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Chaos Theory Collection Event Trailer

Welcome, test subjects. Thanks to the power of science, this update is bringing a big batch of changes, from new ways to play to the long-awaited launch of Apex Legends on Nintendo Switch.

The Chaos Theory Collection Event kicks off March 9th, 2021 and runs until March 23rd, 2021.

Today we’ll be telling you about:

  • The launch of Apex Legends on Nintendo Switch 
  • The Caustic Town Takeover
  • The Ring Fury Escalation Takeover 
  • The new “Heat Shield” item and accompanying Survival Slot in your inventory
  • A “No Fill” queue option for brave (or is it c*cky?) solo Legends
  • The Chaos Theory Collection Event and its associated rewards track, collectible cosmetics, and the new Bangalore heirloom
  • And a chaotic blast of balance changes, quality-of-life updates, and bug fixes

Read on for details.

Chaos Theory Collection Event Devstream

NINTENDO SWITCH LAUNCH

https://preview.redd.it/u3jxgyfsf1l61.jpg?width=1120&format=pjpg&auto=webp&s=43ba056feaeebcd90a986e7b14aad8ff20f9bc3e

On Tuesday, March 9th, Apex Legends is launching on Switch with support for cross-platform play, our latest seasonal content, and full feature parity with the other versions of the game.

Since we’re launching a few weeks after the start of Season 8, Switch players will be granted 30 free levels for their Season 8 Battle Pass. For the first two weeks after launch, playing on Switch will also earn you double XP.

Plus, to celebrate Switch players and welcome them to the arena, we’re also launching a Legendary Pathfinder skin (called P.A.T.H.) as a free reward for players who boot up Apex Legends on Switch between the game’s launch and the end of Season 8 - Mayhem (May 4th, 2021).

https://reddit.com/link/lxouwf/video/c7xb0lyuf1l61/player

CAUSTIC TOWN TAKEOVER

When life gives you lemons, you can count on Caustic to turn it into toxic lemonade. Breathe it in at the all-new Caustic Treatment; a new dominant mousetrap with lots of high quality loot that beckons all Legends who seek the glorious cheese.

https://preview.redd.it/wfbeq41xf1l61.jpg?width=1120&format=pjpg&auto=webp&s=cca6b245210df2d48b9c7f35252894ca2963bf2c

Where Water Treatment once stood, the new Caustic Treatment was constructed to prevent the Crash Site fuel spill from reaching the ocean. Or was it? 

Forever the scientist, Caustic has set out an experiment that requires “test subjects” to drain the toxic liquid from the center of the facility. Doing this temporarily grants access to four gold loot items locked in cages. Players must be quick though, as greed can be deadly.

https://preview.redd.it/8n8r8lpyf1l61.jpg?width=1456&format=pjpg&auto=webp&s=10357ce48b3ce034e102d629f44fec6c6859e3be

If you happen to notice that the Mirage Voyage is missing, you can put the blame on Caustic. The polluted fumes from Caustic Treatment really killed the vibe, so Mirage set sail to take the party elsewhere. No one’s spotted it yet, but that party boat tends to show up in an arena when you least expect it.

RING FURY ESCALATION TAKEOVER, HEAT SHIELDS, AND THE SURVIVAL SLOT

Ring Fury is a new Apex playlist takeover that follows regular BR rules, but each round, one or more Ring Flares will appear on the map within the current ring. Ring Flares are slowly expanding pockets of the Ring within the Arena! Maggie sure does know how to start a party. 

Those who get caught in a Ring Flare will take damage equal to the damage dealt by the current round’s Ring. You’ll be given a short warning on the map and minimap before the Ring Flare appears. Legends will call out if they are in direct danger or if there’s one opening up nearby.

https://preview.redd.it/qgbd7c61g1l61.jpg?width=1456&format=pjpg&auto=webp&s=2d0ac183aa25a1e503d29ba757e0ecbe1057d76d

So how do you deal with Ring Flares? Well, two ways. First, try not to get caught in them, silly. Failing that, you can drop a new item we’re introducing called Heat Shields. 

HEAT SHIELDS

During the Ring Fury Escalation Takeover, all players will start with a Heat Shield in their inventory on drop. Throw down your Heat Shield to avoid damage from Ring Flares (or from the ring itself!) and remember that you can always find more. The loot pool for this event has been tuned to spread Heat Shields out throughout the map.

https://preview.redd.it/ejv9wmn3g1l61.jpg?width=1456&format=pjpg&auto=webp&s=550c327689e26bbd54553320f7a701c8841d3b11

Heat Shields cast a protective dome, pouring the deadly effect of the ring over the barrier for a short time, enabling Legends to loot, revive and generally make some amazing plays outside of the Ring. Plus, when you’re inside the dome, the use of healing items is sped up by 50% and the speed of Revives is increased by 25%. This bonus is ONLY given by Heat Shields that have been activated by the ring. Heat Shields on standby in the safe zone are conserving energy, and don't grant this bonus.

But watch out: The Heat Shield will slowly degrade in power as it’s damaged by the ring. The damage of the Ring is reflected in the duration of the Heat Shield, so don’t expect it to last very long in the final rounds.

After the Ring Fury Escalation Takeover concludes, the Heat Shield will remain in the game as general ground loot.

