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Apax Legends Balance Update – Wingman and Peacekeeper nerfs, Hitbox updates and more | Dexerto.com

Hello everyone! First, we know you are fired for season 1 and Battle Pass information. We still have jobs to do to get everything ready for prime time and will not talk about it yet. There are many moving parts and coordination that goes into big messages and launches so this was kind and patient. I know that waiting sucks but it comes and asks that you all be patient with us. During this week we will talk about some hot topics and we kick things up today with a note that is live on all platforms with some corrections, our first tweaks to meta and we give a preview of how we will deal with with Legend balance and hitboxes for season 1. To talk about how we think about the game balance and some changes we have made, I would like to introduce designers, Lee, Sean and Brent who will give their POV and we will all hold on to to answer questions. I want to set the expectation that there will be many things we cannot talk about yet. We will not confirm or disclose future content or features of the questions. I let the guys take it from here: Leeeeeee-RSPN here with RespawnSean, Jayfresh_Respawn & Scriptacus to give a quick update on how we think about the life balance at Respawn and the current state of live balance for Apex. HOW WE CONSIDER LIVE BALANCE AT RESPAWN TL; DR – We make less frequent, better tested,…

Hello everyone!

First, we know you are fired for season 1 and Battle Pass information. We still have jobs to do to get everything ready for prime time and will not talk about it yet. There are many moving parts and coordination that goes into big messages and launches so this was kind and patient. I know that waiting sucks but it comes and asks that you all be patient with us.

During this week we will talk about some hot topics and we kick things up today with a note that is live on all platforms with some corrections, our first tweaks to meta and we give a preview of how we will deal with with Legend balance and hitboxes for season 1. To talk about how we think about the game balance and some changes we have made, I would like to introduce designers, Lee, Sean and Brent who will give their POV and we will all hold on to to answer questions.

I want to set the expectation that there will be many things we cannot talk about yet. We will not confirm or disclose future content or features of the questions.

I let the guys take it from here:

Leeeeeee-RSPN here with RespawnSean, Jayfresh_Respawn & Scriptacus to give a quick update on how we think about the life balance at Respawn and the current state of live balance for Apex.

HOW WE CONSIDER LIVE BALANCE AT RESPAWN

TL; DR – We make less frequent, better tested, higher power balance changes to minimize the impact on your time spending the game.

A core philosophy of our development process for Apex Legends is to listen to feedback from players, analyze all the data we come from the game, try things and then test them to get them right. And … repeat. The goal is to send polished, closer to the ground updates than if we got things out quickly and iterated in the living environment. We know you spend some time in the game and master every nuance (like Wraith portalling people from rocks for the last kitten lolz). Our goal is to make less frequent, better tested, higher power changes, so it minimizes the effects on your time by mastering a certain mechanic, weapon, character etc. You should not have to read our patch notes a few days just to continue with how characters and weapons now work.

The exception here is that we will be very quick at adjusting things that are far from balance (for example, if we released a new character that completely dominates the methane from day 1, we would deal with it).

We didn’t want to make any quick changes around the launch, because we know that a ton of players still learn the game with lots of new legends being released every day. The week a meta vs the week two / three meta was meaningfully different from what we have seen, so you want to make sure that it dissolves a little before we act. Mirage Power level, for example, has dropped a bit because the players have adapted to get Bamboozled. 🙂 We want to announce that we constantly review the game’s condition and are considering and testing a variety of changes.

With the above philosophy in mind, I wanted to give a quick update on where we stand with the current character and weapon balance and give an early preview of the things we plan to do for season 1.

WEAPON BALANCE

Overall, we believe that current weapons present solid options for a variety of different styles of play. We have found that Skullpiercer Wingman has been on the stronger end, but it is intended to be a weapon with a higher skill ceiling. Our adaptations try to move it more into the cannon chamber and away from full automatic Deagle. We have also adapted the fire in Peace Guard with Shotgun Bolt attached, so the players will have a larger window if they are vulnerable if they lack their shot. In addition, the scarcity of energy ammunition and lower number of energy supplies have made these weapons difficult to manage, so we have increased the energy gap and ammunition availability.

