RSPN_JayBiebs

RSPN_JayBiebs



12 May

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Originally posted by Void-Ultiking

In their tweet they said that they postponed the fix

Fix is live now. Bots like this will actually have to step up and win their fights


29 Apr

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Originally posted by Vivarus

One of the biggest changes for comp is the flight paths change. This is so good for teams landing on edge POIs and seems like a really good way to reduce some of the RNG in comp.

We gotchu


10 Apr

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Originally posted by miathan52

In the podcast you guys talk about it being OK if certain less fun, or more frustrating to play against, characters are a bit less powerful, because having them be meta can lead to an overall less fun game (I think it's mainly Hodsic that said this w.r.t. Caustic, but I could be wrong).

Have you ever thought about Bloodhound this way? As a solo queuer, he's easily the most fun destroying character for me to play against, because I often end up as the last squad member alive and then no matter how good my map movement and positioning are, as soon as I see that "you got scanned" message I know I'm as good as dead.

I can spend 5 minutes carefully moving my way into zone, using walk and crouch to prevent being heard and constantly trying to watch all directions, only for a single bloodhound to nullify my efforts with a single button press, without even needing any skill or game sense to do it.

Needless to say, I am not enjoying the current meta...

Yeah I've been keeping an eye on Bloodhound. Seems rare to come across a squad without one in my experiences in ranked, and they have the third highest pick rate at the moment. I'd be curious to see how much that may dip if we removed assists from scans. I know it's a super powerful ability regardless, but I'm curious if it'd move the needle at all before looking at nerfing the ability itself.

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Originally posted by ConsiderableNames

Hey, thank you soo much for doing this! I've always wanted to have the opportunity to talk to a balance dev, specially about some of the least popular legends (in mid-high ranks). I'm a sucker for underdogs, so I tend to play them in plat whenever I see some small possibility of them working with a team comp.

  1. Any plans for Mirage? I know you guys said you are afraid of making Mirage become too oppressive for newcomers, so I was wondering if there were any ideas that you guys have thought about in regards to him or if you guys are done messing with him. I'd just love if Mirage was at least playable in higher ranks without teammates sighing audibly whenever you pick him. (I thought about turning Mirage into a recon character and allowing him to use survey beacons since he seems to have better recon abilities than Pathfinder with his decoys giving info and all, but it seems like some people are very against this).

  2. How does Crypto do stat-wise and are ...

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  1. We talk about Mirage in the podcast! But ultimately, we think Mirage is in a pretty good spot right now. Hell, I got a buddy who I'm playing with in Diamond lobbies who pulls off some mean bamboozles. In a game where combat readability is a priority, and Mirage's entire kit revolves around reducing combat readability, I'd be scared of a Mirage meta. As far as making him a recon character, that's just doesn't seem very on brand for our favorite holographic trickster.
  2. Crypto's got a really low pick rate, but healthy win rate. Good Crypto's love the character, but there are definitely some QoL things that could help (e.g. allowing him to see minimap/killfeed in drone view). But to get his pick rate up a significant amount I think he'd need a bit of a rework. Transitioning between drone mode and FPS shooter mode is not as streamlined as it could be.
  3. We've thought about it, but ultimately don't feel it's necessary. The black market's in a pretty good spot right n...
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Originally posted by docwaffle

For Fuse's ult, maybe have it highlight players affected by it? Similar to how enemies are highlighted when behind Horizon's ult. Still kinda lackluster, but at least you get a better chance of capitalizing on it.

That's not a bad idea, and it's something we talked about at length actually. It would be nice and relatively simple to implement, but I don't think it does enough to address the root of the issue. We also want to stray away from just slapping sonar onto abilities that are underwhelming.

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Originally posted by ebk_errday

Please don't ruin rev's ult. To all those that complain about it, it is a complaint about a very niche situation - pairings with mobility characters. If you want to nerf the mechanic of pairing it with someone else's ult, have at it. But if your nerf extends beyond those pairings that some complain about then you really screw the legend over in all other scenarios and that's not fair for a legend struggling in placement and win rate and all that stuff. Please don't ruin the legend for the entire player base to satisfy a few vocal competitive players that want to win easy with their overpowered wraiths. It would frustrate a larger portion of your player base. If you HAVE to address the ult to appease those vocal players to keep them in your good graces, then address the problem they speak of specifically and nothing beyond that. For instance, a 4-5 second delay of using a jumppad after going back to the totem should allow the team getting attacked a moment to heal or reposition. Tha...

