June 2019
June 2019
June 2019
Man This new Storm/Ring update makes apex not even fun.... :'\ You make one tiny little mistake and go the wrong direction or a mountain is in your way, healing doesn't do anything, even if your full health, you can't even pop a syringe... This sucks!! I got team mates yelling & cussing @ me cuz I can't go back in the storm to save them on the first ring, it shouldn't be like that, I mean I can understand maybe the 2nd ring but the first ring!??! Not only that but now we got people who wait at the edge of the rings/ storms and farm kills.... I like the idea, I just think you guys need to make the first ring like 5%-8% per tick, instead of 15%. That'll get your point across about ring campers. It just sucks that you leave it to one type of players to ruin the game!! Oh them and those people who are always quitting immediately after they die!!! I'm so sick of being at a disadvantage because of them!! I think you guys should implement a new setting where if you quit you have to wait a minute, and then if you quit again, 5 minutes, 3 times you quit 15 minute time out from playing. I think something like that would disincline them from quitting!!! ;p think about it!! & if you do, make sure you throw me 2,500 apex coins!!! ;P
June 2019
Yay! Three squads killed by ring while fighting, with no chance to escape.
June 2019
Respawn needs to stop listening to Reddit echo chamber for feedback. This change is bad.
June 2019
We've made some changes recently to lessen the damage in the early circles.
First circle now does 7% damage per tick [previously this was 15%].
Second circle does 15% damage per tick
Third circle does 20% damage per tick
Remaining circles do 25% damage per tick.
Please let us know what you think of this update.
June 2019
@EA_David wrote:We've made some changes recently to lessen the damage in the early circles.
First circle now does 7% damage per tick [previously this was 15%].
Second circle does 15% damage per tick
Third circle does 20% damage per tick
Remaining circles do 25% damage per tick.
Please let us know what you think of this update.
Thank you for hearing us.
June 2019
@EA_Blueberry "Needs to be slightly nerfed"?!?!? Omg please read the comments just following that last reply of yours -
@TheJumpingJawa "You've pushed ring damage up so high that this risk/reward decision had been almost entirely removed; no finesse, or complexity of choice, just a binary 'in ring -> good, outside ring -> dead'"
@h5mf0vcnd32w "no it needs to be extremely nerfed - no actually reverted!"
@WookieSlayer_x "The change in circle damage from standard Apex to Elite is very unbalanced. This should be reduced greatly."
@ChippeyCox "We literally do not have time to even fight unless you get lucky and drop inside of circle 1. Why should I be punished for dropping at the most aggressive position for the current game in a game modes that supposed to promote competitiveness and aggressive play? It’s absurd"
@GhostRaiden91 "legitimate players are all dying to the storm either after a fight or don't even make it because the storm kills us in less than 3 seconds!!! i get that you guys are trying to stop the outside storm camping, but to increase the first storm ring damage from 1% to 15% is just crazy!!!"
and
"Man This new Storm/Ring update makes apex not even fun.... :'\"
@Gidoru "I dont know how good you are at math, but it seems to me like the game LOST a lot of strategy."
and
"Respawn needs to stop listening to Reddit echo chamber for feedback. This change is bad."
@Dargone21 "Yay! Three squads killed by ring while fighting, with no chance to escape."
Sry @EA_Blueberry but I think you're just seeing what you want to see. Most people think this is WAY TOO FAR and mostly completely unnecessary. I still think 7dmg per tick on first ring is way too much as it doesn't give players time to do anything except run...
Mid combat? Forget it - you'll still die way too fast to hang about fighting
Looting after win? No chance can't loot and heal.
Respawning? Not a hope, you'd be down before you got to respawn beacon and your teammates wouldn't stand a chance without healing items and wouldn't have time to get them
Imo anything above 4dmg per tick is too much, and even that will seriously reduce options in some situations. Like I said in previous posts it wouldn't be difficult to create a system whereby damage in scale depending on the situation.
4dmg per tick base.... if you are currently in combat then you get a 75% damage reduction until the combat ends (i.e 1dmg per tick)... if combat ended in last 30 seconds you get a 50% (2 per tick) reduction... 30-45 seconds you get a 25% (3 dmg per tick) reduction and more than a minute no reduction.
OR have a system whereby while the ring is moving it does more damage the deeper you are in it... so when it first crosses you you only take 1 dmg per tick... 50 meters in it ups to 2 dmg per tick, 100m in and it goes to 3dmg per tick, 150m goes to 4dmg per tick and 200m or more it goes to 5. Then multiple those numbers by the time you are outside... up to 30secs x1; 30-45 x2; 45-60 x3 and over 60 x4. That way you give players a little more time and freedom.
Once again, where is the proof that SO many players are abusing this anyway? As people keep saying, this reduces many useful and legit strategies and makes the game "dumber" to play... sure it's annoying if you do get caught by campers, but if it's only one team out of 20 or maybe more who actually do this you are screwing over the majority of players to stop the odd idiot team... I don't think camping is destroying the Apex community (although hackers might)
And news flash now teams can exploit this and be encouraged to camp, teams with a pathfinder can get a few nades, camp in a bottleneck just inside the next ring, and simply wait for teams to come though who will be very weak and have lost all their health to the stupid ring damage and then nade spam them to death... great strategy, really deserving or rewards, they don't even need guns... if you nade spam a team as they are coming into the ring you stop them going forward into the nades and keep them in the ring until they are knocked... then with a lifeline you can loot all their stuff by running in and out of ring to get their things.
If you want to specifically target campers then in my previous posts I suggested ways to do that, but yes they involve more complex calculations rather than just applying blanked damage to every single player regardless of situation. The suggestions in this post however are really not that complex to introduce and can be applied to all players without that much work. Octane already has a system which decides whether he is "in combat"... then you just need to add a multiplier based on time... jeez I am pretty sure I could code that (well maybe not in Source but certainly in Unreal or Unity - thanks for keeping up with the times Valve)
Are you really that stuck for resources that you are unable to provide a more nuanced solution than one damage all the time for everyone?
I agree 1dmg per tick is maybe a little low in Elite mode as you can stay outside healing for a long time if you want, so I am in favour of a slight increase... but I think even just doubling it would discourage a lot of people as you use more health items and spend more time healing thus less time looting... going above 4 is. imo totally ridiculous and complete overkill. I also think second ring should not be increased that much either, it's only when you get to ring 3 that the damage should start seriously ramping up.
June 2019
June 2019
Thank you for making this change and listening to community feedback.