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Season 7 launches November 4th 8 PM PT and it's our biggest season yet for Apex Legends! Join the designers as they discuss all the new stuff coming in Season 7 and breakdown some of the bigger changes coming to Legends and weapons.

NEW LEGEND: HORIZON

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Meet Horizon! She’s the newest Legend, a brilliant scientist, and a master of gravity manipulation. She has a deep connection to the new arena, and a motivation that will tug at your heartstrings.

Horizon’s custom space suit allows her to fall from great heights and control her movements in the air. Using her custom technology, she can use gravity lifts to give her team a vertical boost, and she can even deploy NEWT (her small robot named after her son, Newton) to drop a micro black hole that pulls opponents into the center for some serious crowd control.

Passive: Spacewalk

Increase air control and reduce fall impacts with Horizon’s custom spacesuit.

Tactical: Gravity Lift

Reverse the flow of gravity, lifting players upward and boosting them outward when they exit.

Ultimate: Black hole

Deploy NEWT to create a micro black hole that sucks in nearby Legends.

NEW MAP: OLYMPUS

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The Legends have entered a new arena: the sky city of Olympus.

A utopia floating in clouds above Psamathe, it was once a place where the brightest minds in the Outlands could gather and exchange ideas. However, an accident in an experimental research facility led to the creation of the Phase Rift (a massive bubble of Phase energy), and the city was abandoned.

Now players can use Olympus’ luxurious amenities to their advantage. Rotating agricultural towers, beautiful gardens and classy restaurants serve as new stages for intense skirmishes. New vehicles called Tridents give your squad a way to boost into battle and take your enemies by surprise. The Phase Runner – a tunnel of Phase energy running through the center of Olympus – lets you cross the map in seconds. And the Rift stands tall over everything, mysterious and beckoning . . .

NEW VEHICLE: THE TRIDENT

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Exclusive to Olympus, the Trident is a hover car designed for your whole squad.

Cruise the highways to avoid chokepoints or use the boost to soar over jumps, this thing is made to speed up those early game rotations. Drive in third person, or ride as a passenger in first person with full shooting capabilities. The Trident is durable, so it will never explode, but damage applied from enemy fire will be dispersed amongst the players in the car. Don’t worry, you can still do full damage to players by hitting them directly so we expect to see some amazing Kraber shots. Disembark to park it anywhere and use it as makeshift cover in the late game.

The Trident interacts with Legend abilities in many different ways, experiment and have fun!

LTM: OLYMPUS PREVIEW

To help you understand and explore the map without fear of getting shot, we are introducing a new playlist called Olympus Preview. This mode teams you up with 30 Legends on Olympus and allows you to roam the map to learn map drops, loot areas, and practice your routes to the end game. Circles are still on and once circle 4 finishes, players are brought back up to the plane to start the second skydive run. There are a total of 3 runs before the match ends. This mode is only available for one week.

CLUBS

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With this season, we are introducing clubs. Join a club with like minded legends and make it easier to find your champion squad. Don’t see a particular club you like, then create one and let your friends know to join! Read more on clubs here.

STEAM

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Boot up Steam and start downloading and play Apex Legends! If you’re coming from Origin, all your progress and unlocks will carry over. And for a limited time, log into Steam and receive these Half-Life and Portal inspired weapon charms.

BATTLE PASS

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The Season 7 Battle Pass is all about that high fashion. Level up your Pass to unlock the skins like the Wraith “High Class” and Octane’s “Fast Fashion”.

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Challenges are no longer points-based and are now granted between 1 to 5 stars, depending on their difficulty. Collecting 10 stars will take you to the next Battle Pass level. We have also added tabs to the challenges menu in the lobby that allow you to toggle between daily, top weekly, and event challenges. Within a match, players can open the map and see this same widget in game.

For more on the changes to Challenges, check out this dev blog.

QUALITY OF LIFE UPDATES

Attachment Swap Improvements

When replacing an attachment with one from the ground, if the old attachment is an improvement for your other weapon, the old attachment will get automatically transferred.

