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Apex Legends Season 1 Update

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It is now March 18th and Apex Legends still has not launched their first season or information on the much anticipated battle pass. In their defense, the game has only been out for six weeks and maybe, just maybe, the Apex Community is being a bit rough and demanding with the development team. Sure, ORB wants to dig its fingers in the battle pass and Season 1 updates, but for a game that launched without any access to a beta – we’ve been operating in their form of beta. They have tons of work to do and are adapting to communicate with the community to get that work done.

Since our last post, several ‘leaks’ have been introduced as well as possible features coming to the battle royale title. Some of these included Titans, Frag Drones, Legends, and the new Legend Octane Jumpad coming into the game.

This was later found out to not be any type of bug, but was an intentional addition to the livegame as a way to preview the Octane abilities.

We will still maintain our watch over Apex Legends updates and once something major lands, we will be here to give you everything you need to know.

Read Below: To see everything we have encountered about Apex Legends, what has been found in data-mining, and more – read our original post below.


Yesterday evening Respawn dropped some information on some updates and a tiny crumb of information on season 1 launch on their r/apexlegends page. JayFresh, a Respawn Community Manager said that they will not be talking about Season 1 and the Battle Pass for Apex yet – even though we are all fired up about it – obviously, for this game to launch into the Battle Royale market and have a huge impact, there has to be a lot of work going into this game to maintain their spot as the main competition within the market.

I know the wait sucks but it’s coming and ask that you all please be patient with us – u/Jayfresh_Respawn

First up on the discussion board in the recent update was game balancing. Jayfresh brought in designers Lee, Sean, and Brent who discussed how they update the game through player feedback and parsing through data collected from players playtime within Apex. Lee said “a core philosophy of our development process for Apex Legends is to listen to player feedback, parse through all the data we get from the game, try things, and then playtest them a ton to get them just right. And…repeat” Lee said their goal is to continually provide a polished environment for players – provide less frequent updates to the game, but updates that are better tested and higher impact. This way players like you and me don’t have to spend a ton of time reviewing patch notes to figure out what changes and pretty much re-learn the legends we use frequently.

We didn’t make any hasty changes around launch, because we know a ton of players are still learning the game with lots of new Legends dropping in every day…we want to make sure it settles a bit before we act. – u/leeeeeee-RSPN

One of the most talked about Legend issues is with Mirage – his abilities were once great when we were all new to the game, but as someone who used Mirage frequently, I’ve pushed to use other Legends so I can get a little more power when I am with my squad. This same issue has been expressed across all platforms with players sharing ideas for what Respawn should do to lift Mirage up to be balanced with other Legends he goes up against. Respawn actually confirmed they are looking at player feedback and said “Mirage’s power level has dropped a bit as players have adapted to getting Bamboozled – we want to let you know we’re constantly reviewing the state of the game and considering and testing a variety of changes.”

Here are some weapon changes in the recent patch:

  • Wingman
    • Rate of fire reduced from 3.1 to 2.6 shots per second.
    • Skullpiercer Headshot damage multiplier reduced from 2.5 to 2.25.
    • Increased base hip fire spread and decreased the rate at which hip fire spread decays.
  • Peacekeeper
    • Shotgun Bolt rechamber rate has been reduced for the Peacekeeper only.
      • Level 1 mitigation 10% to 7.5%
      • Level 2 mitigation 20% to 13%
      • Level 3 mitigation 25% to 16%
  • Wingman and Peacekeeper availability has been reduced in all zone tiers.
  • Increased availability of energy weapons & ammo in all zone tiers.

Respawn says the Skullpiercer Wingman has been on the stronger end, but it was designed to be a weapon with a higher skill ceiling – the adjustments made were to take it from a full auto Deagle class and move it into more of a hand cannon class. The Peacekeeper with Shotgun Bolt attachment change was made so players have a larger window of vulnerability if they miss their shot. Obviously, we know that energy ammo and weapons are pretty scarce, so Respawn increased the availability.

Nerf the Mozambique? Not a chance! Respawn actually loves the memes the players make and they are afraid to lose that momentum, lets be real, if a Mozambique is the first weapon you see when dropping in, you know damn well you’re gonna be grabbing that till you find something better and this is all part of Respawn’s weapon power curve – which basically means they want to provide a range of weapons that are more common and weaker with higher powered weapons being a bit more scarce and harder to find.

Respawn has also identified some issues when it comes to using Legends with a bigger rig, the larger guys. Those that are larger are generally killed faster they are a bigger target after all. Respawn believes that each Legend should be balanced relatively close to each other so they will be making some changes to hitboxes of the larger characters so they fit the model better.

Although there is still no word on when Season 1 and Apex Battle Pass will be available to players, Respawn has announced changes they will be implementing for the start of Season 1.

  • Hit box size reductions and optimizations for Caustic, Pathfinder, and Gibraltar
    • We’re better sizing hitboxes to character gear & model
    • Since these adjustments have a MAJOR impact on the game, we want to make sure there aren’t any major bugs, so we didn’t want to rush them out.
    • If these adjustments prove to be insufficient, we’ll consider additional adjustments during Season 1.
  • Caustic
    • Traps – reduced cooldown to 25 seconds from 30 seconds
    • Traps – Increased radius and proximity radius by about 10%
    • Traps – Removed a 1 second delay on the smoke dealing damage to players
  • Pathfinder
    • Insider Knowledge – Increased the number of beacons in the world to 12 from 10
  • Lifeline
    • Care Package – Removed slight chance that level 4 armor and helmets will drop
  • Wraith
    • Into the Void – Cooldown increased from 20 seconds to 25 seconds
  • Bangalore
    • Double Time – Reduced move speed bonus from 30% from 40%