25
NovemberApex Legends Should Expand Outward Like League of Legends Has
** Max Grossman: ** Very important. It's something that I know tangentially, as we have guys on our art teams that are hyper dedicated to this stuff, but I can give you my layman's take on it. The most important thing is that every Agent stands out in the environments in some capacity. No camouflaged-looking dudes running through the environment cause if somebody is shooting at you, we don't want players ever to go, "Huh, where could they be in the environment?" Valorant isn't a hidden-object game. It's about you knowing someone's there and you can have a fight with them. The bright yellow jacket is pushing the extremes of what we are trying to do in that super high visibility. But it's a super important consideration for
Cypher and Raze is the most salient example for me because Cypher sets up all these tripwires throughout this area, but Raze can throw out some grenades and satchels to blow them up. That's a soft-counter because you could walk through, shoot the traps, or shoot Cypher himself. There are several ways you could've dealt with it. However, Raze is slightly better at dealing with the scenario than a comparable character. You never feel up the river without a pad
As a player, you'll be rescuing the Yordles who have been caught and lost, but also exploring more of the League of Legends world. In-game benefits have been inextricably linked to lore revelations with this mecha
** TheGamer: ** A friend of mine struggled with Valorant's pace initially. He tried playing Phoenix for a while, but things didn't click. Then he gave Killjoy a shot, and her more defensive nature turned out to be much easier for him to grasp. What kind of player were you trying to appeal to with Kill
One mission for each area
Each region is tied to a mission that you'll be on the hook for accomplishing. However, it should be known that the entire server will be responsible for unlocking these regions. It's a solo effort to do your mission, but a group effort to uncover these missi
Find her in Bilgewater
Tristana is showing up on the scene and she's carrying the same gun from the game. It's a big cannon for a little Yordle and your enemies will surely be feeling the effect when they run into you on the battlefi
Looking at something like Team Fortress 2, that game's turret is like a bunker. If you put it down and have enough supplies, the opposing team can't get past it unless you have like, 18 people throwing their bodies at it, and the turret is killing people left and right. It's a very different experience than the turret we shipped in Valorant. What we always found most exciting about the turret is this feeling of setting up a crossfire of your own. Sorta like, "OK, somebody is going to attack this chokepoint, my turret [is] on the right-hand side, and I'll hold the left-hand side." So when they try to push through, the turret shoots first, and I can shoot them while they're distracted. Distraction was the concept. Not a turret that instantly and autonomously takes enemies down to zero hea
Valorant is all about inches. Anxious, lonesome tiptoes into a bomb site can feel like miles. Every nook and cranny potentially houses miscreants eager to ensure you swallow a dose of lead-aspirin. So a razor-sharp focus and steady trigger-finger are essential to success, even when butterflies tickle the pit of your stomach. Otherwise, you're dead. Dirt wedged firmly between teeth until the lesson sticks: this game gleefully bounces people's heads off the can
So several buttons have been added that instruct your champion to behave in a certain way. However, your moves will still be targeted and anything vectored will be used as a simple click and drag instead of an auto-tar
New players tend to fall into two general behaviors: hyper-aggressive people who want to run at everything and fight everybody, [and] then more cautious players that are like, "I could die at any second. I'm not gonna take a step forward cause there's someone around that corner, and they're gonna shoot me." The latter camp tend to gravitate towards Sentinel-play patterns. That would be my theory on it, but I could see us making Sentinels that feel significantly more complicated than Cypher that newer players would never want to to
The more complex nature of League made room for matches that lasted 30 to 40-minutes long, giving players more than enough time to make opening gambits and make meaningful comebacks. However, the mobile constraints of Wild Rift made Riot Games adaptations Games opt for fast-paced gameplay. Moreover, the Level 15 - instead of Level 18 - cap ensured Champions got to the endgame much faster compared to Leag
Perhaps it'd be interesting to see how the Apex Legends community responds to the idea of spin-off titles, and whether it'd be a worthy venture for Respawn Entertainment and/or EA. At a glance, Apex Legends and Titanfall bring enough to the table lore-wise for this to be absolutely possible, but it's a matter of gauging whether the interest is there. Somehow mixing the whimsical nature of Apex Legends ' lore with the seriousness of Titanfall could be an interesting experim