Screengrab via Respawn Entertainment

‘Tap-strafing exists solely as a design problem,’ according to Apex Legends developer

Larson shared his thoughts on tap-strafing in Apexā€”and why it had to go.

The upcoming removal of tap-strafing from Apex Legends brought a heated debate, and associate live balance designer John Larson shared his two cents on the matter today. According to him, tap-strafing comes as a design problem that would be unhealthyā€”even if there was full parity between controller and mouse and keyboard.

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Tap-strafing ā€œis something Iā€™ve thought about nearly every day since seeing it for the first time,ā€ Larson said. The mechanic allows for ā€œskill expressionā€ and ā€œoutplay opportunities,ā€ but, according to him, it turned into a ā€œforbidden fruit.ā€

Related: What is tap-strafing in Apex Legends?

The debate on tap-strafing touches on the differences between controllers and mouse and keyboard. Though each has its pros and cons, ā€œit’s a bummer we can’t have gameplay parityā€ between the two, according to Larson. But the problems of tap-strafing, Larson said, are far deeper than just a divide based on input method.

ā€œThis is why I believe tap-strafing exists solely as a design problem,ā€ Larson wrote. ā€œEven in a MnK only Apex world, or a scenario where controller and MnK could tap-strafe just the same, I donā€™t believe it would be a healthy change with the freedom it currently allows.ā€

Larson expanded on the reasoning behind the removal of tap-strafing, including major points that Respawn mentioned when its official Twitter announced the upcoming change. Firstly, it’s ā€œhighly inaccessible,ā€ and ā€œitā€™s an opaque technique thatā€™s practically impossible to learn organically,ā€ much less without strange keybinds.

Making tap-strafing more accessible, however, would exacerbate some design flaws that come from the technique. As Larson said, the technique has ā€œterrible readability and limited counterplay,ā€ and making it more prominent could cause concerns for the possible impacts the mechanic would have in the future.

Tap-strafing ā€œis exacerbated by movement abilities,ā€ as per Respawn’s official wording. Larson named two culpritsā€”Pathfinder and Octaneā€”who bring ā€œgreater gameplay concerns.ā€

Larson mentioned a possible “mobility creep,” a possible scenario if developers continued to tread in the direction of buffing movement. ā€œWhile many love the freedom that Apexā€™s movement system affords, constraints are just as important,ā€ he wrote. If Respawn were to double down on legends with movement abilities, that ā€œmobility creepā€ could open a “pandora’s box,” according to him.

“If this was Octane legends (more so than it already is), can you imagine how much weā€™d have to buff defensive character abilities to stand a fighting chance,” Larson said.

The designer also assured that Respawn brought its best mouse and keyboard players and some pros into the mix, and will let pros ā€œplay around with the changesā€ to ensure other movement techniques don’t get removed. ā€œI know itā€™s a contentious topic, and because of that, itā€™s hard for me to feel great about the decision. I do think itā€™s the right one though.ā€


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Pedro Peres
Pedro is Dot Esports' Lead Destiny Writer. He's been a freelance writer since 2019, and legend has it you can summon him by pinging an R-301 or inviting him to run a raid in Destiny 2 (though he probably has worse RNG luck than the D2 team combined). When he's not shooting Dregs, you can see him raising the dead in Diablo IV, getting third-partied in DMZ, or failing a stealth heist in Payday 3. Find his ramblings on his Twitter @ggpedroperes.