over 1 year ago - /u/Respawn_Kalyrical - Direct link

Hello r/ApexLegends! We’ve already done our first AMA alongside the Beast of Prey update (ICYMI: link here). Are you ready for round 2?!

https://preview.redd.it/7ir1u76gr3p91.jpg?width=1920&format=pjpg&auto=webp&s=ef1fd0b6c0bc3f9dd646f20e49c524c7ead4efa5

For this second AMA, we’ll touch on the following.

  • Focus of this AMA: Weapons and Legends in Apex
  • Who?:

Please keep all questions centered around our two AMA panelists' expertise! While we can’t tackle certain questions (such as when a certain weapon is going in/coming out of the crate, or confirm if a Legend is getting a rework soon), we are hoping to shed more light on the continuous process of balancing and reworking the meta around our weapons and Legends. The process is always a collaborative one, and we’re here to answer your burning questions!

If you’re seeing this post, it means you can start leaving us questions! Answers won’t come until the AMA officially begins at 10AM PT on September 21st and we’ll go till about 12PM PT.

Talk soon legends!

Edit at 12:21PM PT:
Thanks so much for joining us for our 2 AMAs this week! We hope to have more of these with you in the future :) Thank you for keeping it respectful and for being so thoughtful with your questions!

And that's all folks!

External link →
over 1 year ago - /u/Respawn_Kalyrical - Direct link

Hello r/ApexLegends! We’ve already done our first AMA alongside the Beast of Prey update (ICYMI: link here). Are you ready for round 2?!

https://preview.redd.it/7ir1u76gr3p91.jpg?width=1920&format=pjpg&auto=webp&s=ef1fd0b6c0bc3f9dd646f20e49c524c7ead4efa5

For this second AMA, we’ll touch on the following.

  • Focus of this AMA: Weapons and Legends in Apex
  • Who?:

Please keep all questions centered around our two AMA panelists' expertise! While we can’t tackle certain questions (such as when a certain weapon is going in/coming out of the crate, or confirm if a Legend is getting a rework soon), we are hoping to shed more light on the continuous process of balancing and reworking the meta around our weapons and Legends. The process is always a collaborative one, and we’re here to answer your burning questions!

If you’re seeing this post, it means you can start leaving us questions! Answers won’t come until the AMA officially begins at 10AM PT on September 21st and we’ll go till about 12PM PT.

Talk soon legends!

Edit at 12:21PM PT:
Thanks so much for joining us for our 2 AMAs this week! We hope to have more of these with you in the future :) Thank you for keeping it respectful and for being so thoughtful with your questions!

And that's all folks!

External link →
over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Sirius_Rise

What are your plans for so called "filler" items such as the Mozambique and P2020. I find that while both are entirely usable in their own rights they simply don't compete whatsoever against other weapons.

I understand their purpose is exactly that but perhaps another approach to these sidearms could be an interesting experience.

There's a power curve in any given match of Apex and these weapons represent the beginning of that power journey. We're always looking for interesting ways to spice our early game weapons up and provide meaningful ways for their impact to remain relevant farther into the game but there must still be a natural progression. We have clear graduations of power like the Mozambique into the Peacekeeper and we've got ones that are fueled by preference like the Peacekeeper into the Eva. What each of these provide is a clear decision point in which players can choose what works for them. If everything were preference the game would lack depth throughout the phases of a match and if everything were a linear power progression the game would lack agency. Apex is about doing your best with the hand you were dealt, and sometimes that hand is a Mozambique and 2 sniper stocks.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Aixcix

What was the reasoning for changing the Spitfire to Light Ammo? With the Rampage going into the CP and the Wingman using Sniper Ammo, I feel like there is a real imbalance between Light vs. Heavy Weapons in the lootpool.

It's not always just the number of weapons within each ammo type. We look at many factors and one of the determining factors in this decision was the balance of medium to late game viable weapons within the ammo types. The early game light ammo offerings are plenty, but lack robustness towards the later stages of the game, whereas Heavy ammo had quite a fleshed out late game line up. Pulling the Spitfire into light ammo helps even out the spread and gives us more breathing room when we think about what weapons will be going into the crafter or care packages. A perfect example of this is when the 301 was in the crafter and Scout in the care package—it didn't feel like light had enough viable weapons in the late game which pushed us into a lopsided heavy meta.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Aixcix

What were the craziest weapon idea you guys came up in meetings which almost made it into the game?

