Apex Legends Could Make Slow Effects Stronger the Faster You Move

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Image Credit: EA

Respawn Entertainment may be looking at a new way to handle slow effects in Apex Legends, potentially making them stronger depending on how fast a player is moving.

According to Apex Legends insider HYPERMYST, the developers are exploring a system where slow effects could scale with movement speed. Under the proposed concept, a player moving at extremely high speeds could receive a stronger slowdown than someone moving at a normal pace.

In brief

  • Apex is reportedly exploring slow effects that scale with player movement speed.
  • Faster-moving players could potentially receive a stronger slow effect.
  • The concept could specifically help counter highly mobile Legends and abilities.
  • Respawn has previously confirmed it wants future slows to better target the fastest Legends.

Apex Legends Could Make Slow Effects Depend on Player Speed

The reported system would represent a significant change in how Respawn approaches movement counters.

Apex Legends Octane Balancing nightmare
Image Credit: EA

Rather than applying roughly the same ability-based slowdown regardless of the target, the game could potentially calculate how quickly that player is moving and adjust the strength of the slow accordingly.

So, that means players using high-speed movement abilities could be affected more heavily, while Legends moving at regular speeds may experience a weaker effect.

As of writing, HYPERMYST’s report only says Respawn is exploring the idea, so there is no confirmation that the system will actually reach the live game.

Respawn Wants Slows to Target Apex’s Fastest Legends

Interestingly, the concept closely matches Respawn’s recent comments about counter-movement abilities.

Apex legends reverse speed hacks
Image Credit: EA

In its Season 30 Designer’s Notes, Respawn acknowledged that Seer’s slow effects were affecting too many Legends instead of primarily countering highly mobile characters. The studio said it planned to revisit how these slows work so they could be targeted more specifically toward the fastest Legends in the roster.

Respawn has also repeatedly emphasized that movement remains fundamental to Apex Legends. Axle, for example, was designed following a broader examination of movement in the game, with Respawn describing fluid movement as a core part of Apex’s identity.

A speed-based slow system could therefore offer a middle ground. Instead of broadly reducing movement across Apex, Respawn could create counters that become more effective only when players reach unusually high speeds.

Whether that idea survives testing remains to be seen, but it could become an important part of Respawn’s ongoing attempt to balance Apex’s increasingly mobile roster.