WEAPON ADJUSTMENTS LIVE ON ALL PLATFORMS

  • Wingman [19659027] Fire frequency decreased from 3.1 -> 2.6
  • Skull Pierces Headshot damage multiplier reduced from 2.5 -> 2.25
  • Increased base width spread and lowered speed at which the hip burn breaks apart (shrinks down).
  • Peacekeepers
    • The protection college’s counting rate has been reduced only for the peacekeeper.
      • Level 1 decrease 10% -> 7.5%
      • Level 2 decrease 20% -> 13%
      • Level 3 decrease 25% -> 16%
  • Wingman and Peacekeeper availability has been reduced in all solar levels.
  • Increased availability of energy weapons and ammunition in all solar levels.

Why not P2020 or Mozambique buffs?

  • We all love Bique memes, so we are reluctant to lose it: P
  • Seriously, our goal is to have a force curve for weapons. “Power curve” only means that some weapons become weaker and more common, while others become stronger and rare. Some weapons are deliberately less powerful until they are completed with jumps and attachments, while other weapons at the bottom of the power curve are your early games, better than melee, but-must-upgrade-out-of-ASAP weapons. We have seen some good feedback from players about how to make these guns more exciting without losing their goal over what we are listening to. We continue to look at player data and feedback and try to do things internally, but for now they will remain the same.

ADDITIONAL PATCH NOTES

  • Though some script errors we identified sometimes caused interruptions during matches.
    • Caustic temporarily causes disconnect while throwing is Ultimate.
    • Pathfinder sometimes causes interference when activating a Survey Beacon.
    • Players who sometimes cause connections when
    • Gibraltar sometimes causes connections when lifting up his gun shield.
    • Players who sometimes cause connections when entering Spectate Mode.

ADDRESS LOCAL BALANCE AND HITBOX FEEDBACK

TL; DR Our goal is to be able to have characters with different rig sizes, hit boxes and ability kits, and still each character has approximately equal power level, win speed and profitability to choose.

For character balance, we look at a combination of things: pick rate, win rate and character v character matchup win rate among other metrics, and of course the player’s feedback. The results between the 5 small and medium-sized characters have been positive – they are all in a safe band with relatively equal force. Our big rig characters, however, are underpowered and their natural size seems to be a major contributor. We plan to adjust the size of the capital letters to better adapt to the model. If these changes are insufficient to bring these signs in line, we are also considering a number of other changes, such as the reduction of natural damage and individual kit-power tweaks. Since many of these changes are important, we want to make sure they are tested extensively before they go live, if necessary. Below is a quick overview of the roadmap for how we think about bringing big characters again.

We generally seek to increase the power level of the great rig characters before we consider large nerfs to everyone else. While we have made small adjustments, we are hopeful that increasing the power of large rigs is healthier than nerfing everyone else.

LEGEND ADJUSTMENTS WE COME IN THE Beginning of Season 1

Major Balance Changes:

  • Find box size reductions and optimizations for Caustic, Pathfinder and Gibraltar
    • We are better dimensioned hit boxes for character equipment and model
    • Since these adjustments have a great impact on the game, we want to make sure that there is no It is no bigger errors, so we did not throw them out
    • If these adjustments do not prove sufficient, we will consider further adjustments during season 1

Minor balance changes: [19659026] Caustic

  • Traps – Reduced cooling to 25 seconds from 30 seconds
  • Traps – Increased radius and proximity radius of about 10%
  • Traps – Deleted a 1 second delay on the red injuries of the players
  • Pathfinder
    • Insider Knowledge – Increased number of beacons in the world to 12 fr n 10
  • Lifeline
    • Care Pac cake – Removed little chance that the level 4 armor and helmets will release

Wraith

  • In The Void – Cooling increased from 20 -> 25 seconds
  • Bangalore
    • Double time – Reduced Motion Rate Bonus to 30% from 40%

We appreciate all feedback and please keep it! When you play these changes let us know how they feel, we will stay for a while for questions 🙂

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