There was another suggestion to make a survival item that counters scanning. What do you think about that?
I don't understand all the desires for anti scan, feels like you are all just asking for a nerf on scanning. Is that correct?
There was another suggestion to make a survival item that counters scanning. What do you think about that?
I don't understand all the desires for anti scan, feels like you are all just asking for a nerf on scanning. Is that correct?
If this counts as your department, I have been having lots of stuttering on the xbox one s, and these are about 1.5 second stutters.
We know. I've been poking that ticket nonstop.
I agree but at the same time there is absolutely no counter to bloodhounds scan… so in effect this crypto passive is hard countering an ability that doesn’t have a counter at all.
That's a tactic, not a passive...?
How is this a poorly designed passive?
While this is thematic, I am _Personally_ not a fan, because by existing, Cryto would be hard countering and introducing unreliability to other characters' ability with no counterplay or action required by said player. That's lame and not interesting;
Doesnt Wattson's ultimate REMOVE horizon, gibraltar, bangalore, and caustics utimate, along with revenant's tac?
????
That's an Ultimate, not a Passive.
Thanks for your input. Curious about your thoughts on this counterpoint.
Bloodhound innately counters Bangalore, as an example of hard counters that are already in the game.
He has to push the button in response to your button... He doesn't counter you simply by existing. Also, that's a tactic; Considerations are way different at that point :P
But the entire legend of revenant was made to REMOVE other characters abilities. I do agree with you in a way though, this is certainly different. But that doesn't make the idea or premise bad. Possible it could give him shorter scanned times? A little bit of brainstorming could possibly make this work.
Revenant's passive is not his silence?
It's on y'all to design it well, the idea itself isn't bad.
Also what would be a good reason to change a character if they weren't under/over powered...?
Degenerate gameplay patterns.
Isn’t that what a Passive literally is?
No action required by said player.
Usually passive GIVES a character an ability to do something another character can not, which ADDS to the game, and would create rich, interesting gameplay opportunities.
What is being suggested is to REMOVE another a character's the ability, thus denying another character's ability, and returning the game to a zero sum. Thus removing the richness of the game and characters, and is actually a detractor to fun.
That’s awesome, although it sounds like a highly stressful job 🤣
It's a matter of perspective; I've seen stuff.
Crypto is already an underpowered. Scanning legends already have little counter as is, this would simply be his counter. Over all I think this would be a net positive and a counter player to cryptos passive could be worked up if needed.
Being underpowered is no reason to put a poorly designed passive onto a character.
What do you work on?
Helping the team resolve live emergent issues, and ramping up on Ranked....
(Please put down your pitchforks)
I DO NOT WORK ON LEGENDS, I would love to hear discussions;
While this is thematic, I am _Personally_ not a fan, because by existing, Cryto would be hard countering and introducing unreliability to other characters' ability with no counterplay or action required by said player. That's lame and not interesting;
You should be in charge (or at least part) of the balancing team…
Your sheer ability to communicate with clarity and clear separation of opinions and facts makes me remember why I do indeed love the DEVs team.
HA. wait until you all get a taste of my designs next season. jkjk.
Was this fixed in the recent patch? Octanes boosted health regen and quiet steps are dominating rn
Unfortunately, no. We couldn't find an obvious issue with the jump pad in the Dev build, there is something subtle that is different in the Release (compiled) and Dev build, so we added some telemetry to the new patch to help us fixed this.
May I ask the following: why is the melee tether range so long? Players can land lock-on punches from well outside of melee range.
I suspect the melee lunge range is a tad bit higher than it should be, it's a bit too hard to bait and fake out punches right now. Gota talk to JayBiebs about that, since he's the one in charge of live balance :)
If that's the case, how does adjusting the brightness and noise of the fences according to the distance that it covers sound?
You wanna put a long fence covering a large area? Sure, but the fences will be brighter than the sun and makes quite a bit of noise
Covering only a very small and specfic area(e.g. a door), the fence will be more quiet and less visible. (NOT almost transparent level of visibility)
Want to cover a large area(e.g. Harvester blast door) but want fences to not be so visible? You have to sacrifice 3-4 fences instead of only 2
Now the user is going to get frustrated at the inability to control the brightness with limited space, then you are probably going to suggest to add the ability to adjust the brightness once you have placed a fence.
Also, how as an opponent, do I learn about the different brightness of the fences? How would they tell that the brightness and if the effect have correlation to its impact, and the distance the fences are placed? Also, how does Wittson plan around the effect it would do, since it would be fairly difficult for her to learn the damages and slow effectiveness too?
Now this then place a burden of knowledge on its opponents. They need to know what your ability does, and all forms of it, and how to play around it. This is because it's very difficult to learn what it does immediately, and expect the same result each time.
In short, it's overly complex for little to no gain. One of the first rules of design; Keep it Simple Stupid. A simple character tha...
Read moreI understand your initial aggression, but the devs are usually not met with much respect in this group. All I wanted was a discussion with someone that might actually listen, which is what I got. The "condescending" tone I feel is just an initial reaction to the status quo of this group, so just ignoring it and trying to be more productive was the route I chose. I feel if you give a little respect, especially for a game that a LOT of people love, then you might make some headway and make the game a better experience overall.
Looking for feedback now;
Instead of asking a few questions first, how do you think I should have approached instead?
In the past, I've seen devs shanked by stating why the idea wasn't ideal. So now, I feel like I'm stuck in a lose-lose situation by commenting.
Well, ill trust the devs! Thank you for the discussion, it was very insightful. I'm swearing now, next season I'm gonna play Wattson mainly and try to understand the little nuances that make her, her.
GL HF <3
Being a noob myself, I think she brings a lot to the team, but the general population tends to play aggressively, so it's hard for her to play to her strength.
I understand that the fences are supposed to be a deterrent, correct? Like, don't go in there kinda thing.
I see her kit similar to how I see Caustics gas traps. With Caustic, you don't obviously see the traps, and they trigger when you get too close and cause a very obvious green/yellow gas.
So why not a similar concept for Wattson. You could have the polls themselves lit up, and then a basic less intense bolt of lightning that flips back and forth between the polls. After 1 section is crossed it lights up super intense like normal.
And to answer the how would I feel question, I get that feeling anytime I hit a caustic gas trap running around a corner. Yet with him, your basically blind and have a health tick down while you're in the gas, whereas a fence only stuns for a second with a little damage.
You have it like half right.
Caustics is more about "Stay in here (for an extended period of time) and die" - Slow and painful death. Wattson's more about "Come in here, and die (because you are slowed and a sitting target for bullets)". The important thing to note is that Wattson's fence SLOWS. Outside of bullet tagging, not many abilities in Apex slows or immobilizes; It's hard to survive when you can't run to dodge bullets. So I would say Wattson's impact is there, but is not being capitalized on. So Caustic and Wattson are fundamentally different;
Anyhow, I am digressing, and let's get back to my main point; The impact of removing ability clarify.
With the way the image you have provided is drawn, the fence is pretty much invisible against a non-black background, or during the thick of combat. Generally speaking in video game design sense, when you walk into an invisible trap in a game, the impact and chains of event that could happen with said trap need...
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