about 5 years ago - /u/Jayfresh_Respawn - Direct link

Hey everyone!

First off, we know you folks are fired up for info on Season 1 and Battle Pass. We still have work to do to get everything ready for prime time and won’t be talking about it yet. There are a lot of moving parts and coordination that go into big announcements and launches like this. I know the wait sucks but it’s coming and ask that you all please be patient with us.

Over the course of this week we’ll be talking about a few hot topics and we’re kicking things off today with a patch that is live on all platforms with some fixes, our first tweaks to the meta, and we'll give a preview of how we’ll be addressing Legend balance and hitboxes for Season 1. To talk about how we’re thinking about game balance and some changes we’ve made, I’d like introduce designers, Lee, Sean, and Brent who will give their POV and we’ll all stick around for a bit to answer questions.

I want to set the expectation that there will be lots of things we can’t talk about yet. We won’t be confirming or revealing any future content or features in the questions.

I’ll let the guys take it from here:

Leeeeeee-RSPN here with RespawnSean, Jayfresh_Respawn & Scriptacus to give a quick update on how we think about live balance at Respawn and the current state of live balance for Apex.

HOW WE THINK ABOUT LIVE BALANCE AT RESPAWN

https://i.redd.it/i3dk528qzkk21.jpg

TL;DR - We make less frequent, better tested, higher impact balance changes in order to minimize the impacts on your time spent mastering the game.

A core philosophy of our development process for Apex Legends is to listen to player feedback, parse through all the data we get from the game, try things, and then playtest them a ton to get them just right. And… repeat. The goal is to ship polished, closer to the mark updates than if we got things out rapidly and iterated in the live environment. We know y'all are putting a ton of time into the game and mastering every nuance (like Wraith portalling people off cliffs for the final kill lolz). Our goal is to make less frequent, better tested, higher impact changes, so it minimizes the effects on your time spent mastering a particular mechanic, weapon, character, etc. You shouldn't have to read our patch notes every few days just to keep up with how characters and weapons now work.

The exception here is that we will be very quick to adjust things that are way out of balance (for example, if we released a new character that completely dominates the meta from Day 1, we'd address it ASAP).

We didn’t want to make any hasty changes around launch, because we know a ton of players are still learning the game with lots of new Legends dropping in everyday. The week one meta vs. the week two / three meta was meaningfully different from what we've seen, so want to make it sure it settles a bit before we act. For example, Mirage’s power level has dropped a bit as players have adapted to getting Bamboozled. :) We want to let you know we're constantly reviewing the state of the game and considering and testing a variety of changes.

With the above philosophy in mind, I wanted to give a quick update on where we stand with the current state of character and weapon balance and provide an early preview of the things we’re planning to do for Season 1.

WEAPON BALANCE

https://i.redd.it/fj9qpgvrzkk21.jpg

Overall, we feel that the current weapons present solid options for a variety of gameplay styles. We've found that the Skullpiercer Wingman has been on the stronger end, but it’s designed to be a weapon with a higher skill ceiling. Our adjustments are attempting to move it more into the hand cannon space and away from full auto Deagle. We’ve also adjusted the rate of fire of the Peacekeeper with Shotgun Bolt attachment, so players will have a larger window of vulnerability if they miss their shot. Additionally, the scarcity of energy ammo and lower number of energy weapons overall has made those weapons difficult to main, so we’ve increased energy weapon and ammo availability.

WEAPON ADJUSTMENTS LIVE ON ALL PLATFORMS

  • Wingman
    • Rate of fire reduced from 3.1 -> 2.6 shots per second.
    • Skullpiercer Headshot damage multiplier reduced from 2.5 -> 2.25
    • Increased base hip fire spread and decreased the rate at which hip fire spread decays (shrinks back down).
  • Peacekeeper
    • Shotgun Bolt rechamber rate has been reduced for the Peacekeeper only.
      • Level 1 mitigation 10% -> 7.5%
      • Level 2 mitigation 20% -> 13%
      • Level 3 mitigation 25% -> 16%
  • Wingman and Peacekeeper availability has been reduced in all zone tiers.
  • Increased availability of energy weapons & ammo in all zone tiers.

Why no P2020 or Mozambique buffs?

