Original Post — Direct link

tl;dr - I'm so glad the devs use data to balance the game. If they went by the comment section, we'd all be running around with the same marshmallow gun, a hitbox the size of a barn, getting a tactical twice a game, and an ultimate once per match. That being said, I love you /r/apexlegends. Never change. Except, maybe stop threatening and insulting developers.

Let's start with "Broken Weapons" (aka, OP weapons). From the top of my head, here's some recent complaints I've been seeing:

  • Mastiff - too much damage
  • R-301 - not enough recoil
  • volt - see R-301, but strafe too fast
  • Devotion - too much damage
  • R-99 - TTK too fast
  • Triple Take - too good at close range, fire rate too good for long range
  • Hemlok - Too much damage, not enough recoil
  • Sentinel - headshot damage too high
  • Wingman - Too much damage for the movement speed
  • Spitfire - too much spray and pray, not enough recoil

I ain't seen complaints on the flatline yet, but at the rate that everyone is currently praising it, I expect it will be meta/broken/OP in due time. At this point, I'm grasping at straws to find a gun that isn't "broken." So the question is -- Why don't you just use these guns? Oh, that's simple. Ya'll suck with them:

  • Mastiff - hits for 13 damage (& All shotguns basically unusable because my aim is bad they're unpredictable)
  • Devotion - too slow, too much recoil
  • R-99 - Can't control the recoil, mag empties too quick
  • Sentinel - Bolt action is too slow
  • Wingman - fire rate is too slow, can't hipfire
  • Spitfire - Too long to reload. Too much recoil at mid-range, too slow in close range.

Some of ya'll just need to learn to get better at the game, and some of ya'll just need to accept that some people are better at the game. Just because you get one-clipped by an R-99 doesn't mean it's OP. Just because you can't kill someone with four R-99 magazines, doesn't mean the gun sucks. Everyone should just realize that not all guns are equal, and that's OK.

Now, about those legends... does everyone need a nerf?

  • Wraith - tiny hitbox, phase wins in the last ring
  • Gibby - gun shield too strong, ultimate too strong
  • Caustic - Too much camping, gas is cancer
  • Wattson - Too much camping, fence is cancer
  • Octane - Runs away too fast
  • Bloodhound - wallhacks
  • Lifeline - Passive too strong
  • Pathfinder - runs away too fast
  • Mirage - too many people to shoot at, invisible revives too OP
  • Crypto - breaks all my sh*t, damages my shields, semi-wallhacks, instant revives
  • Loba - takes all my sh*t, shield swaps too easy
  • Revenant - gotta kill the whole team twice!?!?
  • Horizon - I can't aim up Tac is too fast, ult is too strong

FFS, there's not a legend I haven't seen ya'll complain about. Except maybe Rampart. Wait 'til they make her a competitive character, and ya'll be complaining about the camping and the minigun brrrrr brrrr.

Again, if every legend is so broken, just pick one, eh? Oh wait, I forgot they all need buffs:

  • Wraith - tactical too slow. Portal too situational. Neither ability is offensive enough.
  • Gibby - Too big, too slow same speed, actually
  • Caustic - too defensive
  • Wattson - too defensive
  • Octane - heals too slow
  • Bloodhound - I scream, scan, push, and die too excitedly hitbox too big
  • Lifeline - Ult is useless
  • Pathfinder - hitbox too big, can't grapple far enough
  • Mirage - decoys too easy to spot
  • Crypto - deploying drone too slow, can't do anything without drone
  • Loba - can't teleport instantly, can't teleport later
  • Revenant - I can't hide my totem other teams get death protection or break my totem
  • Horizon - Ult is too weak
  • Rampart - Literally unplayable, wtf

Again, some of ya'll are just mad that others can use a legend you haven't figured out how to use or counter.

Now, on to the store. Just kidding. Don't get me started on how ya'll cry over cosmetic items that give you no advantage.

I hope you all know this post was all in good fun. Hope ya'll enjoy the game and community as much as I do.

External link →
almost 4 years ago - /u/RSPN_JayBiebs - Direct link

Another interesting element in all of this is regional differences exacerbated by the pandemic with the lack of LANs, at least from a competitive standpoint. With strictly online tourneys, we see unique metas develop in different regions. In the latest ALGS, Caustic had a 30% pick rate in EU and less than 5% in NA. Bloodhound has been on the up and up with a nearly 60% pick rate in NA but right around 30% in EU. APAC leaned heavily on Rev during the summer circuit with nearly a 90% pick rate but more recently has resembled NA and EU team comps. This mirrors the feedback we get from pros in different regions when they claim fill in the blank legend is overtuned.

