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* GlassCannon: The Shadows in the Fight or Fright event are ludicrously strong, but they always spawn with low health and are unable to gain more.

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* EnemyMine: The last ten Legends in Fight or Fright, even if they happen to be in mid-fight, are automatically grouped together.

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* JumpScare: In the "Shadowfall" mode, spiders and zombies sometimes jump out of supply bins when opened. Killing them releases the loot they hold.


* HitScan: The Havoc's [[ChargedAttack charged]] alt-fire unlocked with the Selector attachment is hitscan. Otherwise, despite reusing most guns from ''VideoGame/Titanfall2'' (most of which were hitscan, even some of the {{Energy Weapon}}s, despite projectile visuals), all use [[EveryBulletIsATracer visible]] projectiles with a travel time and slight arc.
*** The [[ChargeAttack Charge Rifle]] introduced in season 3 plays this straight, being a laser weapon.

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* HitScan: The Havoc's [[ChargedAttack charged]] alt-fire unlocked with the Selector attachment is hitscan. Otherwise, despite Averted. Despite reusing most the guns from ''VideoGame/Titanfall2'' (most (many of which were hitscan, even some of the {{Energy Weapon}}s, despite projectile visuals), nearly all weapons use [[EveryBulletIsATracer visible]] projectiles with a travel time and slight arc.
***
arc. The only hitscan weapons are the Havoc's [[ChargedAttack charged]] alt-fire when equipped with the Selector attachment and the [[ChargeAttack Charge Rifle]] introduced in season 3 plays this straight, being a laser weapon.Rifle]].


** The Wingman revolver deals high damage and is very accurate. However, it starts with a paltry 4 round magazine and has terrible visual recoil, meaning that a novice player under duress may wind up missing all shots. As such, it works best in the hands of a player with good aim and cool state.

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** The Wingman revolver deals high damage and is very accurate. However, it starts with a paltry 4 round magazine and has terrible visual recoil, meaning that a novice player under duress may wind up missing all shots. As such, recoil. However, it works best in the hands of also has great damage per shot, negligible movement penalty when aiming, and a fantastic headshot multiplier. With good aim, a player with good aim and cool state. a Wingman can be easily down any foes at any range without getting shot.

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* ConvectionShmonvection: As of season 3, the arena has shifted to a map with large patches of exposed molten rock. As long as players don't touch the flow directly, they suffer no ill effects. Heck, you can even walk on the ground, with lava showing through the cracks!


** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Season 3 changed Finishers in that successfully pulling one off will fully recharge your shields (something that was formerly exclusive to the gold armor), giving players some added incentive to use them when the time is right, though it's still extremely dangerous.

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** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Season 3 changed Finishers in that successfully pulling one off will fully recharge your shields (something that was formerly exclusive to the gold armor), giving players some added incentive to use them when the time is right, though it's still extremely dangerous.risky.


** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Unless you're running low on ammo and know you're in a safe position, there's almost no reason ever to use them.

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** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Unless you're running low on ammo and know you're Season 3 changed Finishers in a safe position, there's almost no reason ever that successfully pulling one off will fully recharge your shields (something that was formerly exclusive to the gold armor), giving players some added incentive to use them.them when the time is right, though it's still extremely dangerous.



** Gold armor originally suffered this fate as well. In addition to granting maximum shields, it fully recharged if you managed to perform a Finisher on a downed enemy. However, as mentioned earlier, Finishers themselves fall squarely into this category, making it next to impossible to take full advantage of the ability. It was so notoriously useless that, when Season 3 rolled around, it was given the gold backpack's old Fast Heal perk, making it infinitely more valuable.



* CoupDeGrace: When an opponent is knocked down, you can do a melee-range interact that plays a special animation where you finished them off, regardless of their health or shields. [[CoolButInefficient This isn't generally advisable]], as them being down means at least one of their squadmates is up (or can revive themselves with a Phoenix Kit), and likely nearby.

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* CoupDeGrace: When an opponent is knocked down, you can do a melee-range interact that plays a special animation where you finished them off, regardless of their health or shields. [[CoolButInefficient This isn't generally advisable]], as them being down means at least one of their squadmates is up (or can revive themselves with a Phoenix Kit), and likely nearby. As of season 3, there might be some incentive to use it if your own shields are low since Finishers fully recharge them, but it's still highly dangerous and likely to get you killed if you're not careful.



