RSPN_JayBiebs

RSPN_JayBiebs



29 Nov

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Originally posted by TONYPIKACHU

First….Thanks for doing this! I’m a day 1 player and really loved the change in comms in the last year. I know yall are doing your best balancing competing priorities and I genuinely appreciate the effort.

Question: I think it’s fair to say that some legends are stronger than others in a competitive setting. Besides any given “meta comp”, do you all have an idea about which legends are potentially “overpowered”? For example, Seer was considered a weak legend after his first round of nerfs until Furia’s ALGS champs run—was this a bit of an open secret for you all or did your team discover how overtuned he was along with the rest of us? If yes, is there currently a legend or two that you believe is similarly “undiscovered”?

Lastly, the above question is in good faith and hopefully could encourage more teams to experiment. I’m really enjoying watching Rampart on a few teams in PSQ and seeing how teams leverage their creativity with rarely chosen legends.

u/RV-Devan can attest, I literally started every balance meeting with, "They're still using Bloodhound over Seer, I don't know why. He should be busted in comp."

We absolutely theory-craft and try to predict how the meta will shift, and I can't remember the last time something has flown completely under the radar. We definitely over/under estimate things though... I've personally been surprised by the amount of Conduit usage in scrims, but I love to see it.

I do think their are a couple niche picks that are on the precipice of gaining popularity. Maybe I'm off the mark, I'll let y'all continue to explore that yourselves :)

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Originally posted by MachuMichu

What is your philosophy behind how long certain legends should stay in the meta? It seems like there is a trend of always having one legend that feels like they're hard meta for way too long (Gibby, Valk, Seer, now Horizon, and very easy to see Cat being next in line). Are you just hesitant to overnerf legends? Or maybe there's other factors like keeping the meta "healthy" even if it stagnates a bit.

Really appreciate you taking the time to do this.

No set time... I think it depends on the specific meta and how well it's being received. Gibby meta for example... that's one that stuck around for awhile because we deemed it "healthier" than Caustic meta. Bubble fights were super engaging and interesting, even though they eventually became stale. Sometimes certain balancing changes require more overhead to get right... how do you nerf Horizon tac correctly without gutting the ability or making her unfun to play? Is it a numbers change or will it require other departments? There is hesitation sometimes, not because we're not thinking about/working on it, but because we want to get it right.

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Originally posted by Buff_Charge_Rifle

Would it be possible to provide insight into the reasoning for the current state of LMGs? They feel outclassed by marksman rifles for medium range combat. Yes, they can be suppressive and have great ammo capacity, but so do the 30-30 and G7. In the competitive meta, we almost never see anyone pick up an LMG unless (rarely) it's a Rampage.

I personally feel it's an entire weapon class that is not good in any situation, because it's outclassed by other close, medium, or long range weapons, and not useful enough to be mid-tier as a "jack-of-all-trades" type weapon.

The “LMG identity crisis” is something we’ve discussed quite a bit lately. Turns out removing reloads a la L-STAR is all we need!

But seriously, you bring up a lot of the same observations we've had internally. So I'll flip it back to you: How would you like to see LMGs change to make them more viable, unique, but not oppressive in higher skill bands? It can be tricky to make weapons with that big of a magazine feel fair on the receiving end, especially with our TTK hovering around a lot of classic reload moments for most meta ARs/SMGs.

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Originally posted by PalkiaOW

Is there a specific reason why you haven't added a scope glint to the Kraber yet?

Getting knocked by a Kraber out of nowhere can ruin a team's entire game, and it still happens even after the damage nerf. Adding a scope glint when ADSing the Kraber seems like most simple and effective way to balance it.

I didn't see others have already answered this for me while I was crafting my response, but I'll reply anyway!

I think adding glint would hurt the identity and power fantasy quite a bit. Lurking from afar and patiently waiting for the right moment for that first shot is unlike anything else in Apex. Once that's been fired, the cat's out of the bag. I think the Skirmisher perk added some counterplay here as well. Pinging a looted Kraber already has the squad on high alert, but the thrill/panic of that uncertainty is palpable.

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Originally posted by artmorte

The Digital Threat. It seems glaringly obvious that having an optic made especially for Bangalore is a serious imbalance. An "I can see you, but you cannot see me" mechanic is very detrimental to any shooter. Any plans to address this?