SURVIVAL SLOT

https://preview.redd.it/ms74xypag1l61.jpg?width=1120&format=pjpg&auto=webp&s=b1df71bfcb16f47fee4bf2a21bf6d6eb437a7f2b

You’ll notice that the Heat Shield doesn't take up any of your normal inventory slots—instead, it resides in the brand new “Survival Slot”. 

The Survival Slot aims to eliminate the choice between normal loot and situational utilities like a Mobile Respawn Beacon or a Heat Shield. Now, there’s no reason not to carry one of these around. Coordinate with your team, and the possibility for more survivability tactics soars!

Like the heat shield, the Survival Slot itself will continue to be available in the game even after the Ring Fury Escalation Takeover ends. 

INTRODUCING ESCALATION TAKEOVERS

Like previous playlist takeovers, Ring Fury will replace regular Duos and Trios playlists for the two-week duration of the Collection Event. Ranked will not be affected.

However, unlike previous takeovers, Ring Fury is an “Escalation Takeover,” which means that every few days during the event, we’re going to turn some knobs to crank up the prevalence, timing, and size of Ring Flares. By the end of the event, you can expect five different stages of escalation. Exciting!

Good luck out there.

NO-FILL MATCHMAKING

TL;DR: No-Fill Matchmaking is a new way to play the game as a solo Legend. Here’s how it works, and why you might choose to use it.

https://preview.redd.it/v8o4pmqeg1l61.jpg?width=1120&format=pjpg&auto=webp&s=6c171e21d46ff293ba564f16eb6ad3ed44e7f6d8

In the lobby, you’ll now see a checkbox entitled “Fill Matchmaking”. This means the matchmaking system will attempt to fill your squad to Duos or Trios, whichever you queued for. This is how the game has worked up to this point, and will be the default setting after every match you play.

Unchecking this box and clicking Play will send your party into your selected playlist without filling your team with other players. So, if you solo queue into Trios, with “Fill Matchmaking” unchecked, you’ll go in alone. You’ll be on a team of one, against teams of three.

We still strongly believe that, at its best, Apex Legends is a game about teamplay. But we’re launching this No-Fill matchmaking as an option for solo players because we think it gives a lot of creative opportunities for you to play the game your way.

Here’s some things you might want to use No-Fill Matchmaking for:

  • Focus on completing certain Daily and Weekly challenges
  • Warm up, drop hot, and get into lots of fights
  • Challenge yourself—can you win a round of Duos alone? How about Trios?
  • Experience the latest lore teaser on your own
  • Explore the map and experiment with characters you haven’t tried before; Take an opportunity to learn a bit more about the game at your own pace.

We have some limitations in place for No-Fill matchmaking, because we don’t want it to greatly disrupt the experience or pacing of the game for other players. We only allow six potential No-Fill players in any match, and the feature isn’t available in Ranked.

Give it a shot and let us know what you think.

CHAOS THEORY COLLECTION EVENT AND REWARDS TRACK

It ain’t a Collection Event without new unlockables. Let’s start with the freebies. As usual, the Chaos Theory Collection Event brings a rewards track with all-new earnable cosmetics, this time including legendary Kraber and EVA-8 weapon skins among the goodies.

https://preview.redd.it/8ielhuuhg1l61.jpg?width=1120&format=pjpg&auto=webp&s=fa94429e699c885e85c9f9866003a795bc2830d3

You can earn 1,000 points per day and challenges refresh daily. There are also stretch challenges that reward four unique badges if you complete them during the event. All of these challenges also stack with your Battle Pass, so you can complete multiple at once.

And of course, Chaos Theory also introduces a brand new set of 24 themed, event-limited cosmetics. 

Inspired by the warriors of the Frontier, our Legends are donning fierce new looks as they drop into the arena.

https://reddit.com/link/lxouwf/video/xdpky65jg1l61/player

All 24 items will be available through direct purchase (for Apex Coins or Crafting Metals) and in Event Apex Packs for the entire duration of the event. If you collect all 24 event items, you’ll unlock the Bangalore Heirloom set. 

Bangalore took this Pilot’s knife off a cold-blooded opponent. Since that day, she’s made it her own.

https://reddit.com/link/lxouwf/video/9bhcid9lg1l61/player

After the event ends, the Bangalore Heirloom will become available via heirloom crafting. 

A few more nitty gritty details on how this Collection Event will work: 

First, the crafting costs for the skins are returning to their regular pricing now that the Anniversary Collection Event has ended.

Second, each Event Pack will come with one event item and two non-event items at the following drop rates:

https://preview.redd.it/n06cs9hmg1l61.jpg?width=1120&format=pjpg&auto=webp&s=5c205fdff7fad0ec2022d85ea7de3c0ba044222a

Other than that, it’s not too complicated! If you want to learn more about how Event-Limited Cosmetics work, visit our FAQ.

LEGEND UPDATES

Caustic

  • Nox Gas Grenade cooldown increased from 2.5 minutes to 3.5 minutes.
  • Nox Gas damages at a flat rate of 5hp per tick instead of ramping up from 6hp → 12hp.

Dev note: Caustic is brutally effective at slowing down engagements. The entirety of his kit revolves around gas with a large area of effect, slow, vision obstruction, and direct health damage. It’s proven to be too oppressive in too many scenarios especially considering teammates can play in gas relatively unimpaired. Significantly reducing gas damage (without taking it away completely or having it affect armor instead) seems like a fair compromise that stays true to the character while making him less oppressive on the receiving end. We will be monitoring the data and gameplay closely. If these changes hit Caustic’s appeal or effectiveness too hard we will revisit accordingly.