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I hear you. I have 6000 kills on Rev and I love his character concept. We're very mindful of his weaknesses and the frustrations associated with playing against him. That's why we're taking some time to make sure we get it right.

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Originally posted by MiamiFootball

We learned a lot about what players liked/disliked about L&L gameplay

Dropping with a white shield and an hcog was such a great idea because it alleviates the very irritating experience of running through several loot groupings and not getting a shield during a contested drop while your teammates are wondering why you're on the other side of the POI. Being able to just grab a gun and go fight made the game so much more fun -- when we went back to the normal mode, it felt unbelievable that we played 7 or 8 seasons without dropping with a shield, it was a real bummer going back to dropping naked.

The mozambique isn't necessarily and a bit cumbersome because you need to swap it for a second gun and hold down the button rather than just picking up a gun with a single press -- this is relevant in the tense contested drop scenarios.

Having the HCOG though is a god sent idea -- it seems completely unnecessary to feel like you need to s...

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Having an HCOG on drop undermines all the collaboration between weapons designers and artists when creating unique iron sights! There's a lot of thought and iteration on capturing the essence of a weapon through what's on the player's screen while ADS. And it's very purposeful to have certain iron sights feel better than others... it can influence players preferences for certain weapons on drop and lead to varying levels of excitement when finding optics. Even something as minor as a guaranteed HCOG on drop can have gameplay implications that make it more than a simple QoL update. Like you said, if you no longer feel obligated to spend half your game looking for it, you'd become combat ready much more quickly. I'm not saying HCOG alone would massively change the game or anything, but in conjunction with other L&L changes, gameplay over the course of the entire match changes. We just have to be very mindful of what that can mean for overall game health.

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Originally posted by Lightning_Laxus

  1. Why does Loba still only get 20% from ultimate accelerants instead of the standard 35%? (Speaking of Loba's ultimate, can you guys make it so that Treasure Packs don't use up Black Market slots?)

  2. Why does the Quickdraw Holster cost more materials in the Replicator than the Skullpiercer? (45 vs 40)

  3. Is there a particular reason why revives give the player 20 health (instead of 25)? I ask because it's annoying when you use 3 syringes after getting revived and there's a sliver of health missing.

  4. Why don't respawned Legends have their tacticals available? Having to charge everything from scratch severely punishes Legends like Wattson, while Horizon gets hers almost immediately.

  1. I imagine it's to mitigate some degenerate gameplay given her ult's short CD. Unlike Octane's ult, a couple black markets in a short period of time is a much more significant power spike than a couple pads.
  2. To be honest, there's probably not a good reason. I know a lot of us internally see a lot of untapped potential with replicators, and we're more focused on considering bigger changes over minor replicator economy changes.
  3. I wasn't with Respawn back when this balancing decision was made, but it's a pretty consistent standard in BR's to be in a vulnerable state after being revived. Perhaps 20 is to promote use of a big med over the more common small consumables. But is 5 hp enough to change that decision making? Probably not.
  4. It's true that having nothing on spawn favors legends with shorter tac CDs, but it's important to preserve the moments of vulnerability when dropping out of the ship. I don't think the answer is making exceptions for abilities...
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Originally posted by pie_pig3

Hey JayBiebs! Since you're answering questions I was hoping you could clarify something for me about Horizon. In Apex you no accuracy on ziplines, jump pads, and "falling" through air yet when Horizon flips gravity with her Q she is "falling" through air but up she has insane strafe with 100% accuracy.

I'm curious about the inconsistency of the accuracy Horizon since she is technically in the air (no accuracy penalty) and also gets strafe that surpasses the Wingman with any weapon with 100% accuracy. In my opinion, that combination is too strong. Her Q is a movement tactical and I am baffled it can be used so offensively.