Replicator Updates

  • For Season 7, we have removed weapons from the crafting pool and have replaced them with Shield batteries. The high level attachments will still be tailored towards a weapon category.
  • We now prevent other players from picking up items that you crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.

Air Drop Clarity

  • The colors of the beams have been changed to differentiate between normal airdrops, Lifeline's airdrops, and Replicator airdrops. Normal drops are a light tan, Lifeline's drops are blue, and Replicator drops and teal.
  • All of the airdrops' landing area FX while it's coming down matches their colors.
  • Airdrop beams still stay visible when close to the airdrop, instead of fading when you get close. The beam still disappears when the pod is opened.

Misc

  • The Arc Star now shows an Arc Star model when one is thrown near you, instead of a grenade.
  • Added a new VO line when you are using a Phoenix Kit
  • Added a new VO line when you drop a Holo Spray
  • You can now ping ammo in your inventory to request more from your squad
  • Made modifications to The Ring to reduce the amount of unplayable space in the circles.

MAP ROTATIONS

Regular Map Rotation

For 2 weeks, Olympus will be the only map you can play on. After that week we go into a normal rotation between Olympus and World’s Edge. We will be vaulting Kings Canyon for the time being.

Season 7 Ranked Rotation

The first half of Ranked Split will be played on Olympus. The second half of ranked will be played on World’s Edge. For more information on this season’s ranked updates, check out the ranked blog here.

LEGEND META

Bangalore

  • Rolling Thunder: Reduced the time it takes for explosion from 8 seconds to 6 seconds.

Dev Note:

Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a somewhat shorter fuse, it will encourage enemies to leave the zone slightly faster.

Caustic

  • Nox Gas Trap/Nox Gas Grenade: Legends no longer get a blurred vision effect while in the gas. Damage updated from 4-10 ticks of damage to 6-12 ticks of damage.

Dev Note:

Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the gas to represent a meaningful threat or else enemies will just ignore it. With this change we’re attacking what we think is the greatest contributor to this frustration: the fact that your vision is blurred while you’re in gas. This made it extremely hard to fight back. To make up for lost power, we’re upping the damage from the gas a bit.

Mirage

  • Psyche Out/Life of the Party: Decoys now have 45 health

Dev Note:

Our bamboozler-in-chief is a hard Legend to keep relevant. Every time we make a change to decoys, there is a clear uptick in usage and power as Mirage mains learn to use their new tools, and then as the rest of the world catches on and starts being able to tell the real Mirage from his equally handsome holographs, that uptick disappears. This time around we want to try and make it a little bit harder to clear out decoys. We’re giving them health, but to make this very clear up front: they will not work as a shield. While they take damage from bullets, the bullet also passes through them and hits whatever’s behind them. This is what we call the hallway test: you should not be able to win an engagement against an enemy in a straight coverless hallway by snapcasting a decoy and having said decoy eat an entire Wingman shot. Decoys will also play unique hit effects and briefly flicker out of existence when taking damage to help you differentiate between them and the real Mirage.

Octane

  • Swift Mend: Doubled healing rate (from 0.5 hp/s to 1.0 hp/s)

Dev note:

Octane is a Legend for players who like to go fast, run face first into the enemy, and get knocked down a lot. We think that’s absolutely fine; the fact that his Trios winrate isn’t great doesn’t really bother us because both his encounter win rate (think of this as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little extra out of combat help. His passive’s heal rate was very slow, requiring up to 200s to fully heal your health bar.

Wattson

  • Perimeter Security: Increased damage per touch from 10 to 15.

Dev Note:

Wattson is the anti-Octane: not super powerful individually, not picked very often at all below Plat, but an absolute must have for competitive squads. We’re also happy with that niche, but figured it would be safe to give her a little extra power in her best case: people running into her fences. We’re aiming for this to bring up her power and attractiveness at lower levels of play especially, since we don’t see a lot of players run into Wattson fences in high skill matches.