This isn’t a bad thing, it’s just interesting that the lack of LANs has had this great of an effect on what the hot balancing topics are for pro communities around the world. I’m curious to see if team comp variation flattens out when LANs return.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by RSPN_JayBiebs

Another interesting element in all of this is regional differences exacerbated by the pandemic with the lack of LANs, at least from a competitive standpoint. With strictly online tourneys, we see unique metas develop in different regions. In the latest ALGS, Caustic had a 30% pick rate in EU and less than 5% in NA. Bloodhound has been on the up and up with a nearly 60% pick rate in NA but right around 30% in EU. APAC leaned heavily on Rev during the summer circuit with nearly a 90% pick rate but more recently has resembled NA and EU team comps. This mirrors the feedback we get from pros in different regions when they claim fill in the blank legend is overtuned.

This isn’t a bad thing, it’s just interesting that the lack of LANs has had this great of an effect on what the hot balancing topics are for pro communities around the world. I’m curious to see if team comp variation flattens out when LANs return.

We should hire this guy.

Oh wait we did :D

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by MizzySkrizzy

Can y’all at respawn do me a massive favour and add wallrunning? Thanks. Also really sorry if this comment is annoying

Haha :D I did a long ass post once upon a time why we'll never introduce wall running to Apex. Go dig through my history and find it if you're curious!

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by MizzySkrizzy

I must confess I have read that post. I am the person who originally discovered wall hopping and I found it because I was trying to find something to replace wall running but it’s really not the same and I wish it could be added as a legend passive at some point. Again I’m sorry if this is annoying I just love wallrunning so much I am extremely passionate about it. Thank you for continuing to make quality video games and even just replying to me!

And to be clear, I'm not saying wallrunning is bad; I'm saying wallrunning is a bad fit for Apex Legends. Eventually we'll make other games in the future (nothing being worked on at the moment I'm afraid) and I wouldn't be surprised if a game that's less PvP focused could bring the amazing movement model of TF2 back. Like if there ever is a TF3, for instance. It's just not a good fit for Apex, a game where good positioning matters, where getting the drop on an enemy matters, where differences in loadout matter. If you bust open the skill ceiling and set it to "outer space" (which is what wall running effectively does) then all of these things will become irrelevant compared to "is my opponent a lot better than me at the movement model? If so, I'm screwed no matter what else." That just doesn't fit into the kind of game Apex is.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by JustAnAverageGuy20

Please give Rampart a healthy dose of power in 8.0..... please

We've got something planned for her but I doubt it'll be enough. What we probably need to do is to put health into her walls as they're building, but that is a very scary change. Those of us who were around for early Rampart playtesting remember how incredibly unhealthy it was for the game to be able to throw down a wall midfight, have instant cover to heal/reload behind, and possibly also make your enemy waste like a full Mastiff shot on a wall. There's ways of avoiding that while also making the walls stronger but we're moving carefully.

(My current preferred pitch would be either give the wall health as it's building, but let that health tick up gradually, so you can still destroy it if you focus it, or else give the wall health as it's building but allow bullets to pass through while it's building--in that version the wall would still come up as long as it doesn't take full damage, but it wouldn't protect you until it's built. Version 2 would require a lot of visual support)

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by elsjpq

give the wall health as it's building but allow bullets to pass through while it's building

I really like this idea. I'm imagining the bottom portion slowly sliding up like a garage door, so she gradually becomes less exposed. It also gives you a choice between destroying the wall or shooting at rampart, to make wall health less frustrating. So if you react quickly, the wall basically provides no protection, but if you wait a bit longer, you'll need good aim or you'll hit the wall

So we played around with this and looked at it from all angles, and letting bullets through while the wall was building just looked like a bug. We'd need to redo the visuals of the wall building to make that okay in any way shape or form. So we're currently thinking of trying something a lot more spicy and dangerous: 45 health on the wall while it's building, no ramp up, no bullet penetration other than snipers (sniper bullets also go through players, so that seemed fine).

I'm really worried about overbuffing her, but at this point she needs something real.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by Jestersage

TBF, the argument for "unhealthy it was for the game to be able to throw down a wall midfight, have instant cover to heal/reload behind" is a bit hard to swallow when comparing to Overwatch's Shield (and even TitanFall 2's original A-wall, Hard Cover, and Tone's Shield). Would you elaborate a bit on the mindset, specifically why it works for Overwatch and Titanfall 2, but not Apex?

As for the second part: As a Rampart user, who played TeamFortress 2 and even Overwatch, I will definitely take the gradual increasing health. It is the health mechanism for both engineer's and Torb's turret. While annoying as turret (since they are here to shoot, not block), for Wall it's actually workable, in that it still give me a chance to block some shots. If you want rampart to be attack focus like riot police and their shield, their shield need to be always available.