Pathfinder

  • Removed Low Profile

Dev Note: Low Profile has been used as a balancing tool for both mobile and/or small legends. Although Path is still mobile, his hitbox is large. While his overall win rate and encounter win rate is by no means low, it’s hard to justify keeping Low Profile on a hitbox of his size.

Gibraltar

  • Removed 15% faster heal item usage while in Dome of Protection.

Horizon

  • Increased Black Hole cooldown from 2 minutes to 3 minutes

Revenant

  • Revenant’s Silence now disables Mirage’s cloaked revive & respawn as well as Octane’s Swift Mend.

Wattson

  • Wattson now has passive shield regen at 0.5 hp/s (half of Octane’s current health regen rate).

Rampart

  • Explosives damage Amped Cover normally, instead of inflicting 200 damage.
  • Explosives damage Sheila normally, instead of inflicting 175 damage.

Dev Note: Walls should be beefy and powerful once built. Before Rampart shipped, we were worried that her nests would be too oppressive and so we gave enemy players the option to quickly clear them out with grenades. This wasn't necessary, as it turns out, so we're removing increased damage from grenades against Amped Cover and Sheila.

WEAPON UPDATE

Weapon Optics

All gold AR and LMG default optics updated to 2x Bruiser.

Mastiff

  • Pellet damage decreased from 13 → 11. Fire rate increased from 1.0 → 1.1.

Dev Note: The goal of these changes are to place this weapon’s identity between the fast fire EVA-8 and the heavy hitting Peacekeeper. The Mastiff has consistently been dominant in close quarters combat given its forgiving spread pattern and high damage spikes with each shot. This change reduces that high damage potential in order to limit the amount of two pumps players experience on the receiving end.

Wingman

  •  +1 bullet to every magazine size, including base.

Hemlok

  • Increased hip-fire spread.

Dev Note: The burst damage from the Hemlok's hip-fire was feeling a little too consistent for an AR that should excel at medium range. This change mitigates the Hemlok’s close quarters damage spikes that felt bad on the receiving end.

QUALITY OF LIFE CHANGES

Kings Canyon Loot - we’ve done a pass on the loot to bring up the quality across the map, while also maintaining a certain amount of loot after Mirage Voyage has flown away. 

The wooden shacks across the map should have a few more pieces each, and generally be a little higher quality. 

  • Spotted Lake has been reduced to Medium Quality from High.
  • Crash Site has redistributed the loot in the area slightly. The amount stays the same, but the higher quality loot should be in the ship.
  • Caustic Treatment has more loot than Water Treatment, and it remains Hiqh Quality.
  • Locked Weapon Optic Swapping - For guns with fully locked attachment slots, like fully-kitted gold weapons and most crate weapons, you can now remove the optic and replace it with a different sight.  This does not apply to the Kraber sniper rifle.
  • Assists have been added to the in-game HUD, next to kills. This was already present in Ranked and now has been added to unranked. Assists still don’t contribute to XP. This has replaced the Spectator “eye” icon.
  • Assists and Knocks have been added to your squad’s banners and will show at the end of a match.
  • Club names now appear on Match Summary and Champion screen if all players are part of the same club. 
  • Items will no longer “stick” to Crafting Replicator when dropped on the Replicator.
  • Badge Progress - for badges that have longer amounts of progress, hovering over the badge will show you more information. For example, if you’re trying to get 50 wins as Lifeline, you’ll now see that you have 45 instead of somewhere between 15 and 50.

https://preview.redd.it/sf22bm27h1l61.jpg?width=1120&format=pjpg&auto=webp&s=b58738e24573d7d66fa8a7991f8eaca08d25d4df

  • Ping My Deathbox - While respawning on a dropship, you can now ping your own deathbox to help locate it easier. 
  • Gold Backpack - Players being revived by a gold backpack will have a crackle of energy—based on the tier of armor they wear—while the revive is taking place. They will also display the armor heal FX when the revive is finished. This change should help players prioritize pushing a revive in progress.

https://reddit.com/link/lxouwf/video/lgj5olu8h1l61/player

  • Players on PC can now go back to the title screen from the lobby to allow switching of data centers without restarting the game.
  • Added numbers to the Advanced Look Controls. This should help people experiment and easily revert back to their favorite settings.
  • When scanning a beacon for Ring 6, you should now be able to see the location where Ring 6 finishes.
  • Inspect Weapon - Since the Survival Slot took its button on controller (we only have so many buttons!), Inspect Weapon has been moved to the emote wheel by default. It can be bound to any key on PC.