  • We love y’all’s ‘Bique memes, so we’re hesitant to lose that :P
  • In all seriousness, our goal is to have a power curve of weapons. "Power curve" just means that some weapons will be weaker and more common, while others will be stronger and rarer. Some weapons are intentionally less powerful until fully purp’d with hopups and attachments, while other weapons on the bottom of the power curve are your early game, better-than-melee, but-gotta-upgrade-out-of-ASAP weapons. We’ve seen some good feedback from players about how to make these pistols more exciting without losing out on the goal above that we’re listening to. We’ll be continuing to watch player data and feedback and trying things out internally but for now, they’ll remain the same.

ADDITIONAL PATCH NOTES

  • Fixed some script errors that we identified were occasionally causing disconnects during matches.
    • Caustic occasionally causing disconnects while throwing is Ultimate.
    • Pathfinder occasionally causing disconnects when activating a Survey Beacon.
    • Players occasionally causing disconnects when removing an attachment.
    • Gibraltar occasionally causing disconnects when pulling up his Gun Shield.
    • Players occasionally causing disconnects when entering Spectate Mode.

ADDRESSING LEGEND BALANCE AND HITBOX FEEDBACK

https://i.redd.it/taz9cycvzkk21.jpg

TL;DR Our goal is to be able to have characters with different rig sizes, hitboxes and ability kits, and still have each character be roughly equal in power level, win rate and viability of pick.

For character balance, we look at a combination of things: pick rate, win rate, and character v. character matchup win rate among other metrics, and, of course, player feedback. The results between the 5 small and medium rig characters have been positive - they are all in a safe band of relatively equal power. Our large rig characters, however, are underpowered and their natural size appears to be a large contributor. We’re planning on adjusting the size of the large character hitboxes to better fit the model. If these changes are insufficient to bring these characters in line, we’re also considering a range of other changes such as natural damage reduction as well as individual kit power tweaks. Because many of these changes are significant, we want to make sure they are heavily tested before they go live, in the event they are necessary. Below is a quick overview on the roadmap of how we’re thinking about bringing large characters back in line.

Overall, we want to try to increase the power level of the large rig characters, before we consider large nerfs to everyone else. While we’ve made small adjustments, we’re hopeful that increasing the power of large rigs is healthier than nerfing everyone else.

LEGEND ADJUSTMENTS WE'LL MAKE AT THE START OF SEASON 1

https://i.redd.it/1fp7x5pyzkk21.jpg

Major balance changes:

  • Hit box size reductions and optimizations for Caustic, Pathfinder and Gibraltar
    • We’re better sizing hitboxes to character gear & model
    • Since these adjustments have a MAJOR impact on the game, we want to make sure there aren't any major bugs, so we didn’t want to rush them out
    • If these adjustments prove to be insufficient, we’ll consider additional adjustments during Season 1

Minor balance changes:

  • Caustic
    • Traps - Reduced cooldown to 25 seconds from 30 seconds
    • Traps - Increased radius and proximity radius by about 10%
    • Traps - Removed a 1 second delay on the smoke dealing damage to players
  • Pathfinder
    • Insider Knowledge - Increased the number of beacons in the world to 12 from 10
  • Lifeline
    • Care Package - Removed slight chance that level 4 armor and helmets will drop
  • Wraith
    • Into The Void - Cooldown increased from 20 -> 25 seconds
  • Bangalore
    • Double Time - Reduced move speed bonus to 30% from 40%

We appreciate all the feedback and please keep it coming! As you are playing these changes let us know how they feel, we’ll be around for a while for questions :)

External link →
about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by howmadstha

You said you won't be confirming future features, but can you confirm there will be a report button and also make a statement on the influx of cheaters?

A more detailed post about cheating is coming, so I don't want to steal Jay's thunder, but a reporting feature is definitely on the way.

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by Clem_SoF

I still don't think the changes to Gibraltar, caustic, and pathfinder will be enough.

We're testing some additional tweaks to have in our back pocket, but so far the hit box adjustments in our playtests have helped a lot.

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by [deleted]

[deleted]

The hit box changes aren't live yet. They are coming when we launch season 1. The model size won't change.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by [deleted]

[deleted]

Totally fair. We have some catching up to do to manage 50 million players showing up in a month and working towards more regular updates. You'll see the cadence improve over time. Updates around Apex will always be the priority but I also want to share more about the people and show behind the scenes and making of stuff as well.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by bearzhunter06

Is this update live??

It sure is!

