Home News Gaming Apex Legends Patch Notes: Read the Big Changes in Season 10 HERE

Apex Legends Patch Notes: Read the Big Changes in Season 10 HERE

Apex Legends Patch Notes for Season 10 (Image: EA)

Today’s Apex Legends update is available to download now for PS4, Xbox One, and PC and includes some interesting changes.

There’s a whole event in this week’s patch and while that’s going to steal most of the headlines today, fans will also want to learn more about what developers Respawn have decided to rebalance.

As with most major updates, there are some background details that linger deep in the patch notes.

But they are always relatively easy to find and contain all the big news fans want to know.

Below are some of the key Apex Legends season 10 notes that fans will want to learn more about:

BALANCE CHANGES

wal

  • Sheila has gone mobile!

    • Rampart can now run around with Sheila outside, shooting while walking. The spin-up is longer and she only gets 1 magazine in this mode.

    • Once Sheila is outside, you can put him away and pull him out again until you run out of ammo (or reach the cool down time).

    • At any time, you can still put Sheila down for your teammates to use. Once installed, it can be reloaded indefinitely and works just like the previous version. You can’t pick it up anymore.

Dev Note: A legend based solely on a defensive position is hard to get right in Apex Legends. We think Rampart has a place as the ultimate defensive legend, but we wanted to give her a little more power to be reactive and push with her team. As usual we’ll be watching to see how this plays out and will adjust accordingly!

Revenant

  • Added VFX (similar to the pulse on Loba ult placement) to increase visibility for when a totem is placed nearby.

Octane

  • Decreased horizontal distance of bouncy castle by 10% – 15%.

  • Reduced Octane’s Stim regeneration rate from 1.5 to 1.0 hp/sec.

bloodhound

  • When Bloodhound pings a clue from their passive, it will now show their teammates in quickchat how long ago the event happened

Bocek Composite Bow

  • Draw speed slightly reduced from 0.56 to 0.54

  • Arrows per stone increased from 14 to 16

  • Arrows per stock pile increased from 28 to 32

Hemlok

  • Reduced spread of hip fire

  • Hipfire resets a little faster

Developer notes: The effectiveness of the Hemlok’s hipfire was reduced a few seasons ago and since then the use of the weapon has steadily declined. Bringing back some of that hipfire power (but not all) should make the weapon feel more consistent at close range without being dominant or affecting its mid-range excellence.

Shatter Caps – Bocek Compound Bow

  • Damage per pellet increased across all tensile strengths

    • Short pull damage: 4 to 6

    • Average draft: 7 to 9

    • Full draw: 11 to 12

Shatter Caps – 30-30 Repeater

  • ADS Strafe speed increased to shotgun firing speed while Shatter Caps are enabled

  • Increased pellet damage multiplier from 35% to 50%

Dev Notes: When Shatter Caps work, they feel great, but at the moment it can still be a bit punishing to switch to mode. Increasing damage potential and improving the 30-30’s CQC flow should make Shatters feel a little more approachable and rewarding.

L-STAR

  • Cooling time a little longer

  • Overheating lens replacement time slightly extended

  • Rounds before overheating reduced at base and all Energy Magazine layers

    • Base: 22 to 20

    • White: 24 to 22

    • Blue: 26 to 24

    • Purple/Gold: 28 to 26

  • Arena’s price adjustments:

    • Base: 500 to 600

    • Blue: 300 to 250

    • Purple: 400 to 350

Dev Notes: We’re pushing the L-STAR’s core stats down a bit to smooth out the power progression in what we think is a slightly healthier top end. We’ll be keeping a close eye on the L-STAR and it will recoil as we enter the second half of Emergence. In Arenas, we are well aware of its prevalence in high-level lobbies and praise it from the first round. These changes essentially increase the blue cost by 50 and keep the purple price the same. If the selection speed remains unchanged, we will hotfix further customizations.

shotguns

  • Reduced EVA-8 and Mozambique headshot damage multiplier from 1.5 to 1.25, bringing it in line with the Peacekeeper and Mastiff.