I was surprised when I read that Horizon's nerf would be that she can strafe slightly less instead the nerf focusing on the 100% accuracy she has while in her Q. Her Q is already very strong since it can get high ground for an entire team every ~18 seconds and create clutch situations with using healing items, while not even mentio...

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At one point in development Horizon was given air accuracy and it felt pretty bad, particularly when sitting on top of it. Having ground accuracy in the lift allows for some skill expression in effective tracking while moving vertically. It's hard to do but it feels pretty damn good as you improve with it. So we want to preserve that, but target the frustration on the receiving end where it sometimes feels like you're trying to track a squirrel corkscrewing up a tree. If you remember the lift teases, the vertical lift speed and general movement capabilities were reduced from what she shipped with. There were late tuning adjustments made to make sure she released strong, to break the pattern of underpowered new legends. Time to bring her back down to earth a bit, and I can tell you the changes will feel much different than a slight strafe nerf.

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Originally posted by potatoandfish

  1. Will wraith gets low profile removed in s9? As a wraith main I can definitely tell you that big hitbox + low profile forces you to play the game differently. I get beamed much harder then on any legend. I think in terms of abilities she is rather balanced and her hitbox is a good size. It's just getting clipped in the ankle for a full 96 dmg by the mastiff seems kinda overkill.... like this :)
  2. Weapon balance is really good except spitfire (needs mag reduction to be inline with devotion) and mastiff (nerf was good but too much imo no one really uses it... Maybe +1 on pellet dmg?) (Though this is probably useless since pk is back in s9?)
  3. Will bloodhound get a nerf? I don't see many people talking about this legend but as a solo player this legend is my worst enemy. The "press a button and no need for game sense" is kinda broken... I kid you not when I say that most BH players have s...
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  1. We'll see. We would like to get rid of Low Profile just as much as anyone.
  2. Spitfire's strong, and that's okay. Leaning into different weapon metas is a good thing. If you listen to the pod you'll find all three of us don't view the Spitfire as being OP in the same way socials do. In regards to the Mastiff, we deliberately made decisions to promote a less shotgun heavy meta. I personally have felt the EVA has always been slept on, and the latest Mastiff nerf has definitely allowed people to get reps in with the EVA.
  3. We'll see. I think there's a ton of intrinsic value in the ability. From the data side of things I'm curious how much pick rate is affected by the fact that scans count for assists in ranked. Would anything significant happen if we took that away?
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Originally posted by RSPN_JayBiebs

Hey I’m far from a lead dev haha but I had a fun time. Didn’t mean to dodge questions... when it comes to Horizon audio: I don’t see a downside to hodsic’s point that there should be audio entry/exit cues, so why not implement that. We’re working on the fix to Octane pad audio bug. If y’all have other questions I’ll clear up what I can here!

There are a lot of great questions/comments here and I’m looking forward to giving my two cents on em tomorrow. Grinding some ranked atm 😈

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Originally posted by Singularitymoksha_

Any rev passive buff coming soon like infinite wall climb could be good without giving him fortified the main thing he lacks is in movement & gets lasered due to the big hitbox and it would fit the lore as well

When is the path passive buff coming cause he feels like underpowered compared to other recons like crypto , blood . Like you can give him atleast some buffs on zipline like faster movement ,better accuracy etc specially when octane , horizon are dominating him in movement category right now

Any chance of a rampart buff making her turret non stationary but movable at a low speed ? cause some times i don't even remember i have her ult in the entire game

Fuse ults def need some buff it is way too easy to walk over that without any dmg

Guns i feel are pretty balanced except maybe reduce spitfire dmg or magazine , also 30-30 needs a buff for sure and buff wingman a little more dmg buff pls (its a high skill weapon but feels way too risky to play i...

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We're working on Rev stuff. Don't think the community reception would be very positive if we straight up buffed him without addressing some frustration surrounding his ult. But I like the idea of a greatly increased climb.

Path has been performing very well in terms of encounter win rate and has a healthy pick rate since the removal of Low Profile. Not in a rush to touch him anymore at the moment.

That's not a bad idea at all for Rampart turret. The ult leaves a bit to be desired in it's current state, even with 180 rotation.