Yeah absolutely! I've given my thoughts on this before so apologies if this is all old news to anyone.

So Overwatch and Apex look very similar but they're fundamentally different genres within FPS: one is a class based shooter, the other is a gunplay-first shooter with character abilities. The quickest way to differentiate is to ask yourself how often do you die to abilities. In Apex the answer should be very rarely; in Overwatch it should be rather common. The other way to differentiate is to ask yourself if characters have their own weapons they start with and that are balanced and designed around their kit, or if they can pick up and use any weapon.

Add to that the fact that Overwatch isn't a single life game where it's a lot more acceptable to die to a random Junkrat ult you didn't see coming because you're just going to respawn in a few seconds anyway.

So in class-based shooters, character abilities should absolutely dictate the outcome of the action. How well you know when to use them, how well you play around enemy abilities, how well you coordinate abilities with your team. With few exceptions, this should be more important than how accurate you are at shooting your gun.

In a game like Apex, gunskill still trumps everything else. Knowing how to use your abilities is important and there should be long learning curves on characters, but abilities alone should never decide the battle for you; you always have to follow up with some amount of gunskill. So Horizon's ult doesn't hold people perfectly still, Caustic's gas damage ramps slowly, Bangalore's ult has a comfortable 6s prime time etc.

That said, it's all on a spectrum. Clearly being able to use your abilities well in Apex will win you games; if you pick just the right time to full team 3rd party while using Revenant's ult after softening them up with Crypto's EMP and if you're dropping a Wraith tunnel at the same time so your second run at them can happen way sooner, you're almost guaranteed to win unless they're like ten times as good as you at shooting their guns. (This precise combo was actually so successful we nerfed it to where it has more downtime baked in; we tried not nerfing it out of the game, but nerf it to the level where it's not a guaranteed win).

So there is a world where Rampart can have some shield on her wall on placement, I think. There are delays around putting away your weapon, pulling out the wall, placing it, raising your weapon again: that means you can't just do it for free in a close range gunfight. So we'll try something and see how it goes!

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by JustAnAverageGuy20

Any possibility of you guys shaving off a second or 2 from her wall build up time? 3 seconds feels like ages(in a game as fast as Apex)

Gonna try giving it some health while it builds first. Worried about getting the amp too quickly. It's not off the table in case the health while building doesn't do enough.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by reddtit

I listened to your design approach on that one podcast and made me realize youre pretty damn smart. I agree that wall running would break the game in the hands of good players if the tf2 version is implemented. But Isn't your current take a little narrow minded though?

Just nerf the wall running aspect until you feel it is balanced. Like no midair jump. No 30 second wall runs. No speed increase. You could even add lingering jump jets trails to improve legibility of combat. Give it to a large character so he is easy to hit/see. Make it a tactical or ultimate so it's not always in use. Make it loud so new players know where to look. Surely one or all of these ideas would make it possible?

So many people want it in the game- and I know you could figure out a way to make it happen if you were just a little more open to a nerfed version of it. I agree with 99 percent of your decisions but I just wish you would reconsider your stance on this one. Could you please bring up a nerfed version of it to your team and see what they think? Please and thank you!

A lot of the ways in which I sound smart are just me benefiting from the knowledge this team has amassed over the years! I'm still new to designing for FPS games, so I absorbed as much of their combined learnings as I could when I started here. I don't have first hand experience of the negative impacts of wall running on the long term enjoyment of a shooter, so I can't really speak with confidence here. You may be right, there may be a tuned down version of it that works, or you may be wrong and any amount of added mobility over what we have now may imperil the secret sauce that makes Apex so good: your ability to understand and play smartly around complicated combat situations.

See the really scary part of this, to me, is that this is somewhat resistant to playtesting. It's the kind of unexpected negative side effect that manifests only over many many hours of millions of people playing with it and seeing what they can do with it. I, too, am excited by the potential of wallrunning; hell I loved the Titanfalls before I ever came to Respawn and had a great time in them, but the way the negative effects of wall running and other hyper mobility were described to me track perfectly with my own personal experience: it's incredibly fun and exciting in the moment, but eventually it just becomes exhausting and without realizing why you stop playing the game. When I started working on Apex I dove back into TF2 and played a decent amount over a few weeks and then suddenly forgot it was even there as an option, even as I was playing other shooters. So there definitely is something to this sugar rush effect that we should be extremely careful about. For the time being, I will definitely follow the design instincts and insights of designers who were there and making the decisions around the time of the Titanfalls.