Why not make a new gun
The new hemlock is great. I love the silenced aspect and also the noob tube. Only issue i have is why change a gun. And not make a whole new gun. I didnt mind the old hemlock. I would choose it over the nem sometimes. And whats with the re45 like we need another charge weapon. Or burst. I liked the re45 light weapon. I get it was like a r99. But you could have just made them dual wield and lower dmg and dps a lil. Boom. Sounds good to me. Anyway. My opinion of course. also. Anyone on xbox d4 or 3 that has over 10k kills wanna play ?15Views0likes0CommentsToxics and tryhards are the ones who keep the game alive
Something similar to this, We all hate injuries (Im talking about small ones in this context) But basically what they do is; they pull out the highly globin and RBC concentrated blood out of your blood cycle which is harmful and can even effect the brain and cause depression and headache if it stays for a long time. And they shock your nervous system and refresh your cardiac cycle. I had some instances where I, After a long time of being safe. Crave being injured and feel a sense of pleasure after doing so. If you have lived in a very cold temperature for a long time, You would then seek heat and sweating. And you wouldnt mind staying under a hot sun for few minutes. We all hate mental illness. But ultimately they make your mentality way stronger depending on the pain. Pain. Makes you stronger, And so does injuries, And so does living in a very cold or hot areas. The longer you dont have intimacy. The stronger your desire would be, And the better your performance. And I know this might seem to have nothing to do with a video game and apex in this context but it really does. See what I am trying to explain is. **bleep** I forget lol what Im tryna explain is basically if apex was all positivity and rainbows and casuals, The game would be simply dead lmao. I have grown up to realize that the negative side of things (or apex) is the very crucial part of it. I dare to say its even more crucial than the good parts of it lol (do I sound delulu what the helulu). there is so much to say to this and if you have came this far I really appreciate your time and effort. Thanks. From the heart, To the heart. For the Art. One last thing I want to add, There are many ancient spiritual and philosophical text that point toward us living in a different realm where it was all love and light a veeery long time ago but eventually what happened is after a long time we got bored from....Pretty much nothing going on lol. And so we were really trying to somehow live in a different way and thats why we are all in this hell hole together hating each other lolBroken The Division of Roles(Wildcard・BR)
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 "Skill Creep " 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 "Skill Creep" 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. I believe that the "core" of Apex lies in its fast-paced character movement, PvP, and the battle royale format, rather than "skill creep" or "exhilarating mobility skills." It is a fundamental element common to all characters. A character's skills are only the "branches and leaves" intended to support and add color to that core—and only that. Skills should not be main in this game. 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. Wildcard’s high ratings are great, but it’s just like a store's seasonal menu. No matter how well a limited item sells, you don't kill off the classic staples for it. Customers get bored of gimmicks eventually, and if you take away the basics they rely on, you will only be left with customers who prefer the limited items. 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. I say again that I thought it was positive that Wildcard received high ratings and shared distinct roles with ranked BR. Save player choice. Don't restrict how we play. Note: English is not my primary language, and this text was translated with the assistance of Gemini.Re-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.exchange
Hello support! I'm a new Apex player, i got a certain amount of "Crafting Metals" after playing for some time. then decided to scroll into skins and see what i can buy, i clicked on a skin to see if it's buyable then my mouse clicked twice so it instantly bought it even though that's not what i want. This has just hapenned, and i didn't play any game after it. I would really appriciate it to get it back so i can buy what i actually want to buy. Thank youValkerye Buff?
I play Valk, and for the last week or so, I have been REPEATEDLY killed by players being stunned by my alt. Originally, one could bomb your foes while dropping, and at least injure them with gunfire as they are stunned, but apparently no more. I have seen no notification of a buff - are these simply cheaters who are now immune to attack?