* GameBreakingBug: There's a glitch in the out-of-bounds detection where, if you jump off of an airborne Supply Ship at the wrong place, the "Return to Battle" countdown, which normally kills you if you stay in an area deemed out-of-bounds for too long, activates ''almost everywhere'' as long as you're touching the ground, meaning that after a cumulative thirty seconds of not being airborne by some means, you're ''dead'', no questions asked. Even worse, the glitch ''doesn't go away'' if you get respawned, meaning that you're essentially stuck in "The Floor is Lava" hell for the rest of the match. [[https://www.youtube.com/watch?v=oefMnZqiOCY See it in action]].

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* GameBreakingBug: There's a rare glitch in the out-of-bounds detection where, if you jump off of an airborne Supply Ship at the wrong place, the "Return to Battle" countdown, which normally kills you if you stay in an area deemed out-of-bounds for too long, activates ''almost everywhere'' as long as you're touching the ground, meaning that after a cumulative thirty seconds of not being airborne by some means, you're ''dead'', no questions asked. Even worse, the glitch ''doesn't go away'' if you get respawned, meaning that you're essentially stuck in "The Floor is Lava" hell for the rest of the match. [[https://www.youtube.com/watch?v=oefMnZqiOCY See it in action]].



* HailfirePeaks: The World's End map introduced in Season 3 has a base [[LethalLavaLand suspended over a pit of molten lava]] and a base [[SlippySlideyIceWorld frozen by chemical ice]] within walking distance of one another.

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* HailfirePeaks: The World's End map introduced in Season 3 has a base [[LethalLavaLand suspended over a pit craters full of molten lava]] and a base [[SlippySlideyIceWorld cities frozen by in chemical ice]] within walking distance of one another.each other.



*** The [[ChargeAttack Charge Rifle]] introduced in season 3 plays this straight, being a laser weapon.



** Starting in season 3, gold armor grants the Fast Use perk, which cuts the time it takes to use healing items and Ultimate Accelerants in half. Four-second Phoenix Kits[[labelnote:*]]restores you to full health and armor, but normally takes a whopping eight seconds to use[[/labelnote]] are ''exactly'' as broken as they sound.

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** Starting in season 3, gold armor grants the Fast Use perk, which cuts the time it takes to use healing items and Ultimate Accelerants in half. Four-second Five-second Phoenix Kits[[labelnote:*]]restores you to full health and armor, but normally takes a whopping eight ten seconds to use[[/labelnote]] are ''exactly'' as broken as they sound.


** The Leviathan skeletons seen in the environment are the same ones from the Boneyard map in ''Titanfall''; in fact, actual Leviathans can be seen walking on a lake outside of the arena.

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** The Leviathan skeletons seen in the environment are the same ones from the Boneyard map in ''Titanfall''; in fact, actual Leviathans can be seen walking on a lake outside of the arena. arena, which eventually migrated into the arena itself at the start of Season 2.

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** The Charge Rifle, [[CaptainObvious as one might expect]]; it fires a laser that deals a small amount of damage as the weapon charges, eventually releasing a powerful blast that deals significantly more damage.


* AscendedMeme: The Mozambique is recognized as a bad weapon by players and devs alike. The 1.2 patch adds a unique weapon swap animation where your character forcefully throws a weapon away, as if in disgust. This animation is used exclusively when swapping the Mozambique out.

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* AscendedMeme: The Mozambique is recognized as a bad weapon by players and devs alike. The 1.2 patch adds briefly added a unique weapon swap animation where your character forcefully throws threw a weapon away, as if in disgust. This animation is was used exclusively when swapping the Mozambique out. It was later removed in Season 2, when the Hammerpoint Rounds hop-up made the Mozambique actually useful in certain situations.



** [[FinishingMove Finishers]] are a flashy way to guarantee a kill against a downed enemy. However, they take several seconds to pull off, during which you're completely defenseless. Unless you're running low on ammo and know you're in a safe position, there's almost no reason ever to use them.



** Gold armor suffers this fate as well. In addition to granting maximum shields, it fully recharges if you manage to perform a Finisher on a downed enemy. However, seeing how Finishers themselves fall into this category [[note]]while they’re a guaranteed kill when successful, the animation lasts several seconds, leaving you completely defenseless during that time[[/note]], this perk almost never sees any real use.

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** Gold armor suffers originally suffered this fate as well. In addition to granting maximum shields, it fully recharges recharged if you manage managed to perform a Finisher on a downed enemy. However, seeing how as mentioned earlier, Finishers themselves fall squarely into this category [[note]]while they’re a guaranteed kill category, making it next to impossible to take full advantage of the ability. It was so notoriously useless that, when successful, Season 3 rolled around, it was given the animation lasts several seconds, leaving you completely defenseless during that time[[/note]], this perk almost never sees any real use.gold backpack's old Fast Heal perk, making it infinitely more valuable.