Agreed that Fuse ult needs a buff, but not for the reason you mentioned. I think it does plenty of damage and slow when it hits. I think in it's current state it's hard to capitalize on a successful ult unless you're in the niche situation of shooting it down for high ground. But at that point you might as well just use your gun.

Gun balance is in a healthy spot right now, and you're right about the Spitfire being strong. In reg...

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Originally posted by EvenGandhiHatesLVG

No worries, I’ve done pods and know it’s a weird format to discuss things in. Can you answer the horizon/octane audio stuff? Can we expect audio cues for horizon lift and octane pads at some point?

Yes and yes. Octane not having audio on pad is a bug and we're working on the fix

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Originally posted by CSKaay

Couple questions. 1. What are Caustic’s win and pick rate numbers looking like post patch? The game has felt much better with fewer Caustics running around despite the nerf being less dramatic than most people think. 2. Is the Spitfire going to get nerfed? It does too much dps for its low recoil + high damage per mag combo. Imo it was in a perfect spot prior to season 8. 3. What changes are being made to Wraith for s9 and beyond? Since the hit box nerf, she is the character that seems to die quickest in gunfights with her medium size hit box + low profile combo. It also doesn’t make sense to me that her hit box is bigger than her character model. 4. How is lifeline’s kit being handled? Regardless of whether her ult gets changed or buffed, her passive needs a 10-20 sec delay between revives. 5. Can locked and loaded be implemented permanently? If not, what else can be done to clean up the loot pool?

  1. Pick rate went down a decent amount. Win rate did as well but not as much as you might think.
  2. Spitfire is strong. Not as OP as the socials are letting on, but it leads in % of knocks, meaning people are dying to it more than any other weapon. This does NOT mean we can objectively say it's the strongest in the game, but it is very popular at the moment as you might suspect.
  3. I talk about Wraith hitbox in the episode. We'd like to get to a point where we can remove Low Profile though.
  4. Removing res shield, increasing tactical healing speed by 60%, buffing the CP to give guaranteed upgrades.
  5. We'll see. We learned a lot about what players liked/disliked about L&L gameplay, and while looting is an integral part of a BR, cleaning up the loot pool is definitely something we think about.
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Originally posted by EvenGandhiHatesLVG

Tons of question dodging

This was probably me just forgetting the question in the midst of my ramblings haha. Didn’t mean to skirt around questions and I’m happy to answer more here. I’m not gonna explicitly say, “we’re releasing x balance change on y date,” because reasons but I’ll gladly share my thoughts

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Hey I’m far from a lead dev haha but I had a fun time. Didn’t mean to dodge questions... when it comes to Horizon audio: I don’t see a downside to hodsic’s point that there should be audio entry/exit cues, so why not implement that. We’re working on the fix to Octane pad audio bug. If y’all have other questions I’ll clear up what I can here!


29 Mar

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You got bamboozled 😈

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This is so cool to see. Had such a fun time watching the different regions this weekend.


24 Mar

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Originally posted by tratnor

Since you’re here.. have yous thought about removing time limits on picking up banners? just seems a bit arbitrary to me at this stage and feel it may help in pubs at least with regard to lobbies dying out very quickly. Thanks for your input above!

Don't think that will change anytime soon. The "mission impossible" moments where you're trying to sneak in to grab banners at the buzzer seem like too good of a thing to let go.


23 Mar

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Originally posted by zyocuh

I disagree personally. I think it is fine and you shouldn't have some clear dome that protects you from the zone.

I've definitely collected and forwarded on some visual/audio feedback, but fighting from outside the ring should never be comfortable. There's probably a middle ground here.

This is kinda similar to something I often see from the pros, "Remove aim-punch when you are fighting outsite the ring!" That's a deliberate design decision to take away power from the team outside of the ring. In rings 3+, the obvious disadvantage is tick damage. In early rings, it's sometimes safer to tank ring damage to stall on a rotation/third-party an edge fight. If I'm a team that's gatekeeping, I should feel some satisfaction in the fact that I rotated early, guessed where the enemy would be, and can give them a hard time. Removing aim-punch would remove an important deterrent in ring fights. Third parties generally feel bad, third parties outside of ring feel even worse. In my opinion, it's just enough of an inconvenience to nudge players into the ring when they otherwise wouldn't be bothered. ...

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