Real talk. What is the counter to that?
Real talk. What is the counter to that?
Once you get to this exact situation, there isn't one, and that f*cking sucks. It's something we're talking about, but we don't exactly have a solution yet. Creating a shootable central thing for the ult, like Horizon, would work but it's such a heavy handed fix (and would probably require us making barrels destructible post-trigger because otherwise they're just better than the ult).
The problem with all that is what do we give him in return? Because we can't just make him an unpickable character either. You may not like them, but Caustic mains exist and deserve to have fun too.
EDITING my comment to answer the most common questions because you all certainly don't check if your question's been asked fourteen times before before you post ;P
This happens very rarely and therefore it's okay.
Yeah it happens rarely and while that may make it okay in the aggregate, when looking at charts and stats and all that, it does NOT make it okay in that situation. It's little consolation to the enemy players in this clip that this happens very rarely. The experience in that moment is unfair and it sucks. We gotta fix it.
Just use XYZ character as a counter
Nope. Apex is not a game with a reactive pick meta where you could say things like "oh I'm against a Caustic, better pick Horizon so I can sit in my tactical over his gas cloud." There's always the chance for a Caustic. Counterpicks are meaningless in Apex. And even in League we had a rule that an individual CHARACTER countering another character didn't make a mechanic okay. Specific character mechanics must be BROADLY counterable. That means there has to be an action anyone in the game can perform that counters them.
Just disable all abilities in the final ring
Ring 5 now exists for a combined 3 minutes (1:30 wait time + 1:40 slow close time). Turning off all abilities (or even just all ults) is a very heavy handed fix that throws out a lot of good gameplay with the bad. Shouldn't Bloodhound be able to ult in the final ring? Shouldn't Wattson be able to place down an ult? Shouldn't Loba be able to throw down her black market when her team runs out of ammo in the final fight?
We don't really care about ALL abilities in the final ring; we care about abilities like Fuse/Horizon/Gibby ult, Caustic tactical and ult, etc. We *COULD* go through and mark individual abilities as "disabled in the final ring", but now we're talking exceptions on top of exceptions. Again, if nothing else works we COULD do this, but it's really ugly and unintuitive and I'd much rather we try other fixes first.
What if his ult wasn't throwable but an aoe around caustic himself? Killing him will stop the ult and he'd have to be close to the enemy to damage them.
He could set off gas grenades that are still attached to his jacket.
That's a cool idea! I'll have to think about that a little more. Right now his barrel gas only does damage to people that are in direct sightline of the barrel; I'd have to check how the ult handles this and how that would translate to having the gas emanate from his person. I'll dig into the code and think about it.
I know I'm late to the party and there is plenty to discuss about whether gas daddy actually needs a rework, but here is an idea for a "sidegrade" like Lifeline got that might alleviate some issues you're talking about:
Make his Ult a soccer ball. An icosehedron that releases gas out of every face the same way his Gas Grenade does. Same radius, same damage. He rolls it/throws it ahead of him and it continually releases gas as it goes, but the gas only persists for 2-3 seconds if the ball rolls on. So if you roll it past an enemy, they take only 1 or 2 ticks of health damage. If you can pin it up against an obstacle or throw it in a room, it lingers and lasts the same amount of time as his grenade.
The big difference: anybody can move it. Melee it and it goes pretty far, shoot it continually and it moves a bit. This would completely alleviate the situation shown in this clip since the team could have gotten it out of the circle, but it would still do some damage and take their focus for a moment.
Caustic could still trap people in rooms with his Ult. He could still run experiments from much further than with his tactical. But he can't leave a team without a Caustic or Horizon completely defenseless in the final ring. Also the ball could be a different color for friendlies so people can finally tell who's gas is safe to enter if they can get a look at it.
Thank you for coming to my TED Talk.
That's also pretty cool! We'd need to make sure this doesn't look too derpy because Caustic is sort of a serious character. We don't want people to play beachball with evil gas daddy's murder ult. That might not quite be on brand.
I do like that your pitch is better than just making it destructible because Caustic would also get to move it around. I like this one and I like the pitch where the gas comes from his body.
the final ring moves instead
so this is avoided without nerf a caustic
other games already make the storm move from place to avoid camp
Yeah, there's a lot of interesting things we could do to the final phase of the game; moving the circle around is one option. This would be quite a bit of work to make work properly and so few people ever get to this stage in the game that it's just not our top priority right now.
For what it's worth, I do think both the start and the end (if it ever gets there) of our game could do with improvements.
Honestly, I don't see this as a problem. The challenge is to get caustic to the end game. The slow ring closing is essentially a nerf to caustic already. If you know there is a caustic in play, and you still decide to wait untill the ring is THIS small, you actually agree to deliver the win to caustic. I want to emphasize that I am NOT a caustic main.