The rise of the Bang meta, while decreasing visibility for everyone, has increased visibility for us when it comes to thinking about the Digi Threat in Apex. “I can see you, but you cannot see me,” is the main reason we’ve dismissed any ideas around adding a digi threat to AR optics. As it stands now, at least you have to be up-close and “involved” in the fight before taking damage through smoke from an SMG/Shotgun (or deep af with the Sniper Digi where you're likely not even able to capitalize anyway and are probably being a menace with or without smoke). Getting sprayed from 150m meters from a 2x digi 301 would likely create more moments of confusion/surprise on a loot item that already has poor readability. Anecdotally, I can generally get a sense if a Bang has a digi based on their smoking habits... "We're in a Bang R9 meta and she's smoking my way while closing the gap from 40m out," triggers the same spidey sense as when someone is giving me the "Kraber stare"... I don't know...

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Originally posted by Zachmazer4

Is it realistic to close Apex pred down to top 100 players and create another title for top 1000-100 and Make the rewards for top 100 really impressive with a in game leaderboard? Seems Apex pred lost its magic?

Horizon and Bangalore are still too strong and constantly played. What are the odds they receive reworks or stronger nerfs in mid season patch or upcoming patch?

Shotguns feel like they are in a great spot but are rarely if not never used cuz of SMGs. Do you think that's because of its synergy with controller or smgs are just better overall?

The Class system is awesome. Do you think any are underwhelming and deserve a little bit more power to help those characters see more game time in competitive?

Why are hotfixes regarding Apex's competitive issues so rare? I understand it isn't the priority however it seems competitive drives a lot of content for the game. Are hotfix's really hard to push or is it decideing whats actually worth...

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Re: Shotguns vs. SMGs

I think SMGs are still a little strong overall, namely in their versatility and the fact that they're more forgiving than shotties at the moment. Definitely less likely to see controller players running a PK with a 3030 secondary... too easy to be caught out at an awkward range where an SMG will have you covered and be more consistent up close.

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Originally posted by ammos8

At what point does ability usage and character strengths become too important?

In my experience Apex has matured more into a strategy/ability usage game than it has a shooter. Will there ever be balance changes made that re-emphasize the games mission statement of being an FPS first and a hero-shooter second?

It's gotten so hard to explain what the hell is going on in the endgame to new viewers based off all the damage, stun, and visual abilities spammed in the final circle.

This is something I think about as well as Apex matures. I actually do think we are shifting more towards a hero shooter in high skill bands, but I think it's somewhat inevitable and just a natural evolution. I think we'll always be a competitive FPS first with the high TTK and rich gunplay/movement systems. But given a strong mastery of those core elements, top teams will be the ones with the most proficient legend flexibility from season-to-season or map-to-map. Unlike your weapons/loot, the Legends that you drop-in with are the constants in a sea of ever shifting variables. For players that solve that equation quickly, it makes sense to just choose the best constants given the season's variables. I suspect theory-crafting and experimenting with Legend comps early and often will become more indicative of success, especially as we add more maps to comp. I think top-tier coaches will become more valuable.

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Originally posted by JonnyisaNERD

Do you guys find comp end games with 3 cat walls and bang smokes provide an entertaining viewer experience?

I think it’s had its fair share of time in the limelight. Any “I can’t see sh*t” meta does not make for a great viewer experience or player experience. Bang and Cat’s rise over the past year was a slow shift that started back when there were intentional efforts on our end to create more diversity during the Gibby Mastiff meta (even though now we might look back at elements of that fondly).

Gibby could’ve fallen off for a multitude of reasons… Seer’s release, the CAR a season later, Valk maturing in the meta and edge comps evolving. We saw Shiv and the SoloQ GOATS raising Bang visibility, while competitors were thinking, “How can we increase survivability without a 360° dome of damage protection?”

That same question was a common theme for us during Cat’s development. Apex as a game was maturing, players were getting better, third-parties were happening quicker. How can we provide players a sense of relief for a couple beats in order to make a decision for th...

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Originally posted by hdadeathly

Has there ever been thought into a dedicated comp version of the game with differences from the main game? We’ve seen some differences like heat shields being banned, but I always wondered if this idea has been expended upon and what the pros and cons are.

If something's problematic at the comp level, it's probably only a matter of time before it rears its head in some way down the chain in Ranked. We want to preserve parity between comp and the main game so that spectators don't feel a disconnect: "This could be YOU one day."

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Originally posted by SvelterMicrobe17

I’ve been curious on your thoughts around balancing of assault legends specifically. Currently as it stands from a comp and ranked POV, there are really only two legends from the class that are viable: Bangalore and Fuse. Personally, I think this has a lot to do with the fact they have two tactical charges while the other three don’t.

Bangalore has the ability to break line of sight (tactical) and force disengagement and movement off of high ground (ultimate), and Fuse has the ability to force movement and farm evo damage from a safe distance (whole kit for both applications). A big part of what allows the legends to do this so effectively is the fact they both have two tactical charges that come back quickly: it allows for constant pressure. And the tactical of both of these legends are their strongpoints because of this.