Loba

  • Black Market: Ammo taken no longer counts towards Black Market’s maximum. You can scoop up all the ammo in range.

Dev Note:

We’re taking another swing at making Loba the ultimate Legend to bring to solve all of your team’s loot needs. We have heard your feedback that you want improvements to her tactical as well, and while that’s certainly not off the table, our data suggest that her encounter win rate (how many knockdowns she gets compared to how many times she’s knocked down, across all matches) is quite healthy. It’s her Trios winrate that’s worryingly low. Make no mistake: this is a major swing at making Black Market powerful.

Rampart

  • Sheila: Now takes 1.25 seconds to fully spin up, down from 2 seconds.
  • Amped Wall: Now takes 3 seconds to fully build, down from 4 seconds.

Dev Note:

In patch 6.1, we made a small change to how long it takes Sheila to tighten her bullet spread. This didn’t meaningfully increase her winrate. The other half of that change is in this patch. We do not want to change Rampart away from being a Legend that requires setup, but we do want to make it faster to set up. Amped Wall should remain a mostly out of combat setup ability rather than a reactive ability and Sheila should remain an area denial tool rather than a murder machine, but like all things, these balance points exist on a spectrum, and with this patch we’re moving them slightly closer to reactive/murder machine territory.

Pathfinder

Dev Note:

Pathfinder continues to be an overachiever in terms of win rate. The good news is that his grapple change in 6.1 didn’t move his win rate by much (it went up 1% in total). We’re doing two things this patch: we’re adjusting his hitboxes and we’re putting in tuning for Grappling Hook that will firmly move it into buff territory. More context below!

Hitbox: Pathfinder has a tall but extremely skinny hitbox. A lot of his model isn’t actually shootable and particularly his arms and legs do not represent a lot of shootable area either. Here is a before and after comparison of Pathfinder’s hitboxes:

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As you can see, there is still a lot of negative space around his arms and legs. We’re hoping that by making it a little easier to hit Pathfinder, we can bring his win rate under control to the point where we can put meaningful power into his kit.

Because the question is sure to come up: we are not yet removing Low Profile from Pathfinder with this change. Even with these increased hitboxes, Pathfinder will still be considerably harder to hit than most other characters in the game. If this change does make a meaningful difference in terms of his win rate we will drop Low Profile; but we really didn’t want to take it off him this patch only to have to put it back next patch when it turns out his winrate spiked.

Grappling Hook: We’re making a number of changes to Grappling Hook. In 6.1 we shipped a very conservative version of this change; now that we know this didn’t meaningfully affect his winrate or, anecdotally, how frustrating it is to fight him, we’re shipping the much more aggressive version of the changelist. We also want to make it clear that players should not be punished for chaining grappling hook perfectly into other movement mechanics.

  • Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
  • The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
  • The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
  • The amount of distance you can travel before you hit maximum cooldown was roughly doubled.

WEAPON META

Supply Drop

R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.

  • Damage: 12 -> 11 (from Care Package version to normal pre-season 6)
  • Ammo 20/22/24/27

Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop. Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.

  • Magazine size: 35; reserve ammo: 175

Fully Kitted Weapons

  • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
  • New: Wingman, Sentinel, Havoc, G7, Alternator

Hemlok

  • Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode)
  • Increasing recoil magnitude in the later stages of the pattern
  • Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode
  • Reducing headshot multiplier 2.0 -> 1.75 (44 -> 39 damage headshot against no helmet base character)

Dev Notes:

While we are happy to see the Hemlok get more attention with the recent buffs, we think it is a little too strong in season 6. The effective range of the burst mode felt a bit too far, and the spike damage capabilities of a full headshot burst were too strong in high level play.

Havoc

  • Updated recoil pattern. Kicks up, then right, then left, then up again.

Dev Notes:

With 6.0, the Havoc got a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes in direction. We have adjusted the recoil pattern to have the same general movement while simplifying the motions required to control the pattern.

