Apex Legends

Apex Legends Dev Tracker




05 Mar

Comment

Originally posted by Baellebabe

A lot of Assault legends are getting updated but Mad Maggie still the same, is there any plans to update or change her ult since it's unreliable and usually hinders more than helps? Or is it intended

For the Assault Season, we targeted specific Assault Legends who were under-performing to breath new life into them - which is why we had a focus on Ash and Ballistic.

Others like Mad Maggie and Bangalore for example were performing well, so they needed little adjustments ( Assault perk alone was enough ) to feel good.

The Ult is a good note, and something the team has talked about a few times. It was always designed to have an element of chaos to it - that's Mad Maggie all over.

But there are definitely elements of the Ult we'd like to improve on at some point - and some simple quality of life changes we'd like to get rolling on sooner than later.

Comment

Originally posted by pribru62

CAUSTIC please buff him up. The only thing going for him is that he was viable in indoor or closed spaces but right now there is no reason to use him. Nox vision is broken and the gas damage is abysmal

Okaaaaaay....

But only because you asked so nicely.

Jokes aside, we're looking at him - but if Larson has his way, the gas daddy will return with very snazzy leather chaps.

Comment

Originally posted by ApexFemboy

What was the logic behind not allowing the controller class passive to reach the fifth pip of armor? It’s already a hard to use passive compared to some of the other class passives (especially assault and support) and under the new armor rules it feels like it rarely comes up. Alongside that question, are controller legends earmarked to get their own meta shakeup season?

thanks for all the work you do! (P.s. add Sheila kills tracker for rampart even if it starts at zero)

The addition of the Red Helmet as the only item in the game capable of pushing a Legend to have the extra health was an important shift for the game that we needed to evaluate on it's own merit.

If playing a particular class of character granted access to this extra tier - we would have muddied the data around how that change impacted the experience. So we opted to ensure all characters followed the new ruleset.

Additionally, in this version, shooting someone with red armor, and seeing those red effects speaks to a prize you can earn and obtain. If that player was red, but they're also a Controller Legend - do they just have the perk? Or are they carrying something you can take?

However, we're well into the season now, know how the Red Helmets play out across the field - so that may become an opportunity for Controller Legends in the future, and something we've been discussing.

Controller Legends are not marked for a meta-shakeup season. They had the...

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Comment

Originally posted by HammyA

With the recent changes to TTK do you think now is a good time to look at Wraiths Q animation delay and the possibility of removing it overall. Is there room to discuss this or does require more data from season 24?

We've been looking at Wraith.

The Skirmisher class update is fast approaching - so it's a good chance for us to look at Wraith and evaluate options. I think there's enough data from season 24 so far to do this evaluation with as well.

Comment

Originally posted by concretecowboi_

Also is it possible to get back the improved healing perk for support legends? it made them feel better and more suitable to team comps as your support legends could carry more heals for the team and it really didn’t make support class feel overpowered, that was the one thing that made support class actually good before it got needed minus the regen health.

It's possible, and it has come up before internally.

It will be something to consider for the class after the dust settles on the Assault and Skirmisher class changes.

Comment

Originally posted by concretecowboi_

Was the pathfinder nerf necessary? I just honestly want to understand the thought process behind it? Are skirmishers going to receive a class upgrade which would make him overpowered? Because for a character that has nothing but zips he’s a big walking hit box every 15 secs which makes no sense

Pathfinder was an unfortunate victim of his own success.

Despite the massive change to the support Legends in s23, Pathfinder remained the second highest-picked Legend by a large margin, and given the plan to elevate Loba and Mirage at the split and Ash and the Assault Legends the season after, he was due for some time on the bench to allow other Legends to step up to the plate.

Skirmishers are set to receive the next class update - which Pathfinder will benefit from, and we have plans to give him back some love in the future.

Comment

Originally posted by Apexlegends

Question from our ZH community:

Regarding the buffs to the Assault and Support classes, when will Legends in other classes receive similar buffs or reworks?

Soon. Very soon.

And if you've been counting the classes to receive new perks over the last few seasons - Skirmisher Class is next up to bat.

Comment

Originally posted by NC_Pits

Are we going to get new legends in a regular pace again? Or is every season going to be a guessing game on whether we get a new legend or not

The honest answer is that the release of new Legends has not carried the weight or impact that they once used to. And new Legends are a considerable effort to stand up across many departments of the game.

Not to mention, creating a new Legend that fits alongside the current roster without overshadowing or being overshadowed is no easy task.