Now we're talking. We prototyped a shotgun where each of the pellets was basically a bouncy ball, you could shoot it into a room and it was pure chaos. Each bounce reduced the damage of the pellet and it was designed to be sort of like a flushing out tool, but ultimately taking bullet damage from enemies you cannot see yet felt... unfair. We ended up scrapping the idea but it was a pretty hectic couple of playtests.

One very early iteration of the Rampage lit people on fire and allowed you to "paint thermite" wherever you shot. It was actually pretty cool to tactically put thermite patches down but we found layering in shooting the ground people walked on to maximize their panic and your own area control was just too much—in a number of ways.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Aixcix

Is there a particular reason why the G7 Scout gets the most out of a grey/blue/purple mag? There is no other Gun which get‘s 50% more Ammo by getting a Grey Mag (from 10-15).

Good question, we were actually talking about this just the other day in one of our balance syncs. We actually do like that the capacity increases on mags from gun to gun differ and aren't linear. There's some interesting micro decision making to be had when some weapons scale better with attachments than others. We like that players can discover things that might make them think about the loot differently. The Scout is a great call out as a weapon that scales very well with a white mag, whereas a 301 only gets 2 more rounds. If I wanted to get the best bang for my buck on white light mags I know which one I'll use until I get the blue mag. This gives weapons more personality, something that we're always looking to enhance and push on. Our line-up is unique and it's fun that players have strong opinions about each weapon on the roster. We don't want to lose that by normalizing something like mag size increases- as trivial as that may sound.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Moosemaster21

Many seasons ago, Pathfinder was given a temporary passive while a real one was being brainstormed. At least, that's how it was presented to the community. Are y'all still brainstorming, or have you decided Pathfinder doesn't deserve a real passive?

We're very aware of this perception of Pathfinder, and we've heard numerous suggestions of new Passives from the team and the community.

We are looking at it, but we don't want to slap a new passive on a Legend who is already well-liked, powerful and performing well at the risk of adding to his already potent combat power or shifting development time that is needed to service other Legends or meta concerns, when there's no immediate need. But I'm hopeful the future is friendly in upcoming seasons.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Odin043

When developing hop-ups, what comes first in the thought process, hop-up function, or which gun needs some flair? Or does it vary from hop-up to hop-up?

It definitely varies. We often start with a single weapon we want to add some flair or functionality to either because it's dipped in relevance and needs some help or it's been stale and unchanged for a long time. Sometimes though we look for shared mechanics and push on that like the Dual Loader on the Mastiff and 30-30.

We had originally designed the Kinetic Feeder to go on the Volt and Triple Take with only the ammo component but through playing and iteration we found an opportunity with the Triple Take's precision choke to make a fun mechanic that sped up the choke time. We really liked how it played but it didn't do anything on the Volt so we swapped it over to the Peacekeeper where it found a more fitting home.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Bo3z

Why can't I shoot echo? WHY?

This sounds like a joke, but it's actually a good question and one that came up often in Vantage's development, and was discussed a number of times.
The short answer is, there's no gameplay need to.
Unlike a Crypto Drone, Echo provides no direct threat to the enemy player.
He doesn't deal damage, or scan or track opponents. If anything, he's a tell for opponents that Vantage is near and foreshadows her plan allowing for potential counterplay.
So the only value to shooting Echo, would be to deny the tactical movement altogether and grief the Vantage player.
We had considered at one point that players might be able to shoot AT Echo, disrupting the targeting as he played a brief dodging animation, but it only served to make the ability less reliable.
Flying to Echo to reposition for height is a core part of Vantage's identity as a character, and we wanted counterplay around reading and reacting to that action, rather than denying it outright.
That way you feel good as a Vantage who gets to USE her ability.
And you feel good as a player who reads that action and successfully punishes a poorly used launch - rather than removing the fun of the gameplay altogether.
Also, Echo's so cute!

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by DapperMudkip

We were previously told that the scan meta was going to be addressed, any updates?

We understand the frustrations around Legend abilities that scan and their tactical dominance at higher levels of play.
Some of these abilities, however, are core to the play patterns and identities of the Legends themselves so it's not a simple task to address.
We are actively looking into it, and playtesting potential iterations, but we want to be comfortable with changes that reduce the frustration without reducing the value of these Legends in the squad before any release.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by lilakey

Because he's popular and strong right now - Seer.
Curious on the balance surrounding his passive, mostly the fact that there is no way to know if you're currently being detected by an enemy Seer. This is the only 'scan/reveal' in the game that doesn't give you any notification apart from Valk's skydive scan. Even Ash's passive mark does notify a team they've been compromised - but Seer doesn't. There's an extremely subtle sound he emits but it's sort of negligible.