L-Star

  • LSTAR has a new recoil pattern that kicks horizontally at first and then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep the LSTAR in the good portion of the recoil pattern.
  • LSTAR venting time after letting go of the trigger has been reduced 0.4s -> 0.15s.
  • LSTAR will now reduce heat faster when not overheated -- 1.15s from 99.9% to 0% charge if not overheated, still 2.45s if overheated.

Dev Notes:

The LSTAR had some limitations that caused it to feel worse than we’d like. The recoil pattern snaked back and forth, which was difficult to control reliably. Additionally, firing for short bursts and then releasing the trigger repeatedly, or “feathering the trigger”, felt somewhat clunky due to the long venting time after firing and the slow heat reduction. So, we are reducing those pain points to improve the viability and feel of feathering the trigger, and adjusting the recoil pattern to reward players who can effectively control the LSTAR’s heat.

Sentinel

  • Energized Sentinel now has a pure damage increase, instead of bonus damage only vs shields
  • Energized Sentinel base damage 70 -> 88

Dev Notes:

The Sentinel was still a bit weak. We think a good place to improve it is the energize ability. It seems a bit too situational, only being a benefit if the opponent has >70 shields. So, we are changing the energize from a “disruptor” anti-shield effect to an “amp” damage boost effect.

Triple Take

  • Fire rate 1.3 -> 1.2

Dev Note:

The Triple Take is still performing a bit too well after the most recent nerf, so we are reducing the fire rate back to what it was before the 6.0 patch. We will be watching in the future to see how just the integrated choke, sniper ammo increase, and new popularity affect the weapon’s performance.

Hop-Ups

  • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman. When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving). This should open up new opportunities to use the two weapons, especially in close-quarters combat.
  • The Selectfire Receiver hop-up will be removed from the loot pool to make room.

GAME META CHANGES

Evo Armor requirements increased

We increased the requirements to evolve Evo Armor in order to reduce the amount of players with Red Evo Armor during the end game.

  • Level 0 -> 1 : 100 damage (from 50)
  • Level 1 -> 2 : 150 damage (from 125)
  • Level 2 -> 3 : 300 damage (from 250)
  • Level 3 -> 4 : 750 damage (from 500)

Ring damage reduced

  • Ring 1: 2% per tick (same)
  • Ring 2: 3% per tick (from 5%)
  • Particularly this change should allow players enough time to pop a syringe if they are picked up in Ring 2.
  • Ring 3: 5% per tick (from 10%)
  • Ring 4: 10% per tick (from 20%)
  • Ring 5: 10% per tick (from 20%)
  • Ring 6: 15% per tick (from 25%)
  • Ring 7: 15% per tick (from 25%)

BUG FIXES

Audio

  • We’ve made some advancements in footstep audio playing more reliably. We have more work being done that we’ll continue to roll out as it gets completed.

Pathfinder

  • Fixed an issue with ziplines going through platforms when deployed from underneath.

Wraith

  • Fixed an issue with priming a grenade cancelling Wraith's ultimate.

Octane

  • Fixed an issue with getting stuck in double jump after using a jump pad.
  • Fixed an issue with Octane being able to use healing items while on a zipline.

Crypto

  • Fixed an issue with his drone being able to drop items from Crypto’s inventory.
  • Fixed an issue with his drone not being able to fit through certain windows.
  • Fixed an issue with his drone marking friendly Mirage decoys as enemies.

Revenant

  • Fixed an issue with Revenant getting pushed into geo when his totem was deployed in tight spaces.

Rampart

  • Fixed an issue with Rampart not being able to place an amp wall while jumping.
  • Fixed an issue with Sheila teleporting when placed on a hatch in World’s Edge Staging.

Source: https://www.ea.com/games/apex-legends/news/ascension-patch-notes

Devstream: https://www.youtube.com/watch?v=4iJP8QnNgg8

External link →
almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by ObedientPickle

Wonder if the charged Sentinel can potentially one shot

It can 1 headshot blue shields at 175 health (not fortified), but not if the victim has a helmet. Even low profile legends can't be one shot in the head if they have blue armor and a helmet.