BUG FIXES

Gibraltar

  • Corrected an issue with Gibraltar not getting hit registrations when simultaneously releasing ADS and shooting while his Gun Shield was up

Wraith

  • Wraith players can no longer cancel Into the Void by jumping at a wall
  • The New Skydive Emote will now work with Legendary Skins

Caustic

  • Fixed a bug that was causing Nox Gas to flicker for some players affected by it

Octane

  • Repeatedly using the same jump pad no longer disables double-jumps
  • Players are no longer allowed to “glide” along a wall after using the jump pad

Crypto

  • Crypto’s animation to bring out his Drone is no longer skippable by throwing a holospray
  • Crypto can no longer teleport to a replicator
  • Reloading the Mastiff and 30-30 will no longer be faster while in Crypto’s drone

Loba

  • Fixed a few areas Loba could teleport into that would get her stuck

Rampart

  • Players can no longer use Sheila to get under the world when placed too close to the Phase Runner in Olympus

Horizon

  • Fixed the Gravity Lift falling through the floor when used on the train tracks in World’s Edge’s Sorting Factory
  • Using a zipline after a Gravity Lift will no longer increase accuracy

Fuse

  • Motherload will now damage and destroy jump pads
  • When under a small enclosure, players will no longer be pushed out after using Motherload
  • Players can no longer double their grenades after looting a dead Fuse’s deathbox

Mastiff

  • Dropping and picking up the Mastiff will no longer cause it to be reloaded

3030 Repeater

Dropping and picking up the 30-30 will no longer cause it to be reloaded

  • 30-30 will now have spread deviation when ADS firing and jumping

MISC

  • Fixed a bug preventing Steam users from sending friend requests to each other
  • Usernames now update when a user swaps between the Origin Client to the Steam Client
  • Fixed a bug preventing players from creating or joining clubs due to their EA Account already being associated with another platform

That’s all for now. See you in the Arena, Legends.

Source

External link →
about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by x5HR3Wx

It's about time lol

Thank you! I was scrolling through all of this just hoping to find someone who was excited about this. I built this! It's my very first shipped feature; I started at Respawn at the end of November. I saved the original thread where this was complained about (or at least the most prominent one) and posted a note in there too.

It was a pretty amazing feeling to see this called out in the patch notes.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by moemisaka9

can you add a ping for "retreat"? There are situations which we fight for a very long time and there's a very high chance a third party could come, so tell them to retreat is necessary. A normal ping says "move there" isn't enough, some people just won't move...

What I really wanna add tho is a question mark ping

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by lespritdelescalier11

Please devs - Wattson next!

Ok!

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by conman_127

f**king do it. With the exact same sound from league. That would make this game 11/10.

I could not be trusted with a ? ping in Apex.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by spicedfiyah

What are your thoughts on giving Revenant Fortified? He has a larger hitbox and very little mobility, so being slowed by bullets makes it quite easy for him to be melted during combat. I understand he’s likely in a “healthy” spot balance-wise, but what currently makes him popular has “...to be nerfed” written all over it.

That's honestly not a bad direction, but in general I want us to move away from both low profile and fortified as much as we can (I don't think fortified will ever go away, but I will slay low profile one day)

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by Immaterial71

Did you also add the numeric values for the ALC sliders?

I wrote up the task (I wanted to add it because I use ALC and am always fidgeting with my settings) and was just about to do it when we got another new hire. He ended up doing it as his first task.

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by RoXBiX

Congratulations! Great work. I'm just going to call you our QOL stats guy from now on, and I have a request that has been mentioned multiple times now - could you perhaps make it easier for us to view stats that we have for each legend? You know, so we don't have to scroll through all our trackers to figure it out?

You are allowed to call me that (it's not all that different from what I do). I'm actually super passionate about stats in general and would like to do a lot more with them. And I think this is a great idea (and something I've talked about in one way or another).

Always a little nervous to make a post that might be implied as a "yes, we'll do that" type of reply - especially because anything that requires new UI requires a lot of input and design work by a bunch of different folks. But I hope that my saying that this is also something I think would be great and would love to see implemented in some form counts for something.

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by miathan52

I had lost all hope that we'd ever get badge progress. We've been asking for it since launch week... over 2 years ago. Now that it's finally happening, is there any chance that the badge system can get some love? Such as badges for 10 kills, 15 kills, 1500 damage, 5000 damage, and whatever else is currently missing?

This feature is not the only love that I gave the badge system.

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by ImLosingAtLife

Can you explain what else you might have done?

And if it will be included in the upcoming patch aswell?

Good work.

It's a long-standing request. But it's not coming until Season 9.

about 3 years ago - /u/RV-Devan - Direct link

Originally posted by OrangeDoors2

I'd love for a dev to chime in with the intent behind the heat shields. Is it to encourage new plays in final zones? I don't really see a need for them otherwise and they're already decided to be permanent loot.

The Heat Shield's intent was to give you and your team a second chance at survival when caught in the ring.

There were a number of situations we were seeing where players had to make a choice between leaving behind a downed teammate, a banner card or some hard earned loot. Abandoning a teammate like that in a team-focused game always felt bad, but it was always the best choice, because there was never an option.

The other scenario we were seeing revolved around gate-keeping. In most cases, the team rushing back had no rotation option but to push through another squad waiting in ambush at the edge of the ring.

The Heat Shield now gives you some of these options to make a more desirable rotation, collect on that hard earned loot, or, when the situation arises, give players the chance to be the hero for their team and save a fallen ally.

We wanted to give the team a chance to survive and have their fate decided by a fair fight, rather than dying to the environment.

The Heat Shield is definitely meant to allow new options to shake up the meta, and key elements of the design are in place to prevent it from being a major factor surviving the final ring in any way that feels cheap. We'll be watching closely to see what kinds of heroic and clever plays the community can pull off with the item in its excess through the Ring Fury Takeover, and then in its more natural state after the event!