As a frequent player - personally this one is a big point of frustration for me, and it feels unfair to other legends that do have a tradeoff (Crypto, Bloodhound) of revealing their general direction when marking enemies. So I guess in short my question is:
Are there any discussions/plans to make Seer's passive more readable for enemies and giving it more of a risk/reward to fall in line with the other scanning legends?

Early in Seer's development we actually prototyped giving enemies feedback when the heartbeat locked on - however, given that it was tied to Seer's camera movement and actions it became an irritation to have any notification propagate to other clients and clouded other audio/scan combat information that actively affected the player. It also angered Seer teammates to have enemies jump on them because the Seer was just "looking around" and proc'd the intel to the opponents.

We even had the heartbeat play in the enemy player's head at one point that told them they were being tracked - it was terrifying, and induced panic in players to feel constantly haunted by this presence, so we backed away from it.

Given that the information was limited to Seer himself and not shared intel with the team, we opted for more subtle feedback (audio cue, eye glow), which worked well and played into his fantasy of Ambush Artist - seeking out opponents for his team and then using his abilities to make team plays.

However, considering Seer's recent rise into the Meta, we're noticing the power of Seer's passive taken to great extremes, and it's been a big topic of discussion in our balance meetings.
We have no updates at this point, but targeting the power of Seer's passive is something we have been actively looking into.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by ApexFemboy

Is there a reason that Rampart doesn't have a Sheila kills tracker? Other legends with potentially lethal ultimates have tracked kills, so it's not without precedent. Is there maybe a technical reason why on the backend? I'm not the only rampart main eager to see this stat either, would be a lovely addition.

Thanks for all the Rampart love lately! She's in a great spot right now. Her walls feel dialed in, and while some may disagree her passive is perfect. Thanks for not forgetting about her

When we release a new Legend, the designer creates the unique trackers for that Legend, and "Bullets Fired" was chosen for Sheila.
It's possible we could add this tracker in the future, but it might not retro-actively count your Sheila kills to-date.
Glad you're enjoying her!

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by CosmicBrownnie

Has there been any consideration of extending Rampart's passive to more than just 4 weapons in the lootpool? Or any other form of changes to her passive to be less limiting?

Rampart's identity is built around LMGs, and her passive was meant to reflect that synergy and provide incentive when opting into that style.

This topic has been discussed before, especially back when we were looking at ways to empower Rampart (when her effective pick and win rates were low).
But the passive was never the aspect holding her back so we opted to invest more in the core parts of her kit to bring meaningful change.

In the end, appending the passive to other weapon types meant that it took away meaningful choice from the player.
If you just get it on ALL the good weapons, it doesn't carry the same meaning - you're just always better, and you still always pick up your favourite R-301 like you do with other Legends.
If it's tied to LMGs... they are special. And you make an active decision to wield a Rampart-special - We felt that choice/feeling was important to maintain.
Could this passive be extended in other ways in the future to provide more value? Perhaps. But at the moment, we're satisfied with how Rampart is playing and are not looking to expand the power of the passive.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Moosemaster21

What's the thinking behind so many wallhack-style abilities? Do you have plans to move away from that or build counters to it since it's already so prevalent?

We are actively looking into the frustration that can come from these abilities and finding ways to reduce it without crippling the identity of the Legends who wield them.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Jestersage

Since we have both weapons and legends: Would you explain the mindset of weapon-focused passive?

And here's to explain our issue: As a rampart main, I have people who purposely not ping me an LMG, even though I ask for it - and then they keep sayign toxic word at me for usign LMG.

(Notice I am NOT talking about please buff LMG. I still get my best result, especially with LStar, which everyone else hate)

So I guess, the real question is: Will you change how a weapon-focused passive so that it will not feel totally gimped if someone does not use that weapon class? Maggie and Vantage are a right step.

The weapon-focused passives exist to encourage their use, and make them feel like an interesting choice while playing as a character with an affinity for them.

There's never a penalty for not picking one up - but the act of playing that character seeds that option for a minor gain so that when you come across that weapon type, you make a consideration you might not as a different Legend, and encourages the idea of playing more towards the style/identity of the Legend.

With Rampart, it can make spotting an LMGs a more attractive option to play into the spray.
With Maggie, the shotgun bonus encourages you to think up-close and personal.
With Vantage, the passive encourages the idea of long-range to gain the intel and bullet drop.

