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Apex Legends Season 7 Update Description: Horizon, Olympus, Buffs, Nerfs

обновление

Apex Legends Season 7: Ascension is one of the most highly anticipated seasons in battle royale history as it brings a new Horizon legend, a new Olympus map, and a host of other changes. So here are the patch notes.

обновление

Apex Legends players have been looking forward to Season 7 and everything that Respawn Entertainment has in store for us for weeks.  After leaks suggested that the new legend would be Valk, the developers confirmed that it would actually be Horizon, a Scottish scientist who has a penchant for tinkering with Gravity. 

A new Olympus map is also expected, as well as many other changes to the arsenal of weapons, existing legends, and even some new items. 

New Legend: Horizon

Meet Horizon! Our new legend is a brilliant scientist who commands gravity. She is intimately connected to the new arena, and her motives are heartbreaking. 

Horizon's special suit allows her to land safely after falling from a great height and control her movements in the air. With technologies of her own invention, she can use gravity lifts to provide her team with vertical lift, or by sending NEWT - a small robot named after her son Newton - into battle, even create a microscopic black hole that pulls opponents into the center, which gives serious opportunities for crowd control.

Passive: Space Walk

The special Horizon suit improves airflow control and mitigates impact when falling.

Tactical Skill: Gravity Lift

Reverses the direction of gravity, lifting the Legends, and launches them forcefully when they leave the elevator.

Ultimate Ability: Black Hole

Deploys NEWT, creating a microscopic black hole that draws legends nearby.

New Map: Olympus

Legends enter a new arena - the heavenly city of Olympus.

This utopia, hovering in the clouds above Psamat, was once a place where the brightest minds of the Outlands could gather and exchange ideas. However, an accident at the experimental research facility created a phase rift - a huge bubble of phase energy - and the city was abandoned.

Now players can use all the luxury of Olympus to their advantage. Rotating agricultural towers, magnificent gardens and expensive restaurants serve as new stages for intense battles. A new type of transport, "Tridents", will allow your squad to burst into battle on the afterburner and take enemies by surprise. Phase Transition - a tunnel of phase energy that runs through the center of Olympus - allows you to cross the map in a matter of seconds. And above all this, a rift hangs, mysterious and alluring ...

New Vehicle: Trident

Exclusive to Olympus, the Trident is a hovering vehicle designed for an entire squad.

Fly down highways away from bottlenecks or accelerate for jumps: this technique is designed to speed up routes in the early stages of the game. The driver controls from a third-person perspective, while the passenger has full-fledged shooting capabilities from a first-person perspective. The Trident is durable, so it will never explode, but enemy fire damage is distributed across all players in the vehicle. Don't worry, you'll still be able to deal full damage to players with a direct hit, so expect amazing Kraber shots from you. Park anywhere, leave the car and use it as a makeshift hideout towards the end of the game.

The Trident has many different interactions with Legendary skills, so experiment to your heart's content!

LTM: Olympus View

To help you understand and explore the map without the fear of getting shot, we're introducing a new game mode, Olympus Sightseeing. You'll find yourself on Olympus with a team of 30 legends, allowing you to navigate the map far and wide, learning good landing spots, loot areas, and routes that will lead you to the denouement of the match. The rings will be turned on, and after the fourth one is completed, the players return to the ship to begin the second landing. After three visits, the match ends. This mode will only be available for one week. 

Clubs

This season we are introducing clubs to the game. Join a club with like-minded legends and make it easier for yourself to further search for a squad of champions. If you do not like any club, then create it yourself and invite your friends to it! You can find out more about clubs here.

Steam

Go to Steam, download Apex Legends and play! If you've played Origin before, everything you've achieved and unlocked will carry over. In addition, for a limited time, you can log into Steam to claim these Half-Life and Portal themed weapon talismans. 

Battle Pass

The Season 7 Battle Pass is all about high fashion. Level up your pass to unlock skins such as Wraith's High Class and Octane's Fast Fashion.

Challenges are no longer based on points, but give from 1 to 5 stars, depending on their difficulty. After collecting 10 stars, you will move to the next level of the battle pass. We've also added tabs to the Lobby Challenges menu that allow you to switch between Daily Challenges, Best Weekly Challenges, and Event Challenges. While in a match, players can open the map and see the same widget.

To learn more about challenge changes, check out this dev blog article.

CONVENIENCE OF THE GAME PROCESS

Improvements to the mechanics of changing modifications

When replacing a modification with one picked up from the ground, if the old modification is an improvement for your other weapon, it will be automatically transferred to it. 

