Apex Legends

Apex Legends Dev Tracker




25 Nov

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Good news! That's probably coming next patch! John Hodgson put that one in not too long ago.

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I just finished watching the VODs from yesterday's ALGS Grand Finals and... Wattson was all over the place? True, she was no longer on every single team, but still easily on 50-60% on teams. Just rewound the final game and counted; there was a Wattson on 4 of the 6 last squads? (I was watching the NA tournament; maybe you were watching a different region?)

Not saying that she shouldn't be buffed in normal play, but let's please base our assessments on reality. She is still dominant in pro play.

The second part of your analysis that I'm going to respectfully disagree with is that she's useless; on Olympus or elsewhere. You're confusing two things: pick rate and effectiveness. Yes, she's lowest pick rate (at high skill Rampart is slightly below her right now but that's splitting hairs), but her win rate is very good across all skill bands. She is top 4 across most power metrics.

So why isn't she picked more? Because humans aren't robots that are optimized for...

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24 Nov

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Originally posted by AnnoyingHannibal

then Bloodhound (go figure)

How????? he's a top 3 legend atm I though he would be one of the most picked legend

We're talking WIN rates here, not pick rates. Bloodhound does have one of the highest pick rates, but their win rate and encounter win rate are incredibly low. Why? Here's my theory: ... I don't have a f*cking clue.

Ah, game design.

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Originally posted by dorekk

Winter Express is amazingly fun, I'm so glad it's coming back. Something similar--not simple TDM but a fast-paced, objective-based mode that plays differently than the main BR mode--should be a permanent fixture in the game.

I agree! Just gotta find the right one. I think WE has challenges that makes it not a great fit for a permanent mode (there's a fundamentally unsolvable cat herding problem at the core of every objective mode; making it a moving objective only exacerbates things).

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Originally posted by NinjaMelon39

"Buff"

You guys basically nerfed him, the enemy not being blinded by gas makes it too easy to avoid

It also made it so your own team mates are no longer blinded by the gas, which is a buff just as big as the removal of gas is a nerf; add to that the higher damage and it explains why his winrate went up after this buff.

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Originally posted by Superderpygamermk1

That is Skyrim and Bethesda in a nutshell. They make their money by people buying the game and see no reason to fix non game destroying bugs

That's a capitalism

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Originally posted by Superderpygamermk1

Path has high pick rate? I guess the buffs you have him actually worked, I’m enjoying him a lot more now

Pathfinder has always had an incredibly high pick rate. When I started in January it was very much the Wraith/Pathfinder game; no one else came close to their pick rate. It's getting a lot more even now.

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Originally posted by Vladtepesx3

i agree, i played almost a whole season paired with a caustic main and often i would have trouble tracking enemies around a fight. then rewatch the same fight with his POV and it feels like he has bloodhound scans from people touching his gas

Yeah he gets a green scan outline for enemies affected by his gas. That's a lot of power.

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Originally posted by SpOoKyghostah

Most people have trouble getting any value out of Wattson. The only play pattern people know for her is fortifying a long-term position as they see in comp and used to see in high level ranked. Getting value out of fences and, to a lesser extent, the pylon requires foresight and creativity. And the utility of fences is often invisible - you may not even know that you bought yourself enough time to use a battery with a door you wisely fenced earlier.

I think it would be really easy to increase fence charges and/or decrease their cooldown, as they're not easy to use anyway and giving more opportunities to try to make them work would help. This might help players discover more mobile uses of fences that I find pretty fun and effective. Otherwise, i'm not sure; I love to play her and find a lot of success with her abilities, but I definitely need to search for fence opportunities and sometimes go entire games where only the pylon matters.

This is one case where I'd be careful not to warp pro play further. Wattson is obviously a must pick in pro play; almost every squad has a Wattson in it and we already get a massive amount of fence spam. I wouldn't want to increase that any further.

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Originally posted by SpOoKyghostah

Since there's a lot of discussion on her today, what's Wattson's win rate looking like? We know she is rarely picked, but does she still perform alright even in casual environments?

It's more than alright, actually. She's one of the strongest legends in the game and has been since release. She's at 5.2% win rate, 50% encounter win rate; that's top 4 in both cases.

She's a classic case of win rate doesn't drive pick rate, and you could even make an argument for survivor bias driving her win rate up (with a pick rate as low as hers, only absolute Wattson enthusiasts play her. I don't have that data handy, but I wouldn't be surprised if the average amount of previous games on Wattson her mains have played is higher than for other Legends.)

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Originally posted by thatkotaguy

Is that why if you get knocked in the phase runner you fall to your death under the map instead of popping out at the other end? I’ve had it happen a few times to storm damage and thermites.

Hmmm that’s probably a bug. I’ll see if we can reproduce that and get a fix in. You shouldn’t be able to die in it, but I bet the thermite played a part. Sorry about that!

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Originally posted by aupa0205

Well when teammates go through the Runner, it looks like they get temporarily teleported below the map on someone else’s screen. I imagine it’s to prevent deathboxes from glitching under the map and being irretrievable.

You’re almost right. There’s two phase runners because the one within the map is full of occluder brushes to help with performance. To prevent players from seeing those, we duplicated the phase runner below the map and use the “white flash” effect to hide your transition below to simulate you going through the real one. Then teleport you back up top with another white flash effect. The reason you probably noticed is because we couldn’t block player tag names below the map in time.

We don’t kill players in the phase runner runner to reduce complexity of the task. We don’t need to kill you to solve our issue. What did need to be solved was reducing the potential abuse of using the phase runner late game to avoid circle damage. I’m sure you can imagine how abused that could have been...

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Originally posted by Dante200

What about those that land out of reach where you fall out of the map?

That’s fixed locally and will be patched soon! Requires a client side patch for reasons I can’t speak of just yet

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Originally posted by BatmanBeast

I really hope they don’t fix this lmao

You can rest assured. This won’t be fixed because there’s nothing to fix. Working as intended :)

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Originally posted by sizzle_burn

Could it be, that Horizon is pulling up Caustics winrate, as Black Hole synergizes well with gas damage?

That's a tempting explanation because it makes sense in our minds, but I don't think Legend abilities are a strong enough signal for that to realistically be true.

By this I mean the influence individual abilities have on win/loss is pretty small compared to guns, and I'd expect something that requires crossplayer coordination to be even rarer and thus even less decisive on game power.

This is a fun thing I like to talk about to other designers: beware the human brain that sees a tiger hiding in every motion in the deep grass. We evolved to benefit from seeing patterns in everything, even where there aren't any. We've got to control for that very human tendency when we analyze data.

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Originally posted by Lonewolfali

But he doesn't have a passive anymore. T.T

I think the highlight is still a very powerful passive.