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by CloudNimbus

Is there a reason for Gibraltar's shield dome to be so tall? Is there a way to lower it that way it's not a complete deadgiveaway as to where he or his team is? He's already big enough ;)

You can toggle it on and off

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by Craesi__

How exactly are you guys going to make it balanced to pick someone like Caustic with a huge hitbox over someone who has a tiny hitbox with high mobility (Wraith)

By turning all of King's Canyon into Bunker ;)

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by By_buck

Major balance changes:

  • Hit box size reductions and optimizations for Caustic, Pathfinder and Gibraltar

    • We’re better sizing hitboxes to character gear & model
    • Since these adjustments have a MAJOR impact on the game, we want to make sure there aren't any major bugs, so we didn’t want to rush them out
    • If these adjustments prove to be insufficient, we’ll consider additional adjustments during Season 1

Are this live? or until next patch?

Not live yet. These will be with Season 1.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by hyperion2911

so is this patch live on ps4 right now? because there is nothing to download. ps: good job guys! nice balance patch

Yep it's live! It's a server patch so you don't need to download anything.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by TheB4ku

It's possible to remove from the game P2020 and Mozambique ?

Never!

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by Clem_SoF

thats promising. I'm just afraid the fixes will help the win rates a bit but do absolutely nothing to their pick rates without ability buffs. will be interesting to see. Serious question: would you say your goal is for the legends to have closer win rates or closer pick rates?

In general, closer win rates than pick rates. There are are lots of other factors outside of game balance that impact pick rates such as aesthetic appeal.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by nox404

Hello u/Jayfresh_Respawn,

I hope this finds you well, in the last update you gave us some more information about the PC crashes. I have a question for you if you do not mind answering.

I quote from https://www.reddit.com/r/apexlegends/comments/av86d6/respawn_check_in_2262019/

" This week we’ve been working directly with nVidia to investigate PC crashing as well as parsing through reports from our customer service folks"

I see that you specifically mention working with Nvidia and as an AMD user and experiencing error-less crashes. I would like to know if you have identified that these crashes are unrelated to AMD specific hardware and if you have not why are you not also not working with AMD?

I am sorry for my ignorance and thank you for your time

Your fan,

Nox404

Yeah called out Nvidia because they were in house that week. There are definitely issues with crashes out there that are not specifically related to Nvidia that we're continuing to investigate. We still have work to do and will provide an update on progress in the next week.

about 5 years ago - /u/lowkeydbjosh - Direct link

Originally posted by JRobertson7987

So, is this patch live right now? I'm confused by the title. I didn't have my game update yet.

No Update required ;)

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by Rress

And all these changes are currently live on the servers?

The weapon changes are. Legend balance comes in Season 1.

about 5 years ago - /u/RespawnSean - Direct link

Originally posted by Xpalidocious

Can we please talk about the bullet dropoff arc on long range rifles? I don't understand why the G7 and Longbow specifically feel like they take a physics and math degree to operate accurately, but I can shoot an AR/LMG/pistol from across the map with minimal adjustments. I feel like there's no incentive to pick up these guns, and I switch to my Wingman anyways to land those long range shots in the heat of battle. It just feels really backwards that the long range weapons are the worst to use at long range.

thanks for the feedback!

we are eval'ing all of our live game data to make sure weapons are appropriately powerful in their intended ranges.

as a hypothetical example... if our data shows us that the snipers are underpowered at long range, we might look at projectile dynamics as one factor to adjust.

about 5 years ago - /u/lowkeydbjosh - Direct link

Couple FYI's

- The weapon balance changes should be LIVE right now (no download needed)

- The character rig and ability adjustments are coming in Season 1 #Soontm

- We'll touch on other subjects not pertaining to balance in this week's state of dev (please dont yell at me)

Also hear me out - Mozambique Smart Pistol (lets take the bique to the next level am i rite?)

about 5 years ago - /u/Leeeeeee-RSPN - Direct link

Originally posted by flatout42

I cant tell from the wording. Did they remove it completely from her care package or reduced the chance of it dropping level 4?

Removed. Level 4 items are supposed to come from high risk / reward scenarios (e.g. neutral care packages or supply ships) or super lucky world pick ups.

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by DankDollLitRump

/u/Jayfresh_Respawn There is a bug that is allowing people to change files on their systems in order to disable smoke. Thousands of people are getting unfair advantages and they deserve to be banned.

Are you guys doing anything about it?