So, in short, the character's passive promotes the identity of that Legend, without shackling you to that choice.
They're meant to be a boon for players who like that playstyle. Will we alter how they work in the future? - Potentially. But there are currently no plans to do so at present.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Dabjulmaros

Are there plans for more support legends in the future? Or are you guys trying to avoid a heal-off meta?
Also are there any plans for the the support class be reworked so all support legends will be able to open blue bins

You'll have to wait to see what each new season holds I'm afraid, but Support Legends are one of the more difficult roles to bring to Apex without over-indexing in healing and resets that make fights drag on and upset the already high TTK of the game.

That being said, we do want to bring a more balanced roster of class roles to the table in the future at some point.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Ozqo

Pathfinder's cooldown seems explicitly anti-skill. You get penalised for using it better - for getting further while sliding from it. No other Legend has an ability is like this. Imagine a longer cooldown for Fuse for dealing damage with his Q. For me, this increased cooldown ruins the flow of movement with Pathfinder - it no longer feels "good" to have flowing movements with the grapple. Is it possible for you to go in the other direction with future legends, such as a lower cooldown for hitting their targets etc? It would truly feel amazing to get "resets" like Kha'Zix in League of Legends whose jump resets when he gets a kill.

Another way to think of it, is that you get free time back for less effective grapples.
Pathfinder's original cooldown was very short and brought very overpowered and unreadable mobility to his plays.
With his low cooldown, a good Pathfinder could fling into a fight wildly, and use it to immediately escape making him incredibly difficult to track and punish for more selfish and reckless plays.
However, when this was changed to a higher cooldown in order to balance those behaviours ...a faulty/short grapple was now punished severely and Pathfinder was forced to wait over half a minute to recover.
The current version was made to ensure the more balanced cooldown stayed in play to combat those exploitative and unreadable situations, but allow shorter/failed grapples to refund sooner.
You get to make your skilled play to dive or escape, but if you mess it up - you can likely get it back in time to make another play soon.
The idea of a tactical lowering its cooldown on success might creep us away from our core pillar as a gun-first game and make the ability the focus of your engagement.
Ideally, our Tactical abilities aim to create a moment to play off of with your gun skill or strategic movement.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by MadladMagyar

Any chance that we will get a Seer nerf in the coming balance update? And what are your thoughts on the concept of Bangalore’s smokes countering scan abilities?

I can't speak to future changes at this point.
However we're aware of the concerns surrounding scan abilities in the game.

Bangalore's smoke hard countering scan abilities has come up before, but we are more keen to find a way to address the frustrations with scans on whole rather than enforce a her to be the answer to the problem, especially if the result would take away from Bangalore's personal play potential off her own smokes.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Faq_Eddit

u/RV-devan Will there ever be a wraith tweak? and how goes the current gen(ps5/xbox) 120fps update? thanks

Will there EVER be a wraith tweak? - Absolutely.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by BattlefieldNinja

Changing the Wingman to sniper ammo was a big meta shakeup. Is the team pleased with the end results?

Absolutely, the Wingman is incredibly lethal in the right hands and the sniper ammo changes have allowed it to keep its lethality but tamp down how easy it can be run. We're really happy with the ammo economy this season and the Wingman feels like it's in a healthy spot. It was a medium risk/high reward weapon, we've steepened the risk on it but wanted to retain the reward.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by TheBriskets

Why does legend balancing happen so infrequently? It's odd that we often wait an entire season or several seasons before a legend gets touched even though they clearly need to be. Its also very underwhelming when the balance changes are very minimal when the legends finally do get touched after so long.

There is a competing reality in a Live Service game like Apex where developers have to prioritize their work efforts between feature development for future seasons, and balance changes to the existing game.
Sometimes minor balance changes are simple to make, and just require tuning numbers.
Other times, they require rewriting abilities or pulling in new animations, visual effects or audio that must be added to development schedules on top of current release timelines.
However, none of these changes can go out without testing - both for bugs, and to validate that the impact of that change actually works to solve the problem, and doesn't create new ones.
Because of this, it can take time to see balance changes make it into the game.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by brickbrony

Not sure if you can discuss this but do you guys ever try to create weapons made exclusively for care packages like the kraber? Personally I think the EPG would make an amazing air drop gun.

It's not completely off the table, and we've definitely prototyped some care package only weapons- but ultimately with the amount of work it takes to build new and exciting weapons, limiting them to the care package feels underwhelming. I'm not saying we won't ever do it, but when evaluating how we want to spend our dev time weapons that can be cycled onto the floor are valued much higher because they can impact the meta in a more meaningful way as we continue to refine and balance the game.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by henrysebby

What’s the point of doing an AMA when you only respond to the softball questions?