Replicator Changes

  • For Season 7, we removed weapons from the list of possible craftable items and replaced them with shield batteries. High level mods will still be customized to the weapon category.
  • We now prevent other players from picking up items crafted by you for the first 5 seconds after crafting. This restriction will be lifted if you tag the item.

Recognition of goods from the air

  • Beam colors have been changed to distinguish between normal cargo, lifeline supplies, and replicators. The former are marked in yellowish brown, the latter in blue, and the third in greenish blue.
  • ➤All cargo landing zone effects match these colors.
  • Cargo beams now remain visible when approaching a cargo. The beam still disappears when the capsule is opened.

Miscellanea

  • Arc Star now displays an Arc Star model when thrown near you rather than a grenade model.
  • Added a new line when using the Phoenix Set.
  • Added a new line when placing a voicespray.
  • You can now tag ammo in your backpack to request it from your squad.
  • Changes have been made to the ring to reduce non-playable space within it.

Change of cards

Normal card change

For two weeks, Olympus will be the only map you can play on. At the end of this week, we will return to the usual map change between Olympus and World's End. And Kings Canyon will take a break for now. 

Map Changes in Ranked Season 7

The first rating stage will take place on Olympus, and the second - at the World's End. To learn more about the changes to Ranked Matches this season, check out the blog post.

Meta Legends

Bangalore

  • Thunderclap: Decreased the time required to explode from 8 to 6 seconds.

Developer Note: 

There is not much to add here. Thunderclap will still be used primarily to control enemy movements, but with a shorter fuse, the skill will force enemies out of the area a little faster.

Caustic

  • Nox Trap and Grenade: Legends no longer have a blur visual effect when they are in a gas cloud. Damage changed from 4-10 to 6-12 ticks.

Developer Note:

Fighting in a cloud of caustic gas is one of the most annoying things in Apex Legends, but this gas must be a serious threat, otherwise enemies will simply ignore it. The change addresses what we believe is the main source of this annoyance - blurry vision when in a cloud. Because of this effect, it was extremely difficult to resist. To make up for the lost skill power, we've decided to slightly increase gas damage.

Mirage

  • Psychosis/Party Soul: Decoys now have 45 pts. health.

Developer Note: 

Our master breeder is a legend that is hard to maintain. Every time we make changes to the decoys, there is a jump in frequency and effectiveness of their use as Mirage players master their new abilities, and then when the rest of the world cuts through the chip and begins to distinguish the real Mirage from his equally beautiful holograms, this growth disappears . This time we will try to make getting rid of baits a little more difficult. We give them health, but - and we want to make this clear - they will not act as a shield. Although they take damage from bullets, projectiles will pass through them and hit everything behind the bait. We called it the "corridor test": you shouldn't win against an enemy in a straight corridor with no cover just because you called a decoy with a perfect reaction and absorbed an entire shot from the Wingman with it. In addition, the decoy will have a unique hit effect: it will disappear briefly when it takes damage, which will help you distinguish it from the real Mirage.

Octane

  • Quick Fix: Healing rate doubled (from 0,5 to 1,0 health per second).

Developer comment.

Octane is a legend for players who like to move fast, charge straight at the enemy and often get knocked out. In our opinion, there is nothing wrong with this. The fact that his 200-player win rate is low doesn't bother us too much, as he has an excellent encounter win rate (essentially his knockout ability) and high character pick popularity. However, we still decided to help him out of combat a bit. His passive's healing rate was very slow, requiring up to XNUMX seconds to heal to full health.

Wattson

  • Protective Perimeter: Damage per touch increased from 10 to 15.

Developer Note:

Wattson is the exact opposite of Octane. Not too strong on her own, and below Platinum she is not chosen very often, but at a competitive level, there is simply no way without her. This niche suits us too, but we decided that we would not go too far if we made it a little more powerful in the most optimistic scenario - when someone stumbles upon its barriers. By doing so, we are trying to increase her strength and attractiveness primarily at the lower levels of the game, as we do not see many players who would run into Wattson's barriers in matches with a high level of skill.

Loba

  • Black Market: Gained ammo no longer counts towards the Black Market maximum. You can collect all ammo within reach.