* SimpleYetAwesome: While the gold knockdown shield and gold armor leave much to be desired (see AwesomeButImpractical for more info), the perks granted by the gold helmet[[note]]reduces ability and Ultimate cooldowns by 25%[[/note]] and backpack[[note]]cuts the use time for healing items in half[[/note]] are significantly more useful and don’t carry any significant drawbacks.

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* SimpleYetAwesome: While All of the gold equipment (sans the aforementioned knockdown shield and shield) fall squarely into this trope:
** Starting in season 3,
gold armor leave much to be desired (see AwesomeButImpractical for more info), grants the perks granted by Fast Use perk, which cuts the time it takes to use healing items and Ultimate Accelerants in half. Four-second Phoenix Kits[[labelnote:*]]restores you to full health and armor, but normally takes a whopping eight seconds to use[[/labelnote]] are ''exactly'' as broken as they sound.
** The
gold helmet[[note]]reduces ability helmet grants the Fast Charge perk, which reduces Tactical and Ultimate cooldowns by 25%[[/note]] 25%. While its usefulness is debatable with Legends who already have relatively short cooldowns such as Pathfinder and backpack[[note]]cuts Octane, it's an absolute godsend for those with particularly long cooldowns like Bloodhound and Lifeline.
** Prior to season 3,
the use time for healing items gold backpack granted the aforementioned Fast Use perk. When that was moved to gold armor in half[[/note]] are significantly more season 3, the gold backpack was given the arguably ''more'' useful Guardian Angel perk, which grants allies 50 armor and don’t carry any significant drawbacks.70 health upon being revived. While this is indisputably useful no matter who has it, it becomes a borderline GameBreaker when paired with Lifeline who, with her faster, safer revives, becomes a CombatMedic par excellence.

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* HailfirePeaks: The World's End map introduced in Season 3 has a base [[LethalLavaLand suspended over a pit of molten lava]] and a base [[SlippySlideyIceWorld frozen by chemical ice]] within walking distance of one another.

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* GameBreakingBug: There's a glitch in the out-of-bounds detection where, if you jump off of an airborne Supply Ship at the wrong place, the "Return to Battle" countdown, which normally kills you if you stay in an area deemed out-of-bounds for too long, activates ''almost everywhere'' as long as you're touching the ground, meaning that after a cumulative thirty seconds of not being airborne by some means, you're ''dead'', no questions asked. Even worse, the glitch ''doesn't go away'' if you get respawned, meaning that you're essentially stuck in "The Floor is Lava" hell for the rest of the match. [[https://www.youtube.com/watch?v=oefMnZqiOCY See it in action]].


* AndYourRewardIsClothes: Apex Packs, which you recieve every time you level up, function as the game's loot box system - offering a multitude of cosmetic itmes that can potentially be earned, ranging from character and weapon skins to playercard borders to kill quips to [[FinishingMove Finishing Moves]].

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* AndYourRewardIsClothes: Apex Packs, which you recieve receive every time you level up, function as the game's loot box system - offering a multitude of cosmetic itmes items that can potentially be earned, ranging from character and weapon skins to playercard borders to kill quips to [[FinishingMove Finishing Moves]].


* AwesomeButImpractical: The gold knockdown shield allows players to self-revive. However, players get little use out of it for multiple reasons: there's nothing stopping enemies from finishing you off, using it requires finding a decent hiding space when you’re significantly slower, utterly defenseless, and enemies are likely swarming all over the place, and if you try to use it for its primary purpose, i.e. ''as a shield'', its bright gold color will telegraph your ability to self-revive and thus instantly make you a target. Some players actually prefer the purple knockdown shield over the gold one since it doesn’t draw nearly as much attention.

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* AwesomeButImpractical: AwesomeButImpractical:
**
The gold knockdown shield allows players to self-revive. However, players get little use out of it for multiple reasons: there's nothing stopping enemies from finishing you off, using it requires finding a decent hiding space when you’re significantly slower, utterly defenseless, and enemies are likely swarming all over the place, and if you try to use it for its primary purpose, i.e. ''as a shield'', its bright gold color will telegraph your ability to self-revive and thus instantly make you a target. Some players actually prefer the purple knockdown shield over the gold one since it doesn’t draw nearly as much attention.

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