The Softball is an interesting one and we've definitely considered bringing more Titanfall weapons into Apex. Truth be told, it's an Anti-Armor grenade launcher designed specifically for Titan combat and we just don't have those sorts of challenges and enemies in a typical match of Apex. I know what you'll say, "But Eric, what about the Charge Rifle! That's an anti-titan weapon too!". We feel the precision on the Charge Rifle translates a bit better to Apex's boots on the ground gameplay and fits nicely into our sniper category. For the Softball we'd need to look at a new weapon category or making it specifically a care package weapon, and in a previous thread I've talked about why designing and building care package only weapons has it's own challenges.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by New-Extent-8272

u/rv-devan Are Wraith, Wattson, and Lifeline all still smaller hitboxes than medium-sized legends like Bangalore and Bloodhound?

Yes. They've had some tweaks since the removal of Low Profile, but they are still relatively smaller in stature and thus their hitboxes are as well since they are built to closely match the shape of the model.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by claybordom

Any planned changes or bug fixes for Mirage? He's been my favorite since launch and still has bugs from day one in the game, decoys destroying themselves from heights or destroying from running into something, to name a few. Also his heirloom is still pay to loose to my knowledge, only the real Mirage has the trophy on them and none of the decoys do. I know he'll never be a top legend but some more changes to his kit would really be appreciated. Maybe the decoys should run the same speed as Mirage or perhaps getting bamboozled could remove ten shield. It could have a X cool down for how long until shooting a decoy again could drain ten shield or whatever number.

While we can't speak to or spoil any future content, many of these bugs are known and logged.
They are odd interactions with the terrain that are difficult to track down, but hopefully we can make improvements here in future seasons.
We did recently fix a speed issue when a Mirage Decoy is launched, but we know there are still plenty of areas to improve.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by DanteRedgraves

Is there any chance that past legends will get an update to their passives? Legends like Pathfinder, Wraith, and Crypto are really falling behind the curve passive wise.

There is always a chance.
Especially if a Legend is under-performing or the competitive balance of the game could be positively impacted.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by TheSnowTimes

How is the data organized for nerf and buffs for both legend & weapon balances ?

I remember reading once in a patch notes, such and such character does below average in 1v1 engagements. Basically how is this data collected?

What are your thoughts about this community's suggestion for changes ? Personally find most of them terrible, but simple number changes seem to move yall go with. Like a balance change to BH to me would be removing character models and just leave the orange diamond for their tactical.

As far as weapons and loot goes we get an absolute wealth of data from our Analytics team that provides us a view into what's happening on the battlefield. We break that data down in various ways (rank/unranked, playtime, mode, time of day, favourite colour, preferred ice cream flavour, etc..) and spend time each season discussing peaks and valleys in the data and trying to understand specifically what they mean. It's never enough to look at one single stat, even if it's win rate. There's a lot of data science that goes on behind the scenes that help us understand and articulate what the data represents. But data is just one tool in the toolbox for making balance changes. We also listen. We try and understand the conversations that are happening around these pieces of content so we can better understand the picture the data paints. Then we play, both the live game and in playtests. We play as much as we can to validate these balance changes before we roll them out to the public. There's no perfect process to nailing a balance change but we're working every season to become better at it.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by ksmooth22

Have heard previous companies mention that player perception has a decent effect on how they balance. Of course, there’s much more to the equation, but wondering…how much is player perception considered when balancing for Apex? Or, more broadly, are there any core tenants/design philosophies that the team strives toward?

Thank you for doing this AMA!

Player perception is absolutely considered, and real.
A community's perception can mold trends and influence behaviours on mass. Seer is a prime example of this.
We made a balance update early in Season 10 after his launch, and the community perceived him dead to rights, he fell off the map, and his power went unnoticed for three seasons.
We consider this perceived impact/power when making decisions around balance changes, and have to weigh the impact of perception constantly against the healthy changes needed for the game formed by design insights, discussion, playtesting and analytical data.
As for tenants or philosophies specifically around Legends, we try to ensure that our Legends own their own unique gameplay spaces and that their abilities have clear patterns and counterplay surrounding them. This is to ensure that players understand what the Legend is about, how to use them, and how they might deal with the threats they bring. Their gameplay should be reflective of their archetype and personality at its core and drive home the sense of who that character is when you play as them. No Legend is perfect for every situation, and must also fit within the dynamic of a squad with a clear role on the team. We're also a weapons-based Battle Royale at our heart, so while the Legends bring a tactical dynamic and personality to the field, we aim for their abilities to never trump the weapons of the game or the BR experience on whole.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Voyddd

Is there a cap on how many legends will come to the game? The screen can only fit so many, yet its by far the most hype of any new season