On average you are correct; if you take the bird's eye view over hundreds or thousands of games, a character who has trouble to get to the final circle but then gets to just win if he makes it there is "balanced", in that he wins the expected number of games or less.
But that's macro balance. Explaining that to a person who also made it to the final circle in that game only to die to Caustic gas with no counterplay doesn't help; that person is correct to feel rage and frustration in that moment, and so we need to find a fix.
Disabling ultimates at the very end rounds will solve a lot of the ability spam in high level gameplay, as it becomes a coin flip who gets first in scrims/ranked sometimes.
Maybe also add a "ultimates disabled next ring close" text so people don't feel cheated out of their ability.
Yeah it would solve it for sure, but it's such a brute force heavy handed way of solving it. To be clear it's not off the table, but I'd much rather we try something else first.
see this for example sir disabling ult in endcircles will be a perfect fix for caustic as well as several other legends and it wont make apex end games unbearable to watch and play and also will stay true to the games ideology of being a gun game first
it will be the perfect fix for both comp and ranked and people wont say "abilities legend" then because honestly final circle ult spamming is so annoying , unskillful and unlike apex
eg--- https://twitter.com/Frexs/status/1361919205617111041
hope you consider this suggestion seriously a lot of pros and casuals as well will agree with this decision
Sure it would fix it, but it's such a brutal heavy handed fix. Would rather we try something else first.
Is there talk about length of the ult being shortened a bit? Maybe higher skill gap in knowing when to throw the ult will lead to some interesting decision making
There's tons of things like that we could do. I just keep coming back to what's the experience as the Caustic player if we just nerf all aspects of his gas and give him nothing in return.
Wouldn't the obvious fix be to never have the ring end up in an impossible position like this?
The way rings pick their final locations is there's certain areas of the map marked off limits for final rings; all locations with more than one floor are included, but if you notice in this clip the building is barely in the circle. The final location is out there. We could always try to increase the exclusion area so circles won't even close near buildings, but I don't know the amount of work or other complications involved with that.
But i thought you said he was one of the weaker legends? What happened within these couple of months?
He was weak in November/early December, and then he became strong! That's the reality of a live game. Even if we made no more changes to the game at all, the meta would constantly be shifting with characters becoming weaker and stronger as players find new ways to play them / play against them.
Literally any legend in the game could have thrown a grenade there for the exact same result. Or Fuse shooting his tac. Or a Gibby ult. Or Horizon throwing hers to suck them into the red. That would have gotten a pat on the head though.
Not that it even matters because this is the old style final circle so it’s impossible to replicate today. That Caustic would be guaranteed dead in any game played after that change.
Any discussion on nerfs based on extremely rare or as in the case here, impossible situations for today is dumb. This is a cute but irrelevant clip.
It's a fair point, but I took this clip to be a stand in for the very real frustration people feel when Caustic gets a perfect ult off even in the new slowly closing circle. This PRECISE thing isn't a problem anymore, but Caustic ult in final circle still is. It's got a larger AOE than any grenade, it lingers longer than any grenade, and it blocks vision on top of everything else. The specific example here is invalid but the sentiment is totally valid.
What’s the actual win and pick rates of caustic? I’m calling bullshit that he’s suddenly super strong, did some streaming wraith-main complain again?
Dec 1st Caustic was at 4.8% trios winrate (across all skills and across casual and ranked); with the mid-December patch he went up to 5.0/5.1% (it's noisy) which was decent. I hadn't seen that climb yet when I made a comment early Jan that he was weak (I had the 4.8% winrate in mind + he also had the lowest encounter win rate at that time). Since then, he's been climbing steadily. Current data is very noisy (not sure what's going on, all the legends are oscillating a lot in the data from the last couple days), but let's say he's at an average 5.3/5.4% winrate now, which is high. His pick rate had always been a solid middle of the pack one, but with the introduction of Fuse and the Wraith nerf shaking pick rates up a bit (Wraith went from highest, where she'd been for pretty much all of Apex's existence, to fourth highest!), Caustic now sports the 5th highest pick rate as well.
He's not suddenly super strong. He's been building steadily from the middle of December last year and has now arrived at super strong. We'll take a swing at nerfing him next patch and see where that puts him.
Nope. Apex is not a game with a reactive pick meta where you could say things like "oh I'm against a Caustic, better pick Horizon so I can sit in my tactical over his gas cloud." There's always the chance for a Caustic. Counterpicks are meaningless in Apex.
Daniel, from the bottom of my heart: Thank you.
To give some context, I've played Overwatch for years; Since launch actually. I know what it's like when games try to balance characters by combatting them with stronger characters. It creates a hierarchy and a golden meta so-to-speak. If you or anyone reading this knows ANYTHING about Overwatch you'll know that the "meta" was a clearly defined, unwinnable composition commonly known as goats that lasted for over a year. THAT is what happens when you try to nerf characters by introducing stronger characters: Power creep.