Excited to see what everyone can do with it!

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by Kel_Casus

Awesome work my dude, and while I may be a little late to this and not sure you have any relation to this QoL feature, has there been any internal talks about a top 3 legend feature (or how the 'featured' button functions with being overwritten with just exiting from another legend?) so if we're randomly assigned a legend we don't have featured, we can at least get one we do play?

"Favoriting" of legends is definitely something we talk about a lot. Not just for a feature like that, but for a lot of things. Always very nervous to talk about upcoming features, but what i can say is that there are quite a few new hires - myself included - whose focus is on everything other than the core game loop. Basically, I don't think much (work-wise) about what you do from the dropship until you die (or win). I think - and work - on everything else. Sometimes there's overlap - like, I added the Knockdowns and Assists to the end of game summary screen, and as part of that, I also added assists into the HUD in game during pubs. But in almost every way, I'm focused on what you do and how you feel when you're not trying to kill people and they're not trying to kill you.

That's not what people fall in love with. Apex means so much to everyone here because it has incredible gameplay. I'm hoping that my work helps support the best part of Apex, which is, to quote our man Octane, "the looting, the scooting, and the shooting."

There are tons of great suggestions in this thread. Some of which I've also thought of. Others of which are new. I very much appreciate the feedback. It's really incredible to be a part of making a game that means so much to so many. So thank you. And sorry to folks to whom I did not reply directly. I promise I read every comment and have been taking down notes too.

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by Couflame

Hey man, just came here to say thank you, because f**k me, we've waited for that feature for a long time. Honestly, that one excites me the most, from all the patch notes ;)

On a side note, if you ever have a chance to read this, and I have a chance to tell it to someone who matters - we gamers love stats. Apex is highly skilled game, where you try to get better each day. Following detailed stats would help a lot. We have stats page and trackers, yet kills per weapon (with accuracy %), favourite weapons, favourite legends (with stats), hours played etc., would give us more insight into our own development.

Anyway, thank you for this QOL, this is amazing.

As always, doing my best to give the typical caveats around expectations/etc, what I will say is that what you're proposing is hugely important to me. I've done a lot of projects in this area, both personal and professional. And quantitative assessment of skill and progress is personally the single defining principle in my life. What you're talking about is - to do it right - a massive project. But there is certainly no shortage of people within Respawn who love this type of data. That's the best part of working on this game, but also the hardest. It's not deciding what to do. It's deciding what not to do. Because the to do list of good ideas is essentially endless.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by snorlax51

Just another little qol since we're talking about pings. When a teammate pings "theres an enemy over there", you can hover over where they pinged and use your ping button to say "roger" or to generally confirm that you acknowledge them. A ping wheel still comes up but only has one line in it being you acknowledge the ping. Could you guys add a "dont fire on them yet" kinda dialogue, would be pretty useful in many types of situations

I like this!

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by transhumanistagenda

You're the balance guy, do you have any explanation for why caustic went from taking away a planned buff in Fright Night to nerfing caustic to oblivion? Any explanation other than you listened to ttv shits?

Yeah, data. He started going up like crazy in December and never stopped. Combined with a rise in pick rates (which usually means a DECREASE in win rates, because new incoming players who haven't played the character much yet should be bad at him, but the OPPOSITE happened) that meant we had to do something. I'm almost certain this is TOO big a swing and we'll have to dial it back, but I'm not 100% certain, so this is a great chance for us to learn something about Caustic (how much of his power is in the damage of the gas vs in the non-damage effects such as vision blocking and slow)

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by FrooglyMoogle

Seriously though please remove it from Wattson, she doesn't need it at all and it makes feeling playing her unfair when she is taking more limb damage etc.

My goal is to remove it from every character in the game eventually, but we gotta figure out how to nerf Lifeline before we can do that.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by NukeLiar

It wil turn into league of legends "missing" ping, wich is to say substitutes for every other ping command you might want in the future.

Did something stupid, question mark

Saw someone, question mark

Are you serious, question mark

Etc

I love the respectful ? ping when you pull off a Faker level outplay and your entire team spams ? on you like WHAT EVEN WAS THAT

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Koalapottamus

Can you give an update on players that still can't get past the login?

Nothing to update yet. I know a whole bunch of people are working on it. You'll get updates on really important stuff like that not from a random dev on reddit but from official sources like the @PlayApex twitter account.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by miathan52

Remove revive shield from the drone revive. Done.

Sure! What do we give her in return? Because that will gut her.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by thetukars

Daniel, would you consider giving her old revive back and then buffing her ultimate in return?
It still fits the combat medic idea, she has faster, protected revives, but she can't abuse it to win fights. Then you could try seomthing like the carepackage ltm where based on what ring is the tier level of loot? Where later rings give very high tier items such as heirloom guns and sheilds etc... And then reduce the cooldown to something like 4 minutes to 5 minutes. That would definitely shift the power of lifeline in a way that makes her balanced.

We got a playlist in testing that's pretty promising (even though it is absolutely a nerf, because she needs a nerf) that does some smart things about the ultimate. It turns out all we had to do there was applied a minimum of smarts to picking what's in it and suddenly the skill was good. (Current implementation looks at the loot you and your teammates have and guarantees at least one upgrade).

