Apex Legends

Apex Legends Dev Tracker




22 Sep

Comment

Originally posted by orthodoxgeek

Yes, love seeing dev interaction! Please don't let the assholes discourage you guys, we love hearing your guys thoughts and insights :D

Thank you, I appreciate it :D I've been in games for around 15 years and slowly just engage less and less online. It's always a little scary to poke my head out of my cage but you all made me feel welcome <3

Comment

Originally posted by Drunk_Elephant_

Thank you for clarifying. The reason I was doubtful is because I've never seen something like that done in any other game. Therefore it seemed like less of a feature and more like a bug. But I'm glad to hear y'all are thinking outside of the proverbial box to lessen confusion on the user's end.

Ah that's fair. I'm guessing you've come across it but maybe didn't realize? You have your CS terrorist vs. counter-terrorist but it's pretty common to do red v blue and you're always blue as well, ie Control

Comment

Originally posted by Drunk_Elephant_

That's actually a very reasonable thought. I'm doubtful respawn had it in mind when they did this but that actually makes some sense.

Doubtful? That is 100% why it's consistent. Easier to learn when you always know what to look for.

EDIT: Except for the 1/4000 chance to be Nessie Squad ;)


21 Sep

Comment

Originally posted by rspn_barshad

Who is your favorite person to work with and why is it me?

It's Bilal. Surprise! He is single-handedly the root structure on which the garden of Apex is supported, the sunlight what lets the flowers of battle bloom, and the irrigation system what supplies the lifeblood of our BR.

All hail Bilal, glorious gardener of Apex Legends. Please upvote if Bilal should become a Legend in Apex.

Comment

Originally posted by oDefuzed

As a day one player who’s experienced every single change, what buffs/nerfs have been the hardest to implement with an evergrowing skill ceiling of players?

With newer Legends receiving passive abilities for certain weapon classes do you ever look back on older characters and think they could use a touch of love with some additional abilities?

Final question/request: Would love to see more characters with special weapon animations (Fuse-30/30, Maggie- Mastiff, and Vantage- Sentinel) tied to their lore.

The hardest to implement buffs/nerfs is a great question!

There are some that are just technically difficult, and involve multiple departments stepping out of their current production schedule to alter something fundamental to how the Legend was originally built. Rampart's change to mobilize Shiela was pretty challenging on this front. Turning it into a (functionally) an entirely new weapon, handling the desire to return it as a placeable or drop it were all really big challenges from an animation and engineering front that required a sizable effort from lots of teams. It also went against the fundamental initial counterplay of having an HMG in the game, and required a lot of iteration to find how to handle movement correctly.
We haven't specifically looked at Weapon-based passives as a means to reinvigorate older Legend's abilities. But as the game grows and playspaces press together, we definitely analyze older Legends for oppotunities to breath new life into, but i...

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Comment

Originally posted by snackattack312

Does Vantage really need a visible laser to be balanced? I heard an idea (maybe from Aceu? I can’t remember) to put the visible laser on the Kraber instead. That sounds brilliant.

We absolutely believe it needs the laser tell to let you know you're being targeted by a Vantage Ult.

In early playtests before the laser was added Vantage players could target and oppress players for free at any point in the game.
It was very frustrating. Vantage didn't need to risk going for a care package, loot into the scope power, or even sacrifice a weapon for the long range advantage.
It only finally started to feel fair when there was a chance to know Vantage and her team were near, and it allowed us to balance the power. Like when Rampart pulls out Sheila, it was a warning that the character was using their power weapon Ultimate. This lets players anticipate the ultimate so they can look for cover, move, etc. Without it, there was no counterplay, and abilities need counterplay in Apex to feel fair.

Comment

Originally posted by lemonisaweapon

What was the reason(s) behind the introduction of laser sights and removal of barrel stabilizers from SMGs? Sorry if this has been previously addressed by you. Edit: Forgot to also ask what was the reasoning behind SMG base hipfire nerf.

SMG's have been quite a dominate force in Apex for some time. One of the major factors that contributes to this was their ability to use barrels to extend their range giving AR's a run for their money. When they were also the preferred CQC choice it starts to feel like they're a must-pick weapon type. This starts limiting decision making and loadout diversity so we wanted to shake it up and define our engagement ranges a little better this time around. The lasers enhance an SMG's CQC ability while simultaneously limiting their range by taking the place of barrels. Combining this addition with the AR hipfire nerfs creates a more cohesive balance between two weapon classes whose lines have begun to blur.

Comment

Originally posted by Draco042

What’s the plan for potentially adding more weapons in future seasons? I’m aware of all the issues caused by having an over saturated loot pool, and i have seen you guys tackle that issue in the past. TLDR: new weapons?

We're always going to be developing new ways to beam one another. But as the weapons roster continues to grow, its needs begin to change and lessen. Finding the right addition to the game that's not only fun to use but improves the weapons roster by filling in a missing design space or creating new meaningful gameplay becomes harder the more we add, balance, and refine. We're not really interested in slapping a new gun into the sandbox every season unless it's a meaningful addition. So we've slowed down our weapon releases to make sure we're growing at a sustainable pace and the sandbox is healthy and stable along the way.

Comment

Originally posted by TheThak

All of the weapons introduced fit into 1 of the standard categories, smgs, marksman, snipers, lmg, etc.

The Throwing knife is I guess the 1st of what One might consider special category weapons. Will the Throwing Knife be staying after the event? and do you have plans to introduce any other special category weapons, something like a grenade launcher, rocket launcher? I know you can't give dates but a rough idea of time frames (i.e. 2022, would be great)

Also the survival slot was a great addition and the ability to pick heat shields or Respawn Beacons are great. However, it feels like there’s lot more potential to utilise that slot and maybe add a new slot for other side consumables. Are there any plans to add new items for this?

The Throwing Knife was designed and built specifically for Gun Run. Everything about it from the animation timings, decisions on how ammo works, to the actual model and VFX were designed to support Gun Run and what we needed out of a final hype weapon in Apex- a very different design philosophy than creating something for the core BR. We're not currently thinking about a new class of weapons to enter the BR but as the dust settles and players get to experience and enjoy Gun Run and the Throwing Knife more opportunities might begin to present themselves.

I'm personally super happy with how the Survival Slot turned out, it's one of my favourite additions to the game and we're always prototyping and looking for more interesting ways to utilize that equipment slot. We're not ready to share anything yet but rest assured it's an area we're keen to explore.

Comment

Originally posted by NoCustomer9969

What is the thought process behind making long range better this season. Skull piercer back and on 30/30, scout back to the ground.

This season we swung big at bringing some definition to the weapon classes and engagement ranges. AR's took a hit to close-quarters combat, SMG's were enhanced with Lasers, Marksmans and Snipers get some hop up love and ammo stack increases, and the list goes on. The Skullpiercer and enhancements to the long range weapons are only a part of the meta vision this season. Vantage entering the scene is absolutely something we considered and wanted to make sure players had viable tools to synergize with and combat against our exciting new legend!

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.

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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.