Instead however, and I don't know if this was just a design choice or looking at how others failed in their game, you decided to do what you mentioned above. I think that demands a large amount of respect both in Respawn and in you for defending your position. Counter-picking is never fun, it ruins the game and forces people to play characters they hate playing or are unfamiliar with playing. It sounds like such a simple concept but it can have such devastating results to the health of the game. Thank you for standing by your decision, it may be harder to balance individual legends but in the end it's easier for you overall and comes with less consequences.
Thank you for your kind words! I will say that Overwatch is a different game and Blizzard did do the work to make counterpicking at least viable--you CAN change your character mid-round and if you're not at high ult charge you're not super punished for it, but that's only the logistics necessary to make counterpicking a viable tool; it still leaves you feeling bad about not being able to play, say, Reaper, because we need someone to counterpick their Pharah and you hate both Soldier 76 and Widowmaker (these observations are based on 2 years ago, when I last actively played Overwatch).
I'm not saying one is necessarily better! Blizzard are very smart and know what they're doing! I just don't like hyper-reactive character based games where too much other than preference drives your character selection.
I saw that you were going to be changing caustic like maybe making his gas grenade destroyable which I think is a really good idea but then you say you don’t want to destroy him by just nerfing him so you want to give him something if you do make this change. I really don’t get this because caustic is one of the most powerful if not the most powerful legend in the game but you don’t want to give him one nerf? This confuses me because it seems you have no problem giving completely character destroying nerfs to legends like pathfinder and wraith and not buffing them at all. I think caustic need no more buffs and definitely need more nerfs because he makes the game not fun (also KC is awful please bring back WE)
Hey to be clear: I've only said "those ideas sound cool". That's many many steps from "we're going to do either of them". At this point I'm still not 100% convinced that we need to break pattern on Caustic at all.
ive tweeted lowkeyjosh this before but the solution is to add gasmasks to gold helmets and slightly increase spawn rate
Nah, the counterplay to a broadly available mechanic (any enemy squad could have a Caustic) cannot be an RNG based low frequency item drop.
Late to the party, but what about just banning Caustic from comp play? As a viewer, that alone would make watching ALGs easier, and I’m sure the players would appreciate not having such an incounterable ult on the table
Nah that's not a good answer either. For one, we want the competitive game to look as much as possible like the game you all play; for another, there are legit Caustic mains out there who'd like to go pro playing their character. It would really suck if we said "sorry, the character you invested thousands of hours into won't be available in competitive play because we can't figure out how to make him fair."
Also winrate of 5% would still be below average of a baseline 6.25%
There are 20 teams. The average win rate is 5%. Not sure how you arrive at 6.25%?
League has public winrate aggregators, while apex does not. I assume this was intentional.
What's your take on the effect of public winrate data on public discourse? Has your time at Riot influenced your opinion?
So with the obvious caveat that I don't work at Riot anymore and haven't in over two years now and so cannot speak to their thinking: stat APIs are a Pandora's Box: once you've opened them, there is no putting the genie back in. (That's what happened, right? She opened the box and a genie came out the gave her three wishes? And she wished for a monkey paw? I may be mixing up my analogies here)
They absolutely shape player perception and discourse; what's worse, they can eat their own tail and become self fulfilling prophecies: when a character has a low win rate shown on an aggregator website, that can lead to good players migrating away from the character, further depressing their win rate.
Finally, players who want to be upset about something will find ways to cherry pick data. I should barely be allowed to look at data and I've been doing this for a decade or so now. Online games are incredibly complex beasts and it's so easy to get hung up on this or that piece of data.
I'm not the one who'd make this call (that's at least two job titles above me; whether or not we expose data to APIs is at least a game director call) but FWIW I agree with not exposing this data.
So 4.8 is too weak and 5.4 is too strong. What’s baseline?
5%. 4.8 isn't too weak; it's fine! There aren't hard and fast rules here, but I like to compare win rates to the rest of the field. If most legends are grouped in the +/- 0.2% band and then you have an outlier at say 5.6% (hello Horizon) then that's a problem, not because we arbitrarily decided that I don't know 5.4 or 5.5 is the cutoff, but because looking at the field as a whole, they're extreme outliers.
Character win rate, 16 characters. 1/16 is .625 or 6.25%. Also even if we do the 5% win rate, isn’t that just fine anyway? Seems like he’s completely average. What’s everyone else’s winrate? How about wraith and fuse? Maybe instead of messing with caustic you look at who’s under him and who’s over him and adjust accordingly since according to your numbers he has a completely average winrate
Your math is wrong! Why would you assume that the winrates of all legends would add up to 100?
There are 20 teams in each match. 1 team wins. That means each team has a 1/20 chance of winning: 5%.