I'm not gonna talk about it much more because the earliest it might ship is Season 9. But I'm hopeful, as someone who plays a lot of Lifeline and wished her tactical and ultimate weren't memes.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by mxkaj

I personally believe adding a small cooldown like to Gibby’s gun shield is the right move. Her passive requires active interaction and as it has no cooldown, it has infinite potential for spam. If it had a cooldown of, say, 3 or 6 seconds from the time the rez is finished, it would still keep her combat medic utility, while preventing spam.

Big problem with the cooldown is how to properly communicate it. Also should it be a cooldown on Lifeline or a per-teammate cooldown? The latter seems more logical/more fair (I don't understand why my Lifeline can't drone res me because maybe I didn't realize she just drone res'd my ally not too long ago), but that makes communication even harder.

I think we should try a version without the shield and see how that goes.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Frostedblade30

Glad i found this, This makes more sense to me. Ive played caustic since launch basicly as my number 1 since season 0 (since then i try to play around 5 different legends consistantly) and that makes alot more sence than "gas oppressive, Caustics cant aim, caustic doesnt belong in the game". If its very clear that change is needed but whats ready is too big a swing would it be until season 9 until we see a revert or would it be something fixable sooner? Additonaly how else are you learning about caustics kit and weaknesses beyond his win/pick rates?

I mean, if it completely dumpsters him I'm sure we can do something before Season 9. I don't expect that tho. One thing I've learned about this game is that changing kits doesn't actually move the needle too much. It's hitboxes and direct damage/healing (such as Octane passive) that does anything at all.

As for this Caustic nerf, this is the only way we can tease out how much the damage actually contributes to his power. We believe gas is still powerful, even with this much lower damage, due to its slow, vision denial, and vision highlighting for Caustic. Down the line I'd love to try other things on the gas that are a little spicier. Maybe people suffering from his gas take extra damage from all sources? Maybe it puts a lingering "can't use heal items" status on them? Maybe standing in the gas heals Caustic? I don't know, these are all pretty SPICY.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by General_fcf

True his gas turned out to be very powerful yes. But instead of chasing damage deltas back 'n' forth I have a hypothesis given I've been playing since the game released.

His balance needs to be around setting up defense in an area. Being able to shoot his cans while inflating to get rid of them is a HUGE nerf. Previously, it enabled him a little mobile protection in the open or when Rez'ing teammates.

High level players weren't afraid of Caustic gas (Before his buff) because they would just run straight through to take only around 9 damage. After his buff it was apparent that the values were too high enabling "Ult-Apeing" which is also negative for balance.

Suggestion is: (a starting 7 damage for 1st gas with no increase in damage over time) and then additional gases will have the (incremental change up to 3) damage per tick.

  • This would make Caustic less oppressive when Ult-ing.
  • Pushing a 2 gas canister Caustic would be a HARD pushback to defend an area instead of running through.(I'm looking at you ranked Vet's haha!)
  • Staying in a single Caustic gas wouldn't be as crippling.

Thanks for reading this far😉

Your hypothesis makes sense to me! For further context on why we made Caustic barrels generally shootable while inflating: we'd seen a lot of Caustic players use barrels pretty much like grenades, giving him two grenade abilities and unparalleled pushing power--on a defensive character.

Maybe the fix is you no longer throw Caustic barrels but place them like Rampart walls?

The stacking damage thing is interesting but runs into an unclear optimization problem: how many barrels do I commit to any one area? By unclear optimization I mean, you can make one choice or another, then the combat plays out, and after you still don't know if you made the right choice. That pattern stops people from enjoying and learning to get better with abilities.

Another interesting idea to push him into defense territory is to let barrels "mature". The longer they're placed in the world, the more dangerous they become. This would require visual updates on the barrels to make their state clear (maybe simply a green/yellow/red scheme, where barrels reach yellow at 5s and red after 15s?)

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Baz135

I know you probably get inundated with tons of replies and that's probably a pain to deal with, and you might never ever even see this comment, but I've put some thought into this so I figured I might as well try just throwing the idea out there.

What I'm thinking is to change it so that if the Lifeline is knocked while a DOC res is still in progress, the res gets cancelled. It's a simple change, but it would make it so that it would be more viable to push against a knock on a team with a Lifeline (who is still up) cause you wouldn't need to divide your attention between the res and the rest of the team. As long as you're able to successfully focus down the Lifeline on your push, the res is no longer a concern. It still remains a powerful and useful ability, the change just slightly nudges the needle to give a bit more of an advantage to a team pushing a knock/res against a Lifeline.

I hope you might at least give some consideration to the idea, and thank you for all the hard work you do.

I don't think it would solve the frustration case where Lifeline plays around the doc drone res shield and you can never knock her. I think by the time you've knocked Lifeline, you've won that fight anyway, so cancelling the res at that point is gilding the lily.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by GoldenDroid7777

I’ll give you a Bangalore VL: “Don’t engage! I’ll be there STAT!”

"Fallback ping here! Tells you to chill the f*ck out! 90% of war is waiting, soldier."

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by GoldenDroid7777

I’ll give you a Bangalore VL: “Don’t engage! I’ll be there STAT!”

(Bang voice lines must be so much fun to write)

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by Ericstifer

Question about the assists during pubs, I've been requesting that forever. Is the spectator eye retired for good then? I feel like it probably increased toxic behavior. are there more in match UI improvements still being considered? Thanks for the hard work!