Developer Note:

We're making another attempt to make Loba the perfect legend to provide the team with loot. We've received feedback that players would like to improve her tactical skills as well, and although this is certainly not out of the question, our data suggests that the percentage of wins in collisions (how many knockouts in all matches she gets compared to how many she is knocked out) she is quite decent. Alarmingly low is her win rate in XNUMX-player mode. Rest assured, this is a serious attempt to make the black market really powerful. 

Rampart

  • «Sheila»: the time to fully prepare the barrels has been reduced from 2 to 1,25 seconds.
  • Reinforced shelter: Full build time reduced from 4 to 3 seconds.

Developer Note:

In Patch 6.1, we've made a small change to how long it takes Sheila to reduce bullet spread. This didn't really increase Rampart's win percentage. The second part of this block of changes has been carried over to the Ascension Update. We don't want Rampart to stop being a legend that requires preparation, but we would like to speed up this process. Reinforced Cover should remain a skill that should most often be prepared out of combat, rather than used in the middle of a firefight in response to enemy actions, and Sheila should still hinder enemy attempts to occupy an area, and not be a killing machine. But, like many things, these balance concepts come in a whole range, and in this update we are shifting them slightly towards feedback and killing machines.

Pathfinder: 

Developer Note:

Pathfinder continues to exceed all expectations in terms of win percentage. The good news is that the changes made to his Grappling Hook in Patch 6.1 didn't really increase his win rate much (it went up by 1% overall). In this update, we're making two changes: tweaking its hitboxes, and bringing the previous additions to Cat Hook to a full buff. Details below!

Hitbox: Pathfinder has a tall but very narrow hitbox. A significant part of his model does not take damage, and the area that you can shoot at is not that large, especially on the arms and legs. Here is a comparison of Pathfinder's hitboxes before and after the changes:

As you can see, there is still a lot of non-contact space in the area of ​​\uXNUMXb\uXNUMXbthe arms and legs. We hope that by making it a little easier to hit Pathfinder, we can bring his win rate to the point where we can significantly buff his skill set.

Let's preface the question that inevitably comes with this change: we're not removing Pathfinder's Stealth yet. Even with the increase in hitboxes, Pathfinder will still be much harder to hit than most other characters in the game. If this change had a significant impact on his win rate, then we would be removing Stealth, but we didn't want to do that in the current update, so that we wouldn't bring it back in the next one when it turned out that his win rate had skyrocketed.

Hook cat: We are making a number of changes to the Cat Hook. In version 6.1 we had a very conservative version of these ideas. Now that we know it hasn't seriously impacted his win rate or how annoying it is by some accounts to fight against him, we're releasing a bolder changelog. We also want to make the position clear: Players should not be penalized for perfectly pairing Grappling Hook with other movement mechanics.

  • Pathfinder no longer needs to be on the ground for Grappling Hook to complete.
  • The speed threshold that the Pathfinder must fall to in order for Grappling Hook to be considered completed has been increased from 300 to 500 per second.
  • The maximum cooldown that Grappling Hook can gain has been reduced from 35 to 30 seconds. The maximum movement time before starting a new cooldown is now 5 seconds. (previously it was unlimited). This means that your actual cooldown cannot be more than 35 seconds.
  • The distance you can travel before you reach the maximum recharge time has been roughly doubled.

weapon meta

Dropped supplies

R-99 Drops Out of Supply Drops: R-99 returns to the regular loot list this season with the same stats it had before it was dropped into supply drops at the start of Season 6.

  • Damage reduced from 12 (supply) to 11 (as it was before the start of season 6).
  • ➤Ammo: 20/22/24/27

Bloodhound goes into Supply Drops: The Bloodhound replaces the R-99 in Supply Drops. While the mode switch is being removed from the loot list this season, the Tracker will still have the ability to switch between full auto and 5-shot bursts.

  • ➤Magazine size: 35; spare ammunition: 175.

 

Fully equipped weapon

  • Removed: Devotion, Mastiff, Triple Whammy, Flatline, Volt
  • ➤New: Wingman, Guardian, CHAOS, G7, Changer

"Hemlock"

  • The horizontal recoil on the first 3 shots has been shifted slightly to the right (first burst when firing bursts).
  • Increased returns in the later stages of this scheme.
  • The recoil multiplier in single fire mode has been reduced to compensate for the additional recoil with this scheme. Recoil should increase mainly when firing bursts, and not in single fire mode.
  • Headshot multiplier reduced from 2,0 to 1,75 (Headshot damage for the base character without a helmet decreased from 44 to 39).

Developer comment. 

