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EA_Blueberry
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7 years ago

1.1.1 Patch Notes Discussion - Live 04/16/2019

Before we get to the notes, we know there are some ongoing issues that have been frustrating you folks that didn’t make it into this patch. We are actively working on many improvements and we’re aware of the reports around audio issues, slow mo servers, hit registration, and more. I’ll provide more info when I can but know that we hear you folks and working hard to address this stuff. For 1.1.1 we’re introducing some balance adjustments for Legends and weapons, check out designer notes and info below:

 

Hey All,

 

Leeeeeee-RSPN here with RespawnSean, Jayfresh_Respawn & Scriptacus to give a quick update on live balance for Legends and weapons.

 

LEGEND BALANCING

 

 

At the start of Season 1, we previously talked about how our beloved Thicc Bois (Pathfinder, Gibraltar and Caustic) were getting crushed due to their hitbox size compared to other Legends. We first wanted to try adjusting hitboxes to better fit the model. For Pathfinder, this change worked very well. (Note: separately, we are actively investigating and working on fixing unrelated hit registration issues sometimes affecting all characters). However, after looking at the data and player feedback, Gibraltar and Caustic only improved slightly with the hitbox adjustments.

 

We don’t believe that hit box and character kit tuning is sufficient to bring Gibraltar and Caustic in line with their smaller competitors. Starting with Patch 1.1.1, Gibraltar and Caustic will get a new perk added to their passive - Fortified**, which reduces damage taken by 10%.** Over the week or two following this change, we will be watching how they perform with this additional protection and aggressively tune it if they are still underpowered relative to their size. Our goal is to ensure both Legends are viable picks by the end of this process.

 

Additionally, we’re also making a few quality of life kit adjustments to ensure their marquee abilities are a more impactful part of their individual playstyles.

 

CAUSTIC:

  • Fortified Passive Perk added: reduces damage taken by 10%

  • Gas Damage per tick increased: 1 -> 4

  • Ultimate Throw distance increased: 28 meters -> 33 meters

GIBRALTAR:

  • Fortified Passive Perk added: reduces damage taken by 10%

  • Gun Shield health increased: 50 -> 75

WEAPON BALANCING

 

 

On the weapons side of the equation, we’ve made a number of changes to try to improve the power of long range gameplay. We’re reducing leg shot damage reductions on sniper category weapons, so you’re not punished for landing inaccurate shots at long distances. Given the semi-auto and low damage nature of our current sniper suite, coupled with the general speed and evasiveness of many Legend kits, it already takes several challenging shots to down someone at range. Because of this difficult sniper environment, we’re also reducing general sniper weapon sway and hitting the DMR with a few targeted buffs to make it more viable to engage Legends at range.

 

Separately from the sniper category, we are nerfing the Spitfire a bit, but our goal is to still keep it strong, as it’s a rarer spawning weapon. The Wingman is receiving a few magazine size nerfs, so that it doesn’t dominate the stock gun vs. stock gun battle early on due to its super high damage per bullet. Lastly, the Havoc is getting some general ammo and charge beam buffs to bring it in line as a viable energy ammo AR that competes with the R-301 and Flatine/Hemlok. The end goal is that the Havoc pressures a player’s ability to find Energy ammo, but is less dependent on finding attachments, whereas the R-301 and Flatline/Hemlok have less ammo pressure, but a higher reliance on finding more attachments to achieve power.

 

  • G7 SCOUT / TRIPLE TAKE / LONGBOW DMR

    • Lowered leg shot damage reduction: 25% -> 10%

    • Reduced base weapon sway by about 33%

    • Reduced base sway speed by about 25%

  • LONGBOW DMR

    • Increased fire rate 1.2 -> 1.6

    • Increased magazine size

      • Base mag increased: 5 -> 6 rounds

      • Common mag extender increased: 6 -> 8 rounds

      • Rare mag extender increased: 8 -> 10 rounds

      • Epic mag extender increased: 10 -> 12 rounds

  • HAVOC

    • Increased base magazine size: 25 -> 32 rounds

    • Charge Beam

      • Reduced cost per shot: 5 -> 4

      • Increased close range damage: 55 -> 60

      • Increased damage at range: 45 -> 50

      • Close range damage falloff increased: 35m -> 75m

      • Ranged damage falloff increased: 75m -> 125m

  • WINGMAN

    • Reduced magazine size

      • Base mag reduced: 6 -> 4 rounds

      • Common mag extender reduced: 8 -> 6 rounds

      • Rare mag extender reduced: 9 -> 8 rounds

      • Epic mag extender reduced: 12 -> 10 rounds

  • SPITFIRE

    • Reduced base damage: 20 -> 18

    • Magazine extender attachments reduced

      • Common mag extender reduced: 45 -> 40 rounds

      • Rare mag extender reduced: 55 -> 45 rounds

      • Eprc mag extender reduced: 60 -> 55 rounds

ADJUSTMENTS TO GOLD WEAPON ATTACHMENTS:

  • Gold Havoc

    • Now has Turbocharger

    • Now has 1x-2x variable holo site

  • Gold R301

    • Now has 1x-2x variable holo site

  • Gold Wingman

    • Now has digital threat

 

BATTLE PASS XP BONUS EVENT:

In honor of Thicc-boi buffs, we’re going to be running a bonus Battle Pass XP event. From approximately 10AM PST 4/16 through approximately 10AM PST 4/18, your first Top 5 of the day (your squad places 5th or better in a match) will grant you 1 full bonus Battle Pass Level (29,500 BPP), up to a max of level 110. You can earn this once per day.