Yes. The spectator eye is permanently retired.

about 3 years ago - /u/RV-Devan - Direct link

Originally posted by artistic_programmer

Will we be able to gain access of the heat shields in firing range? If so, how would it work without a ring?

Sorry, no. The Heat Shield will not be on the ground in the firing range since there's no active ring in there and it doesn't do anything without one. We had talked about having a button or something you could press to turn the ring on, or summon a ring flare - but there were too many issues with that route.

As for how it works without a ring: Inside the circle, it will wait in its idle "stand-by" mode for 45s before shutting down - so you can preempt an incoming ring and throw it down early, but it won't actually do anything until the ring hits it.

As soon as the ring activates it, that idle duration is paused and the ring damage will determine its active lifetime from there-in.

about 3 years ago - /u/RV-Devan - Direct link

Originally posted by YogiLogie

Do the heat shields work like gibby domes in that they block incoming damage from bullets as well?

Nope. Heat Shield only blocks Ring Damage.

about 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by The_Bazzalisk

Will this also apply to more complex tracker progress than just numbers? For example 'win on 8 different legends 4/8' will this update tell you which 4 you have already won on?

No. But that does raise a valid topic for future tweaks. Display of that information is a bit more complex, since it's not really "progress" in the same numeric way. But certainly for those multi-legend badges some more data would be helpful.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by dat_bass2

Speaking of Bangalore...

I realize this was a few days ago, but, on the off chance you see this, why did you guys nerf her smoke's visibility so hard? Part of what made her fun to play was how versatile that tactical could be, but now, with how easy it is to see through, much of that versatility has been lost.

I don't know how much it'll affect her stats, but it seems like it has major potential to affect her fun factor in a negative way.

We're investigating what happened here. There was a change to the underlying VFX that we made with optimization in mind. The goal was to have it look identical to what was there before, but apparently that's not what happened. We'll let you know when we know more.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by GingerNinja315

Any update for this yet? 👀

We've settled on a plan to fix (hopefully without reintroducing the performance issues). No time scale though.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by B1GMOCHA

Any update on this?

That's not how gamedev works I'm afraid. This stuff will take time. I don't know that we'll have a fix in Season 9 for instance. So no, no updates right now. Sorry!

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by JustAnAverageGuy20

I'm curious: how does Fuse's winrate, encounter rate etc look like? He's certainly fun to use, but is he OP, weak, or balanced according to your data?

Also, how is Rampart holding up? I'd wager her winrate is still at bottom of the barrel, and could definitely use a spicy power up.

Rampart's the second lowest in our win rate data across all skill buckets. The only one below her is Fuse :x

We have some plans for him, but nothing's 100% yet. But yeah, he didn't come in super strong like we wanted. It's still very hard to predict how strong a character will be unless they have meaningful mobility (Octane/Horizon). We've gotta be careful not to fall victim to mobility creep as well: the more general mobility there is, the less fun the game becomes for everyone because you just can't hit people. This is why we're removing some of that power from Horizon (we're just reducing how quickly you can wriggle back and forth as you go up her gravity lift to make tracking her a little easier). Octane's pretty trackable IMO, but we need to hit him a little bit. He's become extremely dominant (to no one's surprise) so we'll need to shave a little power off. I think I found a reasonably fun-neutral way of doing so: I'm currently thinking about increasing the health cost for his Stim but letting you stim again much sooner (there's currently a 3-4 second delay between the old stim running out and you being able to stim again). This is kind of a buff if you look at just the speed at which you move, but taken together with the increased health cost it'll allow you to drop your health real low real fast. I always thought stim's health cost was a fun way to pay for power with life that was tuned too softly to matter.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by SmallScientist321

Did the 0.5 shield regen make any difference for wattson? Do you have any more plans for her?

It brought up her win rate even more, which was already very high! She's currently one of the strongest characters in the game--and yet no one plays her. So here's my pro tip: you wanna get some free wins? Learn Wattson.

(And yeah, we're taking low profile off her, but that's just because we're nuking low profile from orbit.)

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Tis-Hound

Hey any update on the caustic data would really appreciate an update on this or barrel rework you talked about maybe doing?

Looks like the nerf barely touched his win rate. It's pretty much unchanged. No future work planned right now, but as always this can change when we get new data.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by theol9

When you look at her win and pick rate in pred lobbies what are you seeing? Cause there is no doubt to any good player's mind that wattson is a trash legend

Wattson does fall off as you go up in MMR, but even at the 96th percentile she performs well; solid middle of the pack. Like she's at 11.6% win rate to say Revenant's 9.9%. The highest performer, Lifeline, is at 13.6%.

Her pick rate is absolute lowest tho. What that still tells me is there's value left on the table if all you care about is climbing. Each Fuse, Rampart, or Revenant pick in predator could have been a Wattson and had a much higher chance of winning the game.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Seraphiel123

She's currently one of the strongest characters in the game

I would like some of whatever you are smoking. She's in a really weak place.

Her win rate is only high because the dedicated players who still main her are very good players. Bad players don't pick her because her abilities are so poor that they don't provide any sort of crutch.

Ironically, if you buffed her to the point that she attracts average players then you can expect to see her win rate stay the same or drop as lower skill players bring the average down.