Edit: Yes they are

Yes we are aware of that. Appreciate players sending it to us. We will be addressing it.

about 5 years ago - /u/Scriptacus - Direct link

Originally posted by Aetherimp

Thing is... On the Longbow the Skullpiercer is just fine.. so does the damage multiplier adjustment effectively nerf the Longbow, which was already in a good place?

(Edit: gotta love getting downvoted for a legit question.)

The changes are limited only the the Wingman

about 5 years ago - /u/Scriptacus - Direct link

Originally posted by Mendokusaii

Can someone clarify -

Skullpiercer Headshot damage multiplier reduced from 2.5 -> 2.25

Is this change for hop-up or for the hop-up on wingman specifically? Did an unintended nerf for longbow go through?

Wingman only

about 5 years ago - /u/RespawnSean - Direct link

Originally posted by Mendokusaii

Can someone clarify -

Skullpiercer Headshot damage multiplier reduced from 2.5 -> 2.25

Is this change for hop-up or for the hop-up on wingman specifically? Did an unintended nerf for longbow go through?

I got you guys. ONLY Wingman x Skullpiercer is affected.

Wingman Base: 2.0x | Skullpiercer: 2.25x

Longbow Base: 2.0x | Skullpiercer: 2.5x

about 5 years ago - /u/RespawnSean - Direct link

Originally posted by [deleted]

So Respawn are robots

The hard question is, how could we balance a live game for 50 million players without using data as part of our process? I honestly don't know how we could feel really confident that we were making the right decisions on what to even consider adjusting.

Plus, we are making a promise to you that when you learn our game you don't have to relearn everything all the time. So tweaking live game content is something we want to be really careful about.

Conversely, when I'm tweaking new stuff here for dev playtests it's a lot more freewheeling FOR SURE. During production before launch when none of you played the game with us... that's when we went mostly on gut feel, even though we were also relying on math and spreadsheets to help with passes on TTK, etc.

about 5 years ago - /u/RespawnSean - Direct link

Originally posted by CommissarTyr

I hope you are aware of the bug that makes non-default FoV configurations skew the scope rangefinders

fix inbound watch for it in a future update... no ETA to share right now.

about 5 years ago - /u/Scriptacus - Direct link

Originally posted by Rozari

Hi, one quick, but important question - is loot in lootboxes generated upon recieving or upon opening? If i already have a Heirloom - will i have a chance of getting another heirloom in future in saved-unopened lootboxes?

Yes, you would have a chance under those circumstances.

about 5 years ago - /u/lowkeydbjosh - Direct link

Originally posted by KobKaze

Is the Soon™ a meme all devs use now? Coz I had only seen it with Warframe/DE before.

Nah that’s a lowkeydbjosh thing from the TF2 beta days they all took it from me

about 5 years ago - /u/Jayfresh_Respawn - Direct link

Originally posted by Avexyli

Hi Respawn, just wanted to throw you CMs some criticism when writing out balance notes.

When describing changes, you should try to stay consistent with formatting between similar directed changes as to avoid confusion in the future. For example, you have these changes:

  • Wraith
    • Into The Void - Cooldown increased from 20 -> 25 seconds

and

  • Bangalore
    • Double Time - Reduced move speed bonus to 30% from 40%

Both of these notes are describing a nerf, even though it might be differing between Increase and Decrease(Reduce). When describing a nerf, it's usually better to state the current state/the pre-nerf state, and then the new value. This is what you have here in the Wraith change, but in the Bangalore change, you have the New value, compared to the Old. So, when reading this at a quick glance, I thought you guys just buffed Bangalore (and that I was incorrect in thinking that Bangalore moved at 40% already). So, the more consistent formatting would be this:

  • Wraith
    • Into The Void - Increased Cooldown from 20 seconds to 25 seconds.

and

  • Bangalore
    • Double Time - Movement speed bonus reduced from 40% to 30%.

I hope I don't come off as armchair-y, but this is just something that really makes patch notes feel cleaner and super easy to read and understand in the future.

Thanks for the awesome game, also, will you ever consider a level designer for users to work on? :)

Totally. That’s good feedback!

No plans for a level designer but don’t let that stop you! Lots of great tools out there.

about 5 years ago - /u/lowkeydbjosh - Direct link

Originally posted by Ubiquity97

Lifeline's Care package still drops purple armor on occasion as of last night. Was the removal patch note wrong or is this a bug?

Purple is ok but she’s not dropping tier 4 (gold) stuff anymore






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