With previous recent Legend releases, there has been a lot of early excitement around the Legend for the first two weeks - then once the honeymoon period ends, and everyone drops back to their mains again - they're back to playing the same legends and comps they played last season, and the season before that... and it was starting to feel stale for a lot of folk. Which is something we don't want.

We want the game to feel more alive, more responsive to the community, and more fresh when you come back each season - which is why we've shifted towards more frequent, impactful ( and sometimes overly spicy ) meta changes that a...

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Comment

Originally posted by Apexlegends

Question from our JP community via Twitter/X

Are there any planned updates for specific classes? It seems like certain classes receive updates more frequently than others. Will there be a more balanced approach in the future where all classes are improved equally?

Skirmisher Class is next.

While each class is being focused on, and the perks that come online have been coming in fairly hot, we do want to ensure when all is said and done each class feels a little more balanced.

So, like we saw with the Support class, we should expect to see the assault class perks simmer down a little after the season.

Comment

Originally posted by Apexlegends

Question from our JP community via Twitter/X

Will Fade and Rhapsody from Apex Legends Mobile, ever make a return to the game?

There are currently no plans to add the Mobile Legends to Apex.

Comment

Originally posted by -LaughingMan-0D

1- What is the rationale behind LTMs that drastically change balance taking over pubs?

One big issue with these LTMs (Relics, etc) is that they take existing balancing and throw it out the window. For many of us, Pubs is a place to enjoy the core game of Apex without sweating it out in Ranked. When LTMs that massively change the core balance of the game takeover Pubs, you're taking away that casual option.

And with the recent TTK changes, having max juiced up weapons makes the game feel like CoD.

(Side note, wish you made Redemption the takeover instead, as it genuinely provided a vanilla+ experience that addressed the core issues of Pubs, ie lobbies dying out too quickly).


2- Ash's new dash is so incredibly fun, and its the main reason I decided to come back to the game after a 2 season hiatus. What's your opinion on extending that movement philosophy to other legends? Can we please see wallrunning come back to the Titanfall universe, ...

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On your second question...

This is the double-edged sword of movement in our game. It's really fun, and really powerful. So why not give it to everyone? The players obviously want it!

Our job as designers is to separate what players want from what players need. Apex is a game with deep mastery, discovery, and interplay between Legends. Movement mechanics and map, loot, weapon, and Legend design are all interconnected... you can't touch one without affecting the other. What would happen if we gave Ash dash to everyone? It would feel fresh and fun for a week, but then some issues would bubble up. Caustic's whole kit isn't designed around that level of movement. He doesn't need to dash to conduct experiments on his enemies, and he doesn't want other people dashing because he's all about area denial and crowd control. Controller legends on whole would take a hit. Same with Recon. Grenades are less meaningful now because enemies can just dash away. Map design becomes l...

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Comment

Originally posted by RedditDan00

Is there a reason why the TTK changes were all made at once? I'm not against a meta shakeup, but we went from an incredibly heal-heavy, survival-heavy meta to

  • No red armour
  • Harder to earn purple
  • No helmets
  • Damage buffs on all guns
  • No double heal for supports
  • Ash releasing incredibly strongly

I'm not against those changes in theory, but at all once they've totally flipped the game on its head and imo swung the pendulum too far the other way.

Is the aim to eventually find a middle ground, rather than creeping towards it with smaller changes?

To answer your question directly: they were all made at once as the culmination of a couple design teams (namely weapons and Legends) working to shake-up the "survival-heavy" meta with the tools at their disposal. For weapons, that was widespread buffs and some loot massaging (inspired partly by how punchy weapon identities felt in Launch Royale and "loot creep" over the course of five years). For Legends, it was a new Class focus that excelled at intiating and closing out fights, with a goal to elevate a couple Legends that were always middle-to-bottom of the pack in terms of popularity and power fantasy. In early playtests, it just felt good to convert damage into kills more consistently... we knew there was something there worth pursuing.

To answer that second part: It's easier to find that middle ground by taking big (measured) swings and reacting. It also creates a more dynamic live experience season over season, and resets the skill floor in some ways, allowing player...

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Comment

Originally posted by No-Score-2415

Are there any big plans for skirmisher, specifically Wraith?

She feels pretty bad when all the other portal legends have strong perks for it. Also Ash feels way more like a Skirmisher than Wraith right now.

Yes. Personal bias aside, I'm excited to get Wraith back to her effective skirmishing state.

Ash does have "Skirmisher" elements, but similar to Valkyrie, she has some overlap with another class. Her tactical is still very Assault-y (all Skirmishers have movement tacs) and since nerfing the dash cd her squirrelliness it's not quite as omnipresecent. But, we've shifted Legends to other classes before and it's definitely something we evaluate when looking at the lineup patch to patch.

