Apex Legends

Apex Legends Dev Tracker




21 Sep

Comment

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.

Comment

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.

Comment

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 di...

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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...

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Comment

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 throwin...

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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.

Comment

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.

Comment

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. Th...

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Ditto on the Legends side.

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

Comment

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.

Comment

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 re...

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Comment

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. Th...

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Comment

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.

Comment

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.

Comment

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.

Comment

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 ...

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Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

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...

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