Ash, Maggie and Ballistic are simply not competitive in these regards (which is what I feel the main focus of the whole class is: to force enemie...

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Great question. We don’t have a steadfast rule around which abilities get two charges. It’s easy to turn on as a balancing tool, but two charges have big, potentially scary consequences. However, I do think we have a history of being overly cautious when shipping new Legends with tacticals that have potential to be “aggressively imposing” in good players’ hands.

It’s preferable for players to feel like they got outplayed by their opponent, not that they simply died to a tactical. Tacticals that restrict the ability to fight back or inflict damage on a low cooldown are much more viscerally connected to the latter. (“Where’s the skill expression in Knuckle Clustering a rock?” or “I couldn’t move/shoot/use my abilities!”) A lot of Assault abilities creep towards this slippery slope. If we’re doubling the cadence at which you can use those abilities, sure, it’ll add power and open up a bunch of new gameplay opportunities, but at what cost?

Similar to the response from ...

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Comment

Originally posted by Derkster_

As the game evolves, we have seen the comp legend meta shift such as the Gibby caustic meta to seer meta. Whenever a legend meta establishes itself and becomes overly prominent that teams that don't follow the meta are at a disadvantage, will there be other ways in the future to incentivise legend variety outside of direct legend nerfs/buffs? such as the legend class rework from s16.

Yes. I think it's short-sighted and naive not to think about how we can affect the meta with system-level changes to breath new life into the ever-growing cast of Legends. We've learned a lot from the Legend Class Rework!


09 Jan

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What do you have against charcuterie?


11 Jul

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Originally posted by BBW_CRUSHER_69_420

I think the issue with this is legend power creep. If all legends keep becoming buffed, more lethal. It might make the game worse, less gunplay orientated. The gunplay should come first in my opinion.

You’re hired Mr. 69_420


05 Jun

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Originally posted by DavidNordentoft

I hate this medium for more nuanced discussions.

Seen this sentiment shared a lot from Respawn devs, and while I can see where you are coming from I am not aware of a better medium for nuanced game-discussions - does it exist? Or is the alternative just watching interviews/podcasts/dev-streams?

I prefer interview/podcast format. Less likely for snippets of text to be taken out of context and more of a conversational back and forth that I can be fully focused on. That’s harder over a keyboard for me (and takes less time).

Unfortunately people can be quick to dogpile on socials… it can be mentally taxing at times, so I pick and choose when to engage. I am a frequent lurker though, and I keep my DMs open and read everything even if I don’t respond.

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I’m not going to reply with a wall of text, partially cuz I did so recently re the CAR and I hate this medium for more nuanced discussions.

I just wanted to say I like the way you think about weapons :D


01 Jun

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Originally posted by Sairizard

Power creep'd SMG that's for sure.

They could've balanced it by giving it a worse total damage in a single mag or a lengthy reload time, but NOPE! Respawn definitely not playing their own game...

1v1 me bro.

Nah but seriously, when we get to the final tuning stage, it makes sense to lean towards the strong side. Couple reasons: (1) hype new thing should be fun, and (2) if it’s fun to use, players get more reps in with it sooner. This helps a ton for properly diagnosing the specific fun/strength/frustration factors that emerge when the new gameplay thing is put in the spotlight by millions of players in the live game. Would rather release strong and nerf than release weak and buff. (NOTE: There needs to be a compelling gameplay reason to add the thing in the first place. With the CAR, we want that to be the magazine/loot versatility... that's always been its cornerstone. Change for the sake of change is blah.)

I remember playtesting the CAR close to release and essentially thinking, "damn, the mag versatility + strong hipfire + DPS make this thing a beast. Our last SMG had much more manageable recoil at range, and I suspect while people may eventually realize...

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03 Feb

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This gave me a good chuckle. I’m stoked to see some clips of the Kinetic Feeder in action… it was designed with the hot drop frag movement psychos in mind, and I know the weapons team was excited to roll it out alongside Mad Maggie


26 Jan

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Originally posted by Diet_Fanta

The comp actually originally is credited to a Raven tweet, which 9imps read and decided to run Loba in Champs after.

Edit: Here is a literal clip of him saying that

chatter:you guys were the first to pick loba?

9imps: hmm, no i stole it. not from pros, but from an analyst.

sunset: from who?

9imps: from raven. i saw once that he tweeted that 1 loba in a comp lobby would be dope. i thought about it and thought, yea, it would be dope. then they buffed her and we started playing her immediately.

I actually really respect raven’s takes. He’s not afraid to theorycraft and experiment with unusual comps


16 Jan

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Originally posted by ITakeLargeDabs

My mind still can’t grasp the fact this game is almost 3 years old..... insane S8 was a year ago

Same dude


14 Jan

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No words
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This is the greatest thing I've ever seen