This one-shotting potential was a huge worry and is a big reason why the sentinel didn't start this way -- with pure damage bonus on energize. Hopefully with new evo armor and since most people generally have helmets it'll be ok, but we may reduce the headshot multiplier of the sentinel if we need to!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by Aspyroni

I am wondering how the Alternator performs. I can't believe this weapon did not get a buff. Is it doing so well?

The alternator isn't a super competitive gun, but it has a good sized fanbase that uses it consistently. It's good for early/midgame and for players that miss more shots and have trouble with recoil. The alternator's easy recoil and high mag size are more valuable for some players than the pure DPS dropoff because neither they nor their enemies are reliably hitting every shot and dropping people in 1 r99 mag (Actually, this isn't just "bad players", a LOT of players would find surprising success with the alternator if they chose to run it even though it's not as good as the r99 at the top level). I think the alternator is an a decent spot right now for that reason, it performs well in the space it is meant to. Might be interesting to make it strong at some point in the future though, but lets see how R99 + Volt play together!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by DreadCore_

Nerf it back? They really didn't need to change the Prowler, its whole identity was "R-99 but better but you gotta find a hop up to make it work" not "R-99 but all the time and it takes select fire I guess"

To be honest, I think the recoil buff was only part of the reason it got popular and strong -- I think people also just realized how strong the burst mode has always been. It always had crazy TTK, people just weren't using it. Like how the Devotion didn't really change from day 1 until season 6, and it was only after it was in the care package that people actually realized how strong it was!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by cyndrus

I just don't get why is the volt still untouched.

We thought a lot about it, but seasons 2-5, especially s5, has been a nonstop r99 fest. I want to see how the volt is chosen while the r99 also exists, I didn't want to nerf it and have everyone flood back to the r99 and ignore the volt entirely. Additionally, the volt is quite strong, but it barely doesn't seem overpowered. It's right on the edge, but lots of guns have walked that line for a while (like the r99). Don't worry, if the volt is still too strong or is pushing the r99 out of the game, we'll adjust it!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by theamericanbox

For any dev that sees this: can’t wait for this season, keep up the great work! I’m having a blast

Thanks :D <3

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by T-Toyn

Wait a second... Is Select-Fire Havoc now inbuilt (like in the Triple Take) or gone?

It's gone for now!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by HoiDoiKoi

No Volt nerf? No Prowler buffs now that it’s in the care package? So you’re telling me the Hemlock needed balancing more than the Volt?

Mind boggling.

The data from casual players and the professional players we talk to regularly seem to think so! I answered above part of why we chose not to touch the volt, but suffice to say it's mostly because we want to see how it interacts with the r99. We thought a lot about nerfing it, but we're gonna hold off for a short. We'll adjust it if needed!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by RaiRokun

So its worded weird

It still does shield shredding

It also does 88 damage a shot when charged

Edit: I was wrong. Neat

No it no longer does the shield shredding.

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by Patenski

I loved the sentinel, nothing better than shred a 125 HP red shield in one shot, I think this is a nerf rather than a buff.

Yea some players will have preferred the old one, because they played into that strength. The problem was that the strength was 1) too situational for most players to remember it or engage with the mechanic, and 2) too confusing, lots of players didn't even understand how it worked in the first place.

This will be weaker in some situations, but more powerful in many other situations, so hopefully it comes out to an overall buff. The Sentinel is something we're actively trying to tweak and pull up if we can do it in a way that's healthy and not frustrating for the victims (this is the hard part) -- we want to make sure we don't accidentally make it super OP because of those frustration problems. So, we're increasing the power in a more controlled way, where we can see the effects of each individual change; we 'll keep looking at it post 7.0 launch and make future adjustments as needed!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by Patenski

Yeah, I used it as a late game mechanic, I get that disruptor mode was not very useful against white/blue shields but I usually don't have enough shield cells to "waste" in the early game (the stage were the enemies have low health shields) to charge up the sentinel . Also you will still need 3 shots to kill a 125 HP enemy.