We’ll also be finding other moments during the season to add Battle Pass XP bonuses, so stay tuned!

 

 

ADDITIONAL CHANGES

 

 
  • JUMP SHIP SPEED

    • Increased the speed of the ship by about 50%

      • We felt that the ship was moving a bit too slow after watching player behavior so we’re speeding it up so players that like to drop later in the flight path don’t have to wait so long.

  • BUG FIXES

    • Fixed UI bug where the wrong percentage would be displayed for all boost badges.

(Source)

46 Replies

  • its a nice idea to be gibraltar and stay with your team but you learn over time to trail your team.

    i know my aim is bad. a healthy person with low sensitivity could aim 100 percent better than me.

    but for whatever your point is your not 100 percent correct either, you know, your human you make mistakes so i take your opinion with a grain of salt. 🙂

  • Remember Gibby was being rescued by his dad, that's why he likes to rescue in Apex.

    But today, Gibby dome is useless since if enemy sees his dome is up, they know Gibby is reviving/healing/recharging, they simply charge in for an easy kill. It doesn't give any protection.

    Today, teammate looks at Gibby as a fat boy who is useless, easy to die, and has to keep revive him, always left behind, has to protect him, basically drag the whole team.

    If we modified Gibby dome shield so enemy can't go in/out, teammates would like to stay close with Gibby for protection.

    Here are some of the scenarios, With modified dom, when Gibby sees:

    1. Teammate under fire, they could go inside Gibby dome for protection, the enemy can't go into dome and has to wait the time to expire. Teammate can use this time to recharge/heal. If the dome is inside a corridor/room, simply run another direction, the enemy can't follow, acting like a wall (defensive way to use dome)

    2. If the enemy is inside dome when deploying, they get trapped inside while friends can bail out. We can use this time to run away or simply surround him from many directions so when time expired, it's shooting party (offensive way to use dome).

    3. Teammate down, he throws dome to his teammate who is bleeding, revives them, gives a short time to recharge/heal itself since enemy can't go in (Gibby in rescue).

    If Gibby can give protection, teammates would like to stay close with him and willing to protect him as well since they know Gibby will protect & rescue in return.

    If you like to be protected by Gibby, give some XP, please.

  • Yggize's avatar
    Yggize
    7 years ago
    ei.. i think the color of GIB's shield make its harder to aim ... -_- hmm?
  • What did they do to the spitfire, I can see they reduced mag size and damage, this gun though is completely inaccurate since the patch.


  • @Jcs2380 wrote:

    @Silz616 wrote:

    @Jcs2380 wrote:

    They needed to buff the ammo capacity of all the other weapons not nerf the capacity of the wingman and spitfire. This game doesn't need any nerfs.  Snipers needed a buff but not to leg shots.  A buff to the headshot multipler and the base damage for snipers would of been nice.


    So what you want really is a faster TTK? The Wingman nerf was the best fix for that weapon. Keeps it's damage but you have to reload more frequently until you get extended mags, and even then the clip is smaller than it was. Same for the Spitfire. I was tearing with it after the nerf. Just got to be more acurate and make your shots count.

    I played for hours last night and found the changes fantastic. Not tried the snipers yet though but I can see Respawns thought process.

    They have also said they can jump straight in to tweak things if it looks like it's to far out of balance.


    I would definitely like a faster TTK. I don't want the TTK to be to as low as those COD games where it takes like one shot to the toe to get a kill. I do think the TTK needs to be a lowered a little bit though.


    I think if connections were stable, TTK would feel more consistent. I put a lot of the issues people have with this game down to connection/server problems first and foremost.

    Some game feel smooth with crisp hit detection and feel, while others I can be dropped from distance in no time at all (almost like receiving damage dealt all in one hit) and my gun feels like it's shooting Nerf bullets.

    I like what they have done balancing wise, but audio, hit reg and lag are the biggest issues to be addressed for me... asap. They have acknowledge these issues and are working on them which is the main thing.

  • Silz616's avatar
    Silz616
    7 years ago

    @BoaFang7 wrote:

    What did they do to the spitfire, I can see they reduced mag size and damage, this gun though is completely inaccurate since the patch.


    Base damage down from 20 to 18. No recoild change though.

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