April - last edited April
Caustic & Gibraltar changes: Two thumbs up. Not much to add there, changes seem appropiate. I anctipate players will quickly learn that you can't just zip through Caustic gas anymore and expect it to only barely tickle your health bar....Maybe also watch for the Gibraltar shield being a little strong now.
WEAPON BALANCING: G7 SCOUT / TRIPLE TAKE / LONGBOW DMR:
I didn't even know leg shot reduction was a thing, explains a lot though with the lower amounts of damage sometimes. I like the sound of reduced sway effects too.
LONGBOW DMR: Juicy, juicy buffs. Wingman eat your heart out, it'll be nice to use the Longbow and not feel like it's strictly inferior!
HAVOC: I actually thought the Havoc was fine as-is (if unreliable with accuracy, relative with mag size), but the mag size increase is welcome. I'm unsure about the charged shot changes, as the main problem with that is the charge up time & thereby time between shots, I feel; on the other hand, having it do more per hit particularly at range might perhaps make it more worthwhile to try using.
WINGMAN: I still think the primary problem with the Wingman is the raw up-front damage. I'd nerf it to 35 damage per hit, and perhaps restore it to 6 shots - but I'd also strongly consider removing the heavy mag attachment as well, and maybe even restoring its formerly higher rate of fire to compensate. Given the Longbow buff and this magazine size change, though, I'm open to the possibility that this works out.
SPITFIRE: I thought it was fine as-is, what with heavy recoil and heavy requirement on attachments and all. Seeing a damage nerf here and not on the Wingman is thus a bit disconcerting, but it looks on paper like a small nerf, and the magazine size reduction isn't undeserving if I'm being terribly honest, so as with the Wingman, I'm cautiously open to this change.
In general design approach here, I like that you're keeping the tweaks to guns well-measured and seeking the 'goldilocks' zone. Just disagree with the idea of what the Wingman should be.
ADJUSTMENTS TO GOLD WEAPON ATTACHMENTS: Yup, all of these make sense - though I'm sure many players would opine that the 2x red dot sight is vastly superior to the holo/acog sights.
BATTLE PASS XP BONUS EVENT: Good news, I'm sure, for those concerned they'd be able to complete the battle pass at all.
JUMP SHIP SPEED: Clever change, I reckon, will be neat to see how it affects player drop tendencies.
I expected to see bugfixes for the lid-superjump or the Gibraltar shield interactions with traps and jump pads...not sure I'm looking forward to seeing either in games; the memes and video clips are fun to see on Reddit and all, but...I don't think I'd enjoy dealing with that as a player myself. Hopefully that's in the works and can come out soon.
It's been a week since you wrote this, do you have the same thoughts on all of the above? Thanks for taking time out to write a well constructive post.
April - last edited April
@EA_Blueberry Oh, I suppose I can chime back in here. Apologies, I don't keep up with forums too often - only so many things I can keep track of day-to-day!
Being totally honest with you - I'm holding off on playing more Apex until a great many of the things on this list here: https://old.reddit.com/r/apexlegends/comments/bgxbg5/can_we_address_the_issues_that_really_matter/
are handled. I can still offer more thoughts, though!
- Caustic & Gibraltar bug needs to be hotfixed ASAP (as in, this is one of those things that shouldn't be held for the next big patch, something I discussed in the 4/25 "Update from Respawn" thread). Even with that bug there though, I felt like it was an effective change.
Speaking of Legends in general - I think a very, very solid balance would be within reach if, after that bugfix:
- Mirage's passive and ultimate are brought up to the par of Wraith/Pathfinder/Bangalore "always useful" abilities (plenty of ideas floating around reddit, the forums, and the office, surely?)
- QOL improvement on Bloodhound's Q (no big orange cut-outs obscuring vision, 180 degree activation instead of a narrower cone to be more in tune with the audible/visible aspects of the ability)
- Lifeline & Wraith given a health/damage-taken penalty for having the smallest hitboxes, in the reverse of Caustic/Gibraltar (and do make sure they don't get the reverse of the damage-bleed-through bug!)
All of that summed together would, I think, place Legend balance in as ideal a position as could ever be dreamed for.
- Hard to say about the Longbow as the drop rate for is so low, but the bigger mag definitely feels better. The bullet travel and drop sure does make hitting shots difficult though, it'd be nice if training mode had attachments and stuff so I could get a better handle on what's going on there. Does seem like the maximum clip size with a purple heavy mag attachment is quite high, though.
- G7 Scout felt just slightly better than before (slight enough I worry it's placebo effect), still solid but with heavy kick that makes it unreliable.
- Triple-take would feel much better with a 6-round magazine, otherwise A-OK as-is.
- Havoc is A-OK as-is, didn't have many opportunites to test the alternate fire (again, training mode with attachments would come in handy).
- Wingman, I absolutely have the same thoughts as before. 35 damage, original higher rate of fire, 6 shots, no heavy mag attachment, that's my idea of what a Wingman should be. (Would be easier to gauge my thoughts on this with attachments in training mode!)
- Spitfire is still effective, still has enough kick to cause problems without careful handling, so the nerf was probably appropriate and well-measured, my own personal headscratching notwithstanding.
Only other thought to add, the faster jump ship definitely felt better! Saw more variety in jump locations, which in many cases made "safe to relax and loot" parts of the map not so safe anymore...which is a good thing!