I will miss breaking 3 red shields in 3 shots doing 375 damage overall for an easy push for my squad :(

Yea it was strong in that scenario! But only for a very very small group of players who used it, and only in that scenario, so overall it didn't give the weapon much power. We'll watch it, we can always go back to the old behavior if we need to!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by Eragonnogare

Now that I'm thinking about it, it definitely is extremely strange that the prowler didn't get buffed at all when turned into a care package gun. Has that ever happened before? I don't think so from what I can remember, seems super strange that it's just the same as if you'd found a gold prowler on the ground in a previous season.

The prowler is pretty darn strong right now. We put the devotion in basically as a gold devotion, and the r99 was just a gold pre s5 r99 in the crate. Each of those got mag size increases though. We didn't for the Prowler in this case because the prowler's mag is already HUGE. Because of the 5 round burst, each mag has to increase by at least 5, so by level 3 it has 35 rounds and thats a TON. I worry about adding more ammo to it or it's just an LMG at some point. If it turns out to be too weak for care package we'll buff it!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by Eragonnogare

And nobody missed it... Honestly, I really wish that the select fire had done more interesting things for the havoc, it always just felt kinda lackluster and our of place. The select fire was always the hopup with the most potential for interesting things, but it never felt fully utilized imo. Imagine if you could put it on the charge rifle to just have the small beam as long as you hold down the trigger, put it on the triple take and let you put the three bullets in a burst patter like the hemlok, put it on the hemlok itself and let it go full auto, the hopup was very open ended in possible uses so I was always sad to see it not doing more.

The problem is that it's so open ended it doesn't have an identity. Selectfire was just the hopup that was like "you can press fire select and something different will happen", but fire selects is like the only button we have available for guns, so that describes a TON of different behaviors. Like isn't Double Tap basically also Selectfire? I think if we were to bring it back, we would redefine it to something more specific, like "making burst guns full auto" and also put it on the hemlok or something.

Something we have to think about a lot, and something that ends up being the test that kills lots of interesting ideas, is the concept of counterplay and how it feels to be shot with a gun/hopup. We can't make the havoc's beam strong, because it's just an instant hitscan weapon. If you're getting shot by someone who can aim it, there's just nothing you can really do to dodge and no way to anticipate it.

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by [deleted]

While you’re here, why did you guys do all of that to hemlock instead of just simply just revert to season 5?

Because I want it to be stronger than it was in s5, but weaker than it was in s6. There are subtle important differences between what the hemlok is like in s7 and what it was like in s5. The burst damage is more respectable, so it's not only a single shot gun -- this was good, I like that each mode is usable at different distances. But the burst was a bit too spike-y at really high levels of play where people could hit full headshot bursts. Also, the first burst and like >3 bursts were a little too easy to control, so the range that the burst could be used as was a bit too far. We wanted to keep the increased damage of the burst so that it was more viable (s5 was less dps), but just reduce the range that the burst could be used at, and address some special cases for pro play.

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by SaxesAndSubwoofers

I'll tell you exactly what I'll do, and I think I speak for at least a couple casual players in this comment.

I'll pick up the R-99 almost every time. Why?

Because recoil patterns are a pain in the ass. Muscle memory that can only be perfected if the recoil pattern remains the same (looking at the hemlock rn) and you have a lot of playtime.

Pro players pick up patterns in days, but for casuals, we take weeks to master a weapon. I can confidently tell you that many other S0 players like me with pick the R-99 purely because of familiarity. SMGs aren't like Krabers or Wingmen, or even burst fire guns that can lean on general accuracy instead of muscle memory. They require lots of repetition to perfect 'one-clip' levels of recoil control, and that's just not something I'm willing to invest time into, when I already know my way around the R-99 and it works just as well as the Volt.