While we're pleased to see Hemlock become more popular after the recent buffs, we feel it's gotten a little too powerful in Season 6. We found the effective range of the burst mode to be excessive, and the spike in damage when hitting the entire burst in the head was too strong when playing at a high level.

"CHAOS"

  • Changed recoil pattern: moving up, then right, then left and up again.

Developer comment.

In version 6.0, "CHAOS" received a new recoil scheme. She was too unpredictable and difficult to control due to her multiple rapid changes in direction. We have adjusted the recoil pattern so that the overall trajectory is the same, but the movements required to control it are simpler.

L-STAR

  • The L-STAR now has a new recoil scheme: first there is a horizontal displacement, followed by a relatively sequential upward pull of the barrel. Players who quickly release the trigger multiple times will be able to effectively control the L-STAR recoil pattern.
  • The delay after releasing the L-STAR trigger has been reduced from 0,4 to 0,15 seconds.
  • L-STAR now cools faster when not superheated, in 1,15 seconds. from 99,9% to 0%, but in case of overheating, this time is still 2,45 sec.

Developer comment. 

The L-STAR had some limitations that made it less enjoyable to shoot than we would have liked. The recoil pattern continually twisted, making it difficult to control reliably. In addition, when firing in short bursts with the trigger released, a certain inconvenience was felt several times due to the long delay after the shot and slow cooling. So we're softening these pain points to make light trigger pulls more effective and enjoyable, and tweaking the recoil pattern to reward players who can control L-STAR heat.

"Guardian"

  • Charged Sentinel now has a pure damage increase, rather than a shield-only bonus damage.
  • Charged Sentinel base damage increased from 70 to 88

Developer comment. 

The Guardian was still weak. We decided that a good way to improve it is to make its charged state stronger. In the current version, it is too situational and only benefits if the enemy has more than 70 HP. shields. So instead of breaking shields, the effect now increases damage.

"Triple Effect"

  • Rate of fire reduced from 1,3 to 1,2

Developer Note:

Even after its recent nerf, Triple Buff is still too powerful, so we're reducing its rate of fire to its pre-6.0 level. In the dm we will see how the built-in choke, ammo increase and new popularity will affect the effectiveness of this weapon without the increased rate of fire.

Modifications

  • Fast Holster Mod: This new mod attaches to the RE-45 and Wingman. With it, the weapon rises and falls faster, the transition to ADS is faster, and the dispersion when shooting from the hip is reduced (especially without actively moving the character). This should open up new possibilities for using these two weapons, especially in close combat.
  • The mode switch has been removed from the loot list to make room for the new modification.

Game Meta Changes

EVO armor requirements have increased

We've increased the EVO armor upgrade requirements to reduce the number of players with red EVO armor at the end of a match.

  • Level 0 -> 1 : 100 HP damage (was 50)
  • Level 1 -> 2 : 150 HP damage (was 125)
  • Level 2 -> 3 : 300 HP damage (was 250)
  • Level 3 -> 4 : 750 HP damage (was 500)

 

Ring damage reduced

  • Ring 1: 2% per clock (was the same)
  • Ring 2: 3% per bar (was 5%)
    • First of all, it is this change that should give players enough time to use the syringe if they landed in the second ring.
  • Ring 3: 5% per bar (was 10%)
  • Ring 4: 10% per bar (was 20%)
  • Ring 5: 10% per bar (was 20%)
  • Ring 6: 15% per bar (was 25%)
  • Ring 7: 15% per bar (was 25%)

Error correction

Audio

  • We have made some progress in making footstep sounds more stable. We still have a lot of work to do, the results of which we will add as soon as they are ready.

Pathfinder

  • Fixed an issue that caused tethers to pass through platforms when used from below.

Wraith

  • Fixed a bug due to which Wraith's special ability was canceled when preparing a grenade. 

Octane

  • Fixed a bug due to which the character was stuck in a double jump after using a trampoline. 
  • Fixed a bug due to which Octane could apply healing items on a tether. 

Crypto

  • Fixed an issue that could cause the drone to drop items from Crypto's backpack.
  • Fixed an issue that caused the drone to not pass through some windows. 
  • Fixed a bug due to which the drone marked the decoys of an ally Mirage as enemies. 

Revenant

  • Fixed an issue that caused the Revenant to be pushed into terrain when his totem was placed in a tight space. 

Rampart

  • Fixed an issue that prevented Ramparat from placing hardened cover while jumping. 
  • Fixed an issue that caused the Sheila to teleport when placed on a hatch in the Staging Station at World's End. 
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