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Re: Balancing Apex Legends - My Suggestions

by SciVirus
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Original Post

Balancing Apex Legends - My Suggestions

[ Edited ]
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Tyresia2
★★★ Apprentice
Tyresia2

February 2019 - last edited February 2019

First, let me put this straight - this game is simply awesome. I'm a 20+ years FPS/online gamer and it was ages since I found a game that ha so much potential is so addictive and. I perfectly understand that the game has just been published, and that no one expected to become so popular in such a little time, so most of my suggestions are probably something that devs already know.

Having said this, here's my general feedback on the stuff that really needs to be rebalanced to make Apex even better than it currently is. I will rank suggestions as "Gamebreaking" or "Just my 2 cents Stuff" in order of importance.

Gamebreaking Stuff

 

  1. The Peackeeper - This weapon is currently causing a lot of issues in most games. Simply put, it does way too damage given the current TTK of the game. Is frankly absurd that  unloading an SMG's full mag on someone in close combat is often not enough to kill him, when all you need to do is do a 180° turn and 2-shot him with the PK. but what's unnerving is that you can effectively snipe people with it at 50-100 meters. Sniping people with a shotgun? Like, really? This weapon is not just OP - it's plainly broken. Add some damage reduction over longer distances, or increase the spread - else it's currently killing all meta to the point that I refuse to pick it up because using it is so easy that it really looks like cheating.
  2. The Wingman - again, this weapon may be somewhat difficult to use, but it's simply too powerful. If its absurdly high base damage and incredibly fast fire rate weren't enough, it also has an amazing range and a mod to double its HS damage so you can kill practically anyone in 3 shots. In a game where most weapons do 11 damage per hit (20 on HS), having one that hits you for, what, 150, is just ridiculous. Like, for real? It definitely screams for a nerf.
  3. Caustic - A guy that places traps across the map that poison you and slow you down - that's a great concept. Except for the fact that you also poison your own team mates. Wait... whaaaaaat? Try to imagine playing a League of Legends game where Teemo's mushrooms also affect your squaddies Seriously, that's just DUMB. 
  4. The Triple Take - A sniper rifle that hits like a shotgun, deals less damage than the shotgun, does almost no damage on bodyshots, and requires a mod to be even remotely useful. And don't tell me "I can use it without it and do great kills in close combat". It's a damn sniper rifle. It's meant to hit at distances like 250-500 meters - something that is impossible since anything over 150 mt means that the spread is so large that you will deal 25 dmg per hit. Oh, and it also uses super-rare ammo that will take an additional slot inside your inventory.

Just my 2 Cents Stuff

 

  1. Pathfinder - It's a cool champ, but its passive is way too weak, and its zipline definitely needs some love to be more consistent. It is a bit too low tier right now, IMHO.
  2. Bloodhound's Q - I understand he's quite strong on his own, but the Q should not be seen by other people. His job is to sneakily scout for other groups, not warn every other team in a mile radius about your exact position. That orange this is almost as visible as Gibraltar's dome.
  3. Bangalore / Gibraltar's ultis - I'm okay with the ultis affecting team mates as well for balancing purposes, but why squaddies do not take direct damage, while the person who shoots it does? It seems inconsistent and probably an oversight rather than an intentional choice from the devs.
  4. R-99 - Great weapon and all, but the damage seems a little bit underwhelming at 11 per body shot. Late game, against purples is just pretty much useless, which is kinda strange for what is supposed to be the strongest SMG in the game.
  5. Prowler - Another weapon that needs a mod to become usable? C'mon what's the point of an SMG if it shots in short bursts? It's unusable in close combat unless you find the selectfire receiver attachment.
  6. Devotion - Cool weapon, but I find no niche for it. It does less damage than the Spitfire, has that annoying "loading" time to start firing, and its incredible firing rate it's wasted since ammo for this weapon is so scarce. I think that just increasing its dmg to 19 and making energy ammo more plentiful is more than enough to make this weapon lovable again.
  7. Hemlok - Why the Selectfire Receiver cannot be used for this weapon as well?
  8. Mozambique - I understand there's a need for bad weapons in a Battle Royale, but with 30 damage per punch, going melee is simply more effective than using the Mozambique. Maybe giving it a larger mag or increasing its damage is necessary.
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Re: Balancing Apex Legends - My Suggestions

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SciVirus
★★ Apprentice
SciVirus

November 2019

Wing man Took 150   of me instant kill at 250  meters but  my GOLD scout  barely do 50

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