I'm not sure there's an easy fix to this, and I love the Volt don't get me wrong, but if I'm playing seriously (which I don't do all that often lmao) it's the R-99 all the way.

I appreciate y'alls work and overall this update looks like it holds a ton of potential, I hope my ramble offers some insight into the casuals world. Great job my dudes.

Yea I'm definitely aware of this! Familiarity bias and just general subjective gun preference is something we think about a lot. In fact, it's one of the things we have been trying to push with the meta since s3! To me, it's great when there are people who use a gun because it's their favorite or something about it just clicks with them, and they've spent the time to master it. The hope is that the guns are even power enough that every weapon has an audience who loves it, even if not every gun is used at every skill level. The RE-45 and Alternator aren't high level competitive viable, for example, but tons of people use them and love them for their advantages at their skill level and time commitment. That's great! Sometimes a new gun comes out and it doesn't speak to you, and you go back to ol' reliable, and there's nothing wrong with that (to a degree, as long as it doesn't get too stale). Hopefully, there's people out there who the new gun does speak tho, and they really love it. I know some folks that are full R99 -> Volt converts and will always prefer a volt now because the recoil and style of the gun just clicks with them better. Yay diversity!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by TedioreTwo

like "making burst guns full auto" and also put it on the hemlok or something.

Hey pal, Halloween was two days ago. We don't need any more nightmares...

I have some other ideas to run by you guys: 150 mag size devotion, no charge up charge rifle -- just instant beam, volt DPS buff, wingman lets your character move FASTER while ADS, mastiff damage increase, nerf moz!

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by elsjpq

What do you think about the role of sniper rifles in Apex?

I feel sniping is still a bit too situational, and I don't always get the chance to use their advantages in a game, so carrying one sometimes feels like I wasted a weapons slot. And the time it takes to find all the hopups doesn't sync with the fact that they're less useful in later circles. Also it doesn't feel punishing enough to get the jump on someone because of how quick it is to heal, and with Apex being mostly about mid/close range engagements. But I also get that getting one shotted by campers all the time is no fun from the other end either, so there's a limit to how powerful they can be. Of all the weapon classes, they just kind of feel like the odd one out.

Is that just the nature of sniping? or are there clever ways of making them more satisfying without being frustrating from the other end of the barrel?

This is something we've been thinking on for a while, and it's a tough problem!

Some history learnings: in season 2 with the DMR buff and season 3/4 with double sniper releases and WE being more sniper friendly, we were pushing to add more depth and long range combat to the game. There were some missteps and the execution definitely was not perfect, but what we learned (and unfortunately didn't have time to adjust in response to for sentinel s4), is that Apex players really don't like getting sniped. Being locked down into cover by sniper fire really frustrated lots of people. I think a lot of players like Apex out of the BRs because of the skirmish-y medium/close range combat, and that they don't spend 15 minutes in a game to get one shot by a sniper from someone they never saw. Lesson learned, we need to be careful with sniper lethality because a decent portion of the playerbase is very sensititive to it, and rightfully so!

Now onto the actual problem. Long range combat in Apex is difficult to make rewarding. Players have a lot of health, projectiles are slow and difficult to hit at range, heals are too fast to let you push on someone you only damaged, there are lots of abilities that help protect people, and even stuff like knockdown shields makes finishing kills with a sniper difficult (if they just run out with gibraltar dome for example). All of these aspects of the game are really important to what makes the core combat tick though -- we've tried adjusting some of these internally, and we even tried lowering TTK in s6 to push more power into positional play like this (in addition to other things). But it just doesn't seem to work very well. It feels like we are sacrificing too much of what the game is in pursuit of adding more, which isn't good. So, it's really hard to make snipers strong from the position of them doing enough damage to become more impactful at defeating enemy teams. They have a space that they matter and are important -- trading across 2 stagnant teams to reduce enemy heals, gatekeeping far away teams, engaging while staying farther away and safer from third partying, etc. But, as you said, it's pretty situational.