Edit: You can downvote me if you want but none of you can possibly believe that Wattson is a strong legend. She's not but she's got strong and small base of players who main her. Saying that she is one of the strongest legends just shows how out of touch the Devs are and goes a long way to explaining why so many of the balancing changes are so nonsensical.

I mean I'm looking at the data. You can argue with me if you want, and it's certainly valid that you have a different experience, but you've gotta remember that millions and millions of people play this game, and you only ever see a tiny slice.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by MasterTJ77

I love rampart so I’m most interested in her buffs! So you have any plans for her in S9??

I could see 360° rotation on Sheila, amped wall build time reduction, amp wall health buff, or amp wall health scaling with build time all helping her out!

Or you could expand her passive. Maybe let her drop her LMG into the replicator and have it come out one rarity higher (blue/purple/gold) but make the attachments locked onto the gun. This would make so much sense with her lore being a weapon modded.

We've got some spicy plans that are too early to talk about yet, but rest assured we're going to do something for her. Might be a while--earliest it COULD happen right now is halfway through Season 10.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by africhic

A couple days late but have you guys thought about giving Fuse the ability to cook frag grenades? Currently his nade launcher feels really good for arc stars as they allow you to stick easily, but for frags its a little rough due to the physics of how far they roll with how fast they shoot, you often shoot too far. Or worse, in the case of trying to throw a straight vertical nade, it just explodes in the air. If he could cook frags before he shot them I think he'd be a lot more valuable.

I know game balance is hard, thanks for the work you put into it.

Nah there's a reason there's no grenade cooking in this game; we want to always give the enemy the chance to react to what you're doing, and cooking a grenade takes that away.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by ParagonRenegade

I beg your pardon? If the change didn't affect his win rate then why even make the change to begin with?

And in another comment you mention Wattson has a very high win rate, and yet she's getting a huge buff with the removal of low profile?

I can't follow the reasoning behind any of this.

I can't see the future, can I? It's also not as clear as looking at one stat; it's possible that his win rate didn't change because of movement elsewhere in the meta; and it's also possible that while the win rate didn't change, the frustration of playing against him very much did (anecdotally that's what I hear). So it's still a good change!

For Wattson, she's an extreme outlier in pick rate. It almost doesn't matter for the game what we do to her because she's so incredibly rarely picked. I'm talking way less than other legends. For every Wattson pick there's like three Caustic picks. If that ever changes and if playing against her is frustrating we'll obviously apply different standards.

Look, I know you're mad at me and you want to pick holes in the reasoning, but in the end of the day all these stats are only proxies for what we're actually balancing for: the average amount of fun a player of Apex has and the amount of time they feel like playing the game. If you're a Wattson player and you feel she's got no tools to compete, you're not going to have much fun and you're not going to play for very long. If I can give you one more tool (the shield regen) that makes you feel good about playing the character you want to play without making the experience worse for other players, that's a win. The Caustic nerfs absolutely made him less fun to play for Caustic players, but the problem was reversed in his case: his presence and dominance in the games had a massively negative impact on many other players. If we can point to a stat that tells us we didn't break the character (we clearly didn't) and get the feedback that the game is less frustrating now (which we also clearly get), then we've made a good change, as much as Caustic players hate us for it.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by LeNuber

No future work planned? Not even fixing the reduced particles or his passive not working most of the time? I'm not mad about the damage nerf, but these 2 things are making his gas traps seem pointless outside of being an alert signal and doorstop.

Ah I'm sorry, that in my mind isn't legend balance because I don't work on it directly ;P Yes, the visibility changes will get reversed. Crossed wires here at Respawn; someone improved the performance of the game by reducing VFX and didn't think it would impact gameplay. Clearly it did, so it'll get fixed.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by sakusakus

What about his pick rate? I always see you referencing both win and pick when it comes to data, so why not mention it this time?

How does both data pick and win both determine if a nerf is effective? Particularly say, there are now less caustic players but the win rate stays the same, what does this mean to you?

Pickrate absolutely went down; from 10.2% to 5.6%. That's a massive decrease, no question, and that goes some way to explaining why his winrate stayed solid (only the best Caustic players continued playing him). But that was part of the goal; clearly having a 10% pick rate on Caustic was unhealthy for the game. Certain types of abilities cannot be that dominant, and action denying abilities like Caustic's gas are definitely in that category.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by sbmm_sucks

Hey Daniel 😳 lots of talk about caustic right now, I'm curious about wraith. Thoughts on her atm? Anything you'd maybe like to share to hype or scare the wraith mains? :)

Nothing much, just killing low profile (I hope)

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by KeepYouPosted

Do we have an update on this? Its a pretty significant issue hindering this Legend's entire kit.

It's in Season 9.

almost 3 years ago - /u/RobotHavGunz - Direct link

Originally posted by almathden

Jumping in here, hopefully you check reddit notifications.

Has any thought been given to a stats website? COD has an 'ok' one and other games use fortnitetracker.gg type stuff, but having "official" stuff is always good.

I want to log in, see my progress, all my stats, maybe compare with friends etc.

Yes. Talked about this a bit in response to the update on badge tooltips that sort of veered off into discussion about stats more generally. If you look back at my post history you can see the discussion. Fundamentally, I'd say that stats are something that we - and I in particular - are interested in doing more with. What exactly that looks like though is very much in the air. I think there's a lot I'd do before a website, but fundamentally I think the idea of a richer experience around player stats is great.