Dev Notes: The EVA-8 has a lot of power in its speed and mildness compared to its counterparts, the PK and Mastiff. It has the advantage with rate of fire and consistency, so we shave some of its spike damage off even the playing field. We’re also normalizing Mozambique for consistency within the shotgun class and to give the P2020 some leeway as the more precise early game weapon.

Triple take

  • Charging time ADS reduced from 1.0 to 0.8

QUALITY OF LIFE UPDATES

  • Shorten the out-of-bounds timer from 30 seconds to 15.

    • Your timer will need to be reset after being turned off again.

  • Switching from red to a gold shield with more health no longer requires a long press.

  • Evo Shields in deathboxes now show their health.

DEVELOPMENT NOTE: TAP PENALTY AND MOBILITY ENGINEERING

Earlier this week, we announced our intention to remove “tap-strafing,” a decision that caught many exercise enthusiasts by surprise. Tap-strapping is a term associated with different types of movement, depending on who you ask. Internally, we generally use it to describe what many associate with scroll-wheel shelling.

To be more explicit, this change targets multiple quick direction commands after jumping. Motion should feel unchanged to controllers and M&K (mouse-and-keyboard) players who hadn’t heard of the term “tap-strafe” until this week. Thanks to the work of some of our engineers, this can now be easily modified and we have the option to iterate or even roll back completely without a client update.

Our goal is to remove some of the sharpness in maintaining momentum around 90°+ angles. That’s what comes to mind when I use the term “tap-strafe” in this post. Things like wall redirects to that same wall should feel unchanged, but movement provided by scroll wheel firing will be removed.

Because tap-firing is a uniquely M&K mechanic, many platforms have asked about our approach to controller-specific systems like aim assist. As Apex and its players evolve, it only makes sense for us to keep evaluating whether the aiming assist needs to be tweaked. When top-level players say they’d be okay with nerfing aim assist, we definitely take note. Players should not feel compelled to use a specific input type to stay competitive

When people say, “Gosh, Respawn’s balancing decisions are aimed at controller players,” the best response I have is, “When it comes to accessibility, we often have to consider controller players given the limitations compared to M&K. But accessibility is not the same as balance design, and treating it as such is a straw man argument.”

This is why we believe that tapping only exists as a design problem. Even in an Apex world with only M&K, or a scenario where controller and M&K could do the same, we don’t believe it would be a healthy change with the freedom it currently offers, for three main reasons:

The first problem: it is very inaccessible. By “inaccessible,” we mean it’s an opaque technique that’s practically impossible to learn organically (and the most egregious examples require strange key binding).

Second, tapping is hard to read and limited counterplay. Pad grabs and Octane pads aside, I’ve seen clips of players breaking ankles with victims (including veteran players) who don’t know what to do. While it’s not very prevalent, I’m concerned about how this may continue to evolve as more players adapt and evolve their tap-strafe mechanics.

The third point, and the most problematic, is how tapping is exacerbated by movement skills. I can buy that a normal speed tap in a firefight is uncommon and relatively mild enough not to kill instantly with fire. But Path struggling past and tapping back in your face with a Mastiff, or Octane cranking 90’s while maintaining ridiculous speed, both make for bigger gameplay issues.

Mobility flu is something to watch out for in this game. While many love the freedom that Apex’s motion system offers, limitations are just as important. Unsurprisingly, mobility legends are very popular. Why don’t we just do that anymore? Well, over time (and I’d say we’re already seeing it) mobility flu can open a Pandora’s box of new problems to solve. How are third parties affected by mobility? How are front lines defined within a battle? How fast can I close the gap with an enemy? As a game, Apex is designed to work well with a finite amount of movement options.

I think it’s important to note that limitations don’t always equate to narrowing skill gaps; there are skills gaps when working within constraints. You could argue that bunny-hop healing lowered the skill ceiling – players could make up for spelling mistakes with fewer restrictions on their ability to heal safely. Different kinds of skill expressions change when we touch something like perfect air control, for better or for worse.

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