None that we have set.
Screens can change. Impact on the game is the larger concern.
We want to release Legends that have ownable playspaces and bring value to the squad.
But as the roster grows, this task gets harder, and we also want to ensure that we're not just bringing new powerful Legends to Apex but that older Legends still have a viable place in the landscape.
It's important that we take the time to do this for the health and future of the game.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by RV-Eric

As far as weapons and loot goes we get an absolute wealth of data from our Analytics team that provides us a view into what's happening on the battlefield. We break that data down in various ways (rank/unranked, playtime, mode, time of day, favourite colour, preferred ice cream flavour, etc..) and spend time each season discussing peaks and valleys in the data and trying to understand specifically what they mean. It's never enough to look at one single stat, even if it's win rate. There's a lot of data science that goes on behind the scenes that help us understand and articulate what the data represents. But data is just one tool in the toolbox for making balance changes. We also listen. We try and understand the conversations that are happening around these pieces of content so we can better understand the picture the data paints. Then we play, both the live game and in playtests. We play as much as we can to validate these balance changes before we roll them out to the public. There's no perfect process to nailing a balance change but we're working every season to become better at it.

Ditto on the Legends side.

Though we often ask the Legends themselves what ice cream flavour they prefer first.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by Party-Reception242

Wraith's passive feels outdated, do u guys think that it needs some work?

Just because a passive has been around for a while, doesn't mean it doesn't still have value.
Generally, we prioritize changes to Legends that have problems to be solved, or have an imbalance in power that allows them to dominate unfairly or prevents them from being competitively viable.

At present, we don't feel that Wraith is victim to these concerns in a way that adjusting her passive would address.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by KitKat_Kat28

Have you guys thought about reworking lifeline’s kit? A lifeline rework concept was posted on the lifeline mains subreddit a while ago and I wanted to know your thoughts on it?

Passive: Give her back the auto res; however, the shield only has 100-150 hp. The shield will visually decay, similar to Newcastle’s knowdown shield, whenever it takes damage. This telegraphs to both lifeline and the enemy that the revive shield is about to go down. Additionally, you could remove the ability for lifeline to cancel the revive so that if the enemy team does manage to break the revive shield, she can’t just cancel the res and restart with a new shield. By removing the ability to cancel the res, it also adds more risk to the revive, as if lifeline starts the revive at bad positioning or isn’t able to effectively defend her team, the enemy receives a guaranteed kill.

Tactical: Keep it how it is.

Ultimate: Remove the care package entirely and replace it with her throwing DOC out to summon a flashpoint zone. If DOC is destroyed, then the flashpoint zone will go down (similar to how Seer’s ultimate functions.) The Flashpoint zone would heal everyone in its radius, including enemies, for 10hp/shield per second. Like the actual event, if a legend takes damage, the flashpoint zone will not resume healing them until they haven’t taken damage for 6 seconds.

Reasoning behind this rework concept: Lifeline’s entire identity is focused around her being the combat medic, i.e. going for revives and keeping her team healthy. With her current kit, she’s outperformed by both Newcastle and Gibraltar as both have safer revives and provide more utility for the team. With this rework, Lifeline’s revive still won’t be as safe as Newcastle or Gibby’s; however, she gains versatility in return for sacrificing revive safety. Additionally, Lifeline’s reworked ultimate would provide her with more in-combat power and overall more appeal and a fun factor. However, all of lifeline’s abilities still have counterplay to them. Lifeline’s revive shield can be broken, and once it is, the reviving teammate is completely defenseless as the rez cannot be cancelled. Lifeline’s reworked ultimate can also backfire on her team by providing her enemies with free healing. This generates a skill gap, as skilled lifelines will know how to maximize their advantage state by using the ultimate and conversely, it could also help the enemy team if lifeline does not position or time the ultimate properly, or if the enemy team is simply more skilled and gets the first knock.

Yeah, we've seen a lot of suggestions from the community on ideas for Lifeline.
It's awesome to see how passionate people are to show her more love and give her more power!
Lifeline is one of our most popular and approachable Legends and people gravitate to her for her style, her role and how easy it is to understand her abilities.
If we end up looking into additional Lifeline buffs or reworks, we will be considering angles that preserve her Combat Medic identity, ensure that she has her own playstyle that doesn't overlap directly with other Legends or their abilities and solves problems with her current kit to improve her competitive viability without sacrificing her ease of play.
This approach is something we like to do with all our Legends to ensure that any change we make answers the problem correctly without causing new issues in the game, or sacrificing the identity of the Legend itself.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by NeonSabres

