Original Post — Direct link
10 months ago - /u/RSPN_Jello - Direct link

This is very cool, I love seeing community kits designs! I like the lore behind Remnant but I would have some concerns around the abilities. Here's my quick feedback on them.

Passive - On damage is a interesting passive delivery but it does have some pitfalls. There is no counter play. As a player my goal it to damage an enemy but this passive punishes me for doing so and there isn't anything I can do to stop getting the debuff. This is also a very punishing debuff. Since damage can also be applied quite quickly there would have to be some internal cooldowns or rules around when the debuff is applied which could also be complicated to manage and understand as a player. Lastly with the debuff happening to the player dealing the damage it will be hard for Remnant to see the effect of his passive working. Who shot me? Do I know which player is now debuffed.

Tactical - This tactical could work but we did move away from Silence for a reason. It didn't really fit the Rev fantasy and it has issues of understanding how the silence affected the enemy. Did my silence hit? Did it actually do anything? Maybe their abilities were already on cooldown. So I think it being something more persistent could work but there would need good communication to Remnant when the silence is applied to an enemy.

Ultimate - Can friendly and enemies interact with this to get converted to this state? Is there still the counter play of destroying the totem? I kinda like this ability but I do see it suffering from the same problems the old totem had. It will still have the camping the death totem to kill them when they return issue. Also being forced into melee might deter players from using it if that's not a way they like to play. So it would be tricky to balance this to feel fair while still powerful.

10 months ago - /u/RSPN_Jello - Direct link

Originally posted by zombz01

First of all, I just wanted to give a HUGE thank you! I cannot believe someone from Respawn saw and liked what I created enough to give feedback! That means the world to me. I spent hours on this graphic proposal, expecting it not to get much engagement, and now it's on the front of the Subreddit! **Fun fact: the first Idea I had for this character was only the name "Remnant".**

Okay, now onto my response to your amazing feedback:

Passive - I had a feeling that an "on damage" passive would be controversial. My thought process as to why I thought this was fair is as follows: 1. Bangalore has something similar, the only thing is that her passive works at any distance. Remnant's passive would only work within a small distance of Remnant. Additionally, there is no counterplay to make sure a Bang won't speed up when enemies shoot her. Often when I'm playing non-movement legends, she can escape with low health just because I was shooting in her general direction - allowing her to survive when I would've downed her. 2. There currently isn't a passive that really slows down an engagement; there are ones that add to or speed up an engagement, but none that are really defensive. I wanted players to think twice before rushing a Remnant, or they may suffer that Debuff (similar to how people think twice before pushing a caustic).

Lastly, in regards to knowing the passive is active, I was thinking that any enemies that are affected by the passive (frightened) would have the passive symbol over their character (similar to Ballistc's tactical), and a voice line would play - alerting the player.

Tactical - I think that is fair that you wanted to move away from silence, but if that's the case, why did you give the ability to Seer? Regardless, I agree that if Remnant knows how long their silence was active, then it could still work. Perhaps a HUD element similar to conduit?

Ultimate - Yes to both of your questions, my whole idea with Rev's ultimate was to bring back the death totem in the same way it was - I only changed what would happen when you interacted with it. My idea was to have the shadow form work exactly the way it does in the shadow fall Halloween game mode. So it being "melee only" comes with all the other benefits of being a shadow in that game mode. I think that the fact that you turn into an extremely fast shadow that deals a lot of melee damage would be appealing to players. In regards to players camping the totem, that is part of the risk! You risk a lot of things when you use some other legend's ultimate abilities, so this would be another risk.

However, if you didn’t want the player to have risk when using this ult, I'd say have a "shockwave" mechanic (similar to Newcastle's ult) that wouldn’t deal damage but would push back players any time a legend respawned at the totem.

Thank you so much for reading!

I think on damage can work as a passive but having it apply a debuff to the damager is where I don't think it works. Apex is so fast and when you see a target you are going to shoot at it. So anything that punishes me for doing the correct thing is going to feel unfair. I think on damage Remnant gets a defensive buff might work better since this is something the Remnant is going to immediately feel.

As for the outcome of the debuff, we've played around with changing reload speed/heal speeds and it's almost always hated with a passion. There is a huge amount of muscle memory that you build up when you play and things that mess with it can be very frustrating.

We moved away from silence for Rev specifically because his version lacked proper feedback and it didn't fit the playstyle we wanted to go for with him. I do think this tact is something that could work given the proper feedback.

Giving the Shadow form to your teammate would be awesome but it definitely would have to be opt in through an interaction. That unfortunately is one of the problems with the death totem. It requires coordination and preplanning that can sometime be difficult to pull off. it's great when you can preplan and use it before a fight starts but it really falls apart mid combat when you're team might be split up and not in a position to use the totem.

10 months ago - /u/RSPN_Jello - Direct link

Originally posted by kace91

That unfortunately is one of the problems with the death totem. It requires coordination and preplanning that can sometime be difficult to pull off. it's great when you can preplan and use it before a fight starts but it really falls apart mid combat when you're team might be split up and not in a position to use the totem.

Out of curiosity, are abilities usually built around not requiring teamwork to be useful?

Nothing for or against that, I just never considered whether that was a design goal.

Depends on the role of the character but we have found though that legends that offer team utility tend to be more desirable.






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