard of his team, not a throwaway distraction. The goal is to make Revenant as viable as his concept deserves. Current version is just not fun to play and definitely not worth putting hours into. What I am suggesting is essentially a healthier and more skill-expressive version of old Revenant. Practical In-Game Scenario: You see a team go for a high ground. If they have time to set up there, they’ll most likely hold you down — and you’re practically doomed unless a third party intervenes. As Revenant, you can pounce there before they’re fully set and see where your team is relative to them. If you were able to reach the surface with the jump, you’re now in the smoke, invisible, and feeding your team real-time info while planning an attack. If they notice you, you can simply return to your original location — or make them think that you did. While in smoke, you can sneak behind them to cover using enhanced crouch-walk, completely unnoticed. You’ve now created a distraction and a flank opportunity. Your team can rotate to you using your Skirmisher passive. If you couldn’t land directly on the surface, you can use enhanced climb to get there. This isn’t a weakness — most of the 5-second "planning window" is burned during the climb anyway, so the return timer aligns naturally with your setup time. Now you’re in position, waiting for your team to create pressure. If they need more time for the engage, your pounce is just about the come out of cooldown and you can create the final distraction. Once they take aggro, the enemies focus on them. You flank and pop your ultimate, distorting enemy audio and making it difficult for them to track or react. If your team has a mobility legend like Ash, Pathfinder, Octane, or Alter, you can sync this timing with their entry. If your team is on foot, your pounce is almost back up, allowing you to dive in again for a second wave or cleanup. Once your team is ready, you’re on the flank — disrupting enemy communication and focus. It’s not uncounterable. Ult range is small (~10 meters) and AoE tools like Conduit ultimate, Sparrow ultimate, Fuse ultimate, Caustic ultimate, Wattson ultimate, or Gibby (especially small) tactical can isolate you and force you to either overcommit or retreat, nullifying the ultimate. Thanks for reading. Feedback and developer thoughts welcome. Let’s make Revenant a legend people want to learn — not leave behind.11Views0likes0CommentsBALANCING MIRAGE
Mirage is not a popular legend neither in pubs nor in ranked so i have some suggestions to balance him a bit : Tactical Ability: Psyche Out Mirage sends out a holographic decoy to confuse the enemy. Suggestion: when controlled ,the holographic decoy should animate everything that the real mirage does: shooting, recharging shields ,health, throwing grenades etc..... Passive Ability: Now you see me... Mirage automatically drop a decoy and cloak for five seconds when knocked down. Becomes cloaked when reviving teammates or using respawn beacons. Suggestion: All good here. Ultimate Ability: Life of the Party Mirage deploys a team of controllable decoys to distract enemies. Suggestion 1: Decoys should spawn in random directions not in circle pattern + same as tactical change. (Experienced players shoots the real mirage most of the time!!!) Suggestion 2: While cloacked mirage should take less damage or no damage at all. Suggestion 3: While cloacked mirage should be completely invisible .4.9KViews20likes33CommentsAvoiding Nerfs is Neglecting Over-buffs
To the Apex Legends Development Team, I recently read an interview where you reportedly discussed the current in-game meta. In it, you acknowledged the overpowered state of the Devotion, yet described it as "cool and well-done." You also apparently stated that nerfs are a last resort, and you'd try to balance by buffing other characters. This news was genuinely shocking to me. Both excessive nerfs and excessive buffs should be avoided. Are you truly looking at the character pick rates? Are you not noticing the unusually high pick rates of Ash, Alter, and Ballistic, while the number of characters with under 1% pick rate has increased? If this interview is indeed true, isn't that like a painter who, instead of fixing a mistake in their painting, just keeps adding more to it, ultimately ruining the entire piece? If you don't address the cause, you won't change the outcome. Is the Apex Development Team truly willing to ruin their own work like that painter? I sincerely hope that this interview is false, and that you are, in fact, facing the cause of the current chaotic meta – which is over-buffing – with genuine commitment.88Views2likes2CommentsNew Updates Turn Off Veteran Players
I’m a season 0 vet here. I love my OG legends and the badges/banner stats I’ve grinder them to. With this new season I feel like I’m at a huge disadvantage against any ballistic, ashe, or sparrow. The disparity between these legends and any other legend when it comes to skill floor is ridiculous. Playing as sparrow or ashe gives you a free movement input that is completely unfair. How does it balance that as any other legend I need to: holster, sprint, slide-jump to reposition. But with these two legends you just double tap jump and it’s a free fight every single time. Honestly the worst part is that I know respawn won’t admit their mistake and altogether remove the dash they have, as well as not give other legends a fair slice in gunfights. This game will die with these current legend abilities, even though it’s one of the more fun seasons for gun-balance.83Views1like7Comments