One legend. Gibraltar. He hasn't been touched in seasons even though he had an enormous pick rate in the last few major pro league events and a large pick rate in high ranks. There has been talk of changing him to alter his pick rate and to be more fun in casual, but we haven't heard any more about him. The dome shield allows for faster revives, mobile cover anywhere, and has no way of being destroyed, even damaging the projector in the centre. The ultimate is deadly in the endgame and stuns, but fair enough it has a huge cooldown. And also he has the biggest health pool of any legend in a head to head, 1 vs 1 as he has the fortified buff and an armshield making any direct 1 vs 1 with him extremely one sided as with a purple shield this is roughly equal to an extra 80 health. Either that, or you shoot his limbs to bypass the shield, which results in less damage as well. So is there any chance of a nerf, particularly to his two shields which make his kit extremely irritating and difficult to play against? Particularly the dome shield as we have seen a health value attached to Newcastle's shield which is great, his shield can be destroyed if needed but does require a sufficient amount of resources due to its health. Could this be implemented to Gibraltar? Overall is any nerf or change coming to Gibraltar?

Gibraltar's been on our radar for a while, but has been difficult to slap an easy nerf with his low pick rate (since the bleedthrough change to his arm shield).
And the desire to make him more enjoyable to play is still the ideal to couple with a change to his bubble or any of the suggestions here.
However, In Season 14, we made changes to Newcastle to improve his viability and provide an alternative option at the competitive level to Gibraltar and we've seen some positive traction pulling weight off Gibby as the must-pick anchor/support for the team. Additionally, with the rise of Seer, Gibraltar's revives are also not quite as free anymore and aggressive teams have more opportunities to push.
Given the shake-up we've seen on the competitive scene recently, we're currently evaluating the evolving meta to see if any actual adjustments are needed for Gibraltar at this time.
The game and the meta is constantly changing, and as a goal, we try to ensure that changes we want to make to any of our Legends will have the right targeted impact across without hurting the identity or viability of the character.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by gungshoo

Why isn’t lobas tactical cooldown like pathfinders where it’s based on how far you travel?

Many of the comments in this thread do a good job outlining the differences between the two abilities that give merit to the different handling of their cooldowns.
Pathfinder's change was an answer to a problem in the game that a longer cooldown did not solve alone.

In Loba's case, the use-cases and outputs are very different. The longer cooldown makes you think about the most effective time to use it - which is often for escape or high ground repositioning.

A shorter cooldown would lead to less conservation of the ability, and more repetitive, untrackable mid-combat evasion.

At present, we're not seeing any egregious issues with her playstyle or balance that would warrant this type of change.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by brickbrony

With Vantage being able to relocate Echo after deploying, are you considering other deployables like Crypto drone or DOC also having this functionality?

These are interesting ideas!

Generally, when we consider making abilities that can be re-positioned we need to ensure they're serving to solve a problem with the kit, while still offering clear counterplay and not breaking the identity of the character.

Vantage repositioning Echo makes sense, because the ability hasn't been used yet. Newcastle walking his shield forward is a core part of his kit identity and play pattern.

Currently, there are no plans to adapt these patterns to Crypto or Lifeline.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by NoCustomer9969

What is the thought process behind making long range better this season. Skull piercer back and on 30/30, scout back to the ground.

This season we swung big at bringing some definition to the weapon classes and engagement ranges. AR's took a hit to close-quarters combat, SMG's were enhanced with Lasers, Marksmans and Snipers get some hop up love and ammo stack increases, and the list goes on. The Skullpiercer and enhancements to the long range weapons are only a part of the meta vision this season. Vantage entering the scene is absolutely something we considered and wanted to make sure players had viable tools to synergize with and combat against our exciting new legend!

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by TheThak

All of the weapons introduced fit into 1 of the standard categories, smgs, marksman, snipers, lmg, etc.

The Throwing knife is I guess the 1st of what One might consider special category weapons. Will the Throwing Knife be staying after the event? and do you have plans to introduce any other special category weapons, something like a grenade launcher, rocket launcher? I know you can't give dates but a rough idea of time frames (i.e. 2022, would be great)

Also the survival slot was a great addition and the ability to pick heat shields or Respawn Beacons are great. However, it feels like there’s lot more potential to utilise that slot and maybe add a new slot for other side consumables. Are there any plans to add new items for this?

The Throwing Knife was designed and built specifically for Gun Run. Everything about it from the animation timings, decisions on how ammo works, to the actual model and VFX were designed to support Gun Run and what we needed out of a final hype weapon in Apex- a very different design philosophy than creating something for the core BR. We're not currently thinking about a new class of weapons to enter the BR but as the dust settles and players get to experience and enjoy Gun Run and the Throwing Knife more opportunities might begin to present themselves.