However, some good news! I think we have had some additions that show a good avenue for possible future improvements (if necessary). The thing that really helped them was evo armor everywhere! The secret is to stop trying to make snipers strong enough to meaningfully have a negative impact on an enemy team, because it's hard to make that not too frustrating for others or too disruptive to the current game. Instead, it seems better to focus on how to make using snipers more beneficial to the using team. These aren't necessarily the same thing! We have much more space for stuff like "hey sniping won't kill the enemies, but it will give you better armor!" -- you are getting a meaningful advantage that makes snipers more worth it, but you aren't doing it at direct the expense of another player and making them frustrated. The "net fun" (positive fun for you + negative fun for them) is much better.

Looking forward, I'm curious to see how the new map interacts with sniper play, and how the additional shield heals in crafting plays with it. It's something we're definitely keeping an eye on and always toying around with to try and improve. It may be the case that snipers are always situational in Apex, but ideally the people who want to snipe because they like that gameplay can enjoy it and feel rewarded enough without making the broader community angry haha.

almost 4 years ago - /u/AmusedApricot - Direct link

Originally posted by PerplexDonut

Very excited for all these changes! I’m also nervous for the L-Star recoil update though. I had gotten very used to the recoil and honestly the initial horizontal snaking was negligible - as long as you pulled down to adjust for vertical recoil that initial snake could be completely ignored and you’d end up with a laser beam

Yeaaaa that was the problem haha. Snaking patterns are very binary: either you are close enough that the side to side is negligable and it's a laser beam and easy to control, or you are too far away and the side to side pulls you off target and you'll have a really hard time hitting people. We've been trying to go through and rework these patterns for that reason.

almost 4 years ago - /u/RSPN_Absurdist - Direct link

Originally posted by lmaomanemjef

dude they just removed king's canyon

First it was skulltown...

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by Barcaroli

My dude, I'm a Loba player myself, but I'll say this: within a week they'll change that buff back.

Think about it. A full squad can scoop absolutely all the ammo in a POI. Just scoop it up and hide or carry it. And her Ult comes in VERY FAST.

It will make ammo even harder to find around. If any devs see this, I'm curious to know if this was considered.

Oh absolutely. This is a change that scares me, but seeing how little Loba uses her ultimate and how little it benefits her team (almost no benefit at all) I decided we needed to invoke the nuclear option here. Hold me accountable if this was a screw up, and if you're right and it makes the game miserable for everyone else because there's no more ammo then yes, we will revert it.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by Breath_of_Nilfheim

I'm a bit confused on Caustic, his passive is that he can see through his own gas. So now enemies and allies can see through it as well?

He has two passives, technically: he can see enemies highlighted in his gas, and he's immune to enemy Caustic gas. He'll still have both of them, just that the immunity one lost some value as it previously also protected you from vision blur, which is now gone.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by Fallentitan98

I'm a little confused about the Caustic change, as a Caustic main I like the damage up but people can just see through his smoke now? What's the point of his passive showing the outline of enemies hurt by his smoke when you can just see through it? That makes them nearly useless, as now you can just shoot through them at the Caustic and his squad. Submit works the other way around but come-on. Good bye are the days of Caustic, Bangalore, and Bloodhound.

You'll see tomorrow, but people cannot see through his gas. His gas itself didn't change. What did change is that when you're in the gas, your vision is no longer blurred. You still have actual gas in the world, and if you step into the gas you'll still get gas particles attaching to your screen, precisely as before.

almost 4 years ago - /u/DanielZKlein - Direct link

Originally posted by DerekGetsafe

My only problem with this change (as a Loba main) is that it takes away some of the decision making. You no longer have do decide “do I have enough ammo to justify taking an extended mag? Or do I really need to double up on ammo here?” But it is nice to be able to switch to a new gun in the early game and grab one attachment along with the ammo you need

There's plenty of decision making in the rest of the black market though; even with ammo being out of the equation, there's plenty of tough choices to make around weapon mods / equipment / healing / ordnance.