Comment

Originally posted by -LaughingMan-0D

1- What is the rationale behind LTMs that drastically change balance taking over pubs?

One big issue with these LTMs (Relics, etc) is that they take existing balancing and throw it out the window. For many of us, Pubs is a place to enjoy the core game of Apex without sweating it out in Ranked. When LTMs that massively change the core balance of the game takeover Pubs, you're taking away that casual option.

And with the recent TTK changes, having max juiced up weapons makes the game feel like CoD.

(Side note, wish you made Redemption the takeover instead, as it genuinely provided a vanilla+ experience that addressed the core issues of Pubs, ie lobbies dying out too quickly).


2- Ash's new dash is so incredibly fun, and its the main reason I decided to come back to the game after a 2 season hiatus. What's your opinion on extending that movement philosophy to other legends? Can we please see wallrunning come back to the Titanfall universe, ...

Read more

In regards to Q1, update just went live to address this and there are some additional details in linked thread.

Comment

Originally posted by Marmelado_

The changes to the legend and weapon metas do freshen up the game, but it does introduce new problems. I'm writing about one of the most unpleasant ones. I've noticed that with the reduction of the TTK, there have been a hell of a lot more third parties. This also happens starting from diamond rank, which shouldn't happen because the entry cost into ranked is usually high there and the point of battle royale is to survive, not to play like deathmatch on a big map. And it constantly lowers your rank because third parties always abuse it when players have low HP. The situation is made worse by the fact that even bronze players can easily get diamond and they don't have enough experience/skill in countering with third parties. Do you have any plans to fix this? Will there be a new (or reworked) legend that can do something like an impassable wall to keep third parties out?

The "third-party problem" is a fascinating one in Apex, something I've thought about deeply over the game's lifetime. The Support changes and prevalence of red armor were a very deliberate attempt to increase survivability and boost multiple Legends with abilities that help you reset, or simply have a moment to process what to do for your next move. But that also made fights more drawn out, increasing the risk for third-parties. But maybe because fights conclude sooner now, players have more time outside of combat and are more frequently looking to third-party? Looking at some dashboards, there doesn't appear to be any notable shift in "dead time" between this season and last, but lobbies are expectedly dying slightly faster than last season. Why do you think there have been more third-parties? Shouldn't there be less, if fights are concluding faster? Could it be the map rotation? These are some of the questions we ask ourselves when trying to understand player experience and motiv...

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Comment

Originally posted by Northern_jarl

Redemptions was super cool and fun. I kunda like the r301 variants as semi red weapons vould be cool but with lower spawnrate.

Can we PLEASE, get away from relic mode? We had that the entire last season and it's emmm to much for it to return so soon.

Update just went live to address this. Some additional details in linked thread.

Comment

Originally posted by That_Candidate4008

Was the implementation of relic weapons last season successful enough to warrant it being brought back as a takeover mode? Many people here are displeased with this change but I am wondering if Respawn had good reason, as per internal data, that led them to implement this.

Update just went live to address this. Some additional details in linked thread.

Post

We heard your feedback regarding Relic Weapons Trios. This has now been moved over to an LTM slot instead of being a takeover mode. For transparency, we wanted to share a bit of the reasoning behind Relic Weapons Trios not being an LTM right out the gate.

  • As a general rule, we want to limit the amount of modes available at the same time. Too many modes could in turn result in poor matchmaking, which is something we are actively trying to improve.
  • The hope was that fully-kitted weapons wouldn't alter the core game mechanics too much and that players would use this takeover to get into action faster and easier. This is why we originally planned it as a takeover mode.
  • We see now that maybe it was TOO fast and we needed to pace the experience better.

As always, please keep the feedback coming. Thank you!

External link →
Comment

i got you fam.

EDIT: sorry, forgot about the 14 day friend requirement - https://help.ea.com/en/help/apex-legends/apex-legends/apex-legends-gifting/

Comment

Originally posted by Traditional_Rule_307

Is the performance mode issue on console sydney servers a known issue to the developers? When using performance mode on sydney servers console players get packet loss that shows on the right side of the slash mark example (loss 0/15) this causes the game to be completely unplayable. When turning off performance mode and playing on balanced 60hz the packet loss goes away. Playing on overseas servers there is no packet loss while on performance mode but the ping is avg 200 - 300 every game. This issue seems to only be affecting OCE console players specifically and there are multiple reports of this issue from many console players in OCE. Will this issue be fixed and sydney server players can go back to 120hz on our own servers? Issue has been going on since middle of last season. PLEASE HELP!