I'm personally super happy with how the Survival Slot turned out, it's one of my favourite additions to the game and we're always prototyping and looking for more interesting ways to utilize that equipment slot. We're not ready to share anything yet but rest assured it's an area we're keen to explore.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by Draco042

What’s the plan for potentially adding more weapons in future seasons? I’m aware of all the issues caused by having an over saturated loot pool, and i have seen you guys tackle that issue in the past. TLDR: new weapons?

We're always going to be developing new ways to beam one another. But as the weapons roster continues to grow, its needs begin to change and lessen. Finding the right addition to the game that's not only fun to use but improves the weapons roster by filling in a missing design space or creating new meaningful gameplay becomes harder the more we add, balance, and refine. We're not really interested in slapping a new gun into the sandbox every season unless it's a meaningful addition. So we've slowed down our weapon releases to make sure we're growing at a sustainable pace and the sandbox is healthy and stable along the way.

over 1 year ago - /u/RV-Eric - Direct link

Originally posted by lemonisaweapon

What was the reason(s) behind the introduction of laser sights and removal of barrel stabilizers from SMGs? Sorry if this has been previously addressed by you. Edit: Forgot to also ask what was the reasoning behind SMG base hipfire nerf.

SMG's have been quite a dominate force in Apex for some time. One of the major factors that contributes to this was their ability to use barrels to extend their range giving AR's a run for their money. When they were also the preferred CQC choice it starts to feel like they're a must-pick weapon type. This starts limiting decision making and loadout diversity so we wanted to shake it up and define our engagement ranges a little better this time around. The lasers enhance an SMG's CQC ability while simultaneously limiting their range by taking the place of barrels. Combining this addition with the AR hipfire nerfs creates a more cohesive balance between two weapon classes whose lines have begun to blur.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by snackattack312

Does Vantage really need a visible laser to be balanced? I heard an idea (maybe from Aceu? I can’t remember) to put the visible laser on the Kraber instead. That sounds brilliant.

We absolutely believe it needs the laser tell to let you know you're being targeted by a Vantage Ult.

In early playtests before the laser was added Vantage players could target and oppress players for free at any point in the game.
It was very frustrating. Vantage didn't need to risk going for a care package, loot into the scope power, or even sacrifice a weapon for the long range advantage.
It only finally started to feel fair when there was a chance to know Vantage and her team were near, and it allowed us to balance the power. Like when Rampart pulls out Sheila, it was a warning that the character was using their power weapon Ultimate. This lets players anticipate the ultimate so they can look for cover, move, etc. Without it, there was no counterplay, and abilities need counterplay in Apex to feel fair.

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by oDefuzed

As a day one player who’s experienced every single change, what buffs/nerfs have been the hardest to implement with an evergrowing skill ceiling of players?

With newer Legends receiving passive abilities for certain weapon classes do you ever look back on older characters and think they could use a touch of love with some additional abilities?

Final question/request: Would love to see more characters with special weapon animations (Fuse-30/30, Maggie- Mastiff, and Vantage- Sentinel) tied to their lore.

The hardest to implement buffs/nerfs is a great question!

There are some that are just technically difficult, and involve multiple departments stepping out of their current production schedule to alter something fundamental to how the Legend was originally built. Rampart's change to mobilize Shiela was pretty challenging on this front. Turning it into a (functionally) an entirely new weapon, handling the desire to return it as a placeable or drop it were all really big challenges from an animation and engineering front that required a sizable effort from lots of teams. It also went against the fundamental initial counterplay of having an HMG in the game, and required a lot of iteration to find how to handle movement correctly.
We haven't specifically looked at Weapon-based passives as a means to reinvigorate older Legend's abilities. But as the game grows and playspaces press together, we definitely analyze older Legends for oppotunities to breath new life into, but it takes time and testing to get right. I would love to see more of those too.
The animation team outdoes themselves each time they add those special little details. It's great!

over 1 year ago - /u/RV-Devan - Direct link

Originally posted by rspn_barshad

Who is your favorite person to work with and why is it me?

It's Bilal. Surprise! He is single-handedly the root structure on which the garden of Apex is supported, the sunlight what lets the flowers of battle bloom, and the irrigation system what supplies the lifeblood of our BR.

All hail Bilal, glorious gardener of Apex Legends. Please upvote if Bilal should become a Legend in Apex.






Recent Apex Legends Posts

about 11 hours ago - EA_Mako
about 13 hours ago - EA_QueenBee