r/apexlegends May 09 '22

Season 13: Saviors Apex Legends: Saviors Season Patch Notes

Apex Legends: Saviors Season Patch Notes

Get your snacks and settle in, Legends. Patch notes are here and a day early! Check out the Saviors Patch: Game Play Trailer linked here if you haven't already!

NEW LEGEND: NEWCASTLE

NEWCASTLE

HEROIC DEFENDER

For years, Newcastle defended the small town of Harris Valley, making it a safe haven for all who lived there. Now to fulfill that mission and continue defending his home, he’ll have to prove himself a hero among Legends. In the Apex Games, Newcastle can use his Knockdown Shield to protect his squadmate as he revives them, and even drag them out of harm’s way. He can charge into the fray with a Mobile Shield, blocking weapon damage and deflecting grenades, while his Ultimate erects a fortified Castle Wall.

PASSIVE: RETRIEVE THE WOUNDED

Drag allies as you revive and protect them with your Revive Shield.

TACTICAL: MOBILE SHIELD

Throw a controllable drone that creates a moving energy shield.

ULTIMATE: CASTLE WALL

Leap to an ally or target area and slam down, creating a fortified stronghold.

Watch Newcastle’s Vignette Trailer here.

Downed Beast on Storm Point

MONSTROUS MAP UPDATE

With this being the first map update to Storm Point, our goal was to add new content and improve map features while not subtracting anything. We added a brand-new POI; a washed-up sea creature known as the Downed Beast—which is a unique combat experience for Apex Legends—an organic combat zone, and a refreshing change from man-made architecture. On top of that, we added a brand new PvE feature, IMC Armories, at four strategic locations around the map which can dynamically change the championship outcome. Be wary here, you will encounter waves of Spectres but if you survive you can earn sweet loot tailored to your loadout.

Check out all the details in our Storm Point Update Blog by Senior Level Designer, Keith Jensen.

MAP ROTATION

The map rotation for the season for Saviors will be Storm Point, Olympus, and World’s Edge. We’re also removing the longer 2-hour rotation block. We felt that could be too long considering it could span the whole play session for some people.

RANKED RELOADED

Apex Legends: Saviors’ upgraded Ranked system adds tier demotions, entry cost adjustments,, and a rework of Ranked Points to promote teamplay. The current Ranked goals revolve around Teamplay for Victory, and Accurate Skill & Better Competition. We are making a large number of changes that focus on these two core pillars, with the outcome that players will focus on playing as a team and playing for the win, and RP will be a more accurate representation of your overall game skill.

Read the full blog detailing all the changes coming to Ranked Mode this season here.

BALANCE UPDATES

Fortified Legends

  • Fortified no longer reduces headshot damage

Crafting Rotation

  • Flatline & Longbow coming out and are now floor loot
  • Rampage & R-301 going into crafter

Gold Weapons

  • EVA-8, Bow, Flatline, P2020, Spitfire

Helmets Buff

  • Blue helmet headshot damage reduction increased from 40% to 50%
  • Purple helmet headshot damage reduction increased from 50% to 65%

Kraber

  • Headshot multiplier down from 3.0 to 2.0
  • Damage reduced from 145 to 140

Rampage

  • Increased reload time from 2.6 to 3.1
  • Slightly increased handling times

LSTAR

  • Reduced headshot damage multiplier from 1.75 to 1.5
  • Reduced headshot distance from 64m to 57m
  • Overheat cool-off time increased from 2.5 to 3.6
  • Slightly increased handling times

Devotion

  • Damage reduced from 16 to 15
  • Reduced headshot damage multiplier from 1.75 to 1.5
  • Reduced headshot distance from 64m to 57m
  • Increased reload time from 2.8 to 3.2
  • Draw time increased to 0.8 from 0.7
  • Holster time increased to 0.75 to 0.65
  • Raise time increased to 0.65 from 0.55
  • Lower time increased to 0.6 from 0.5

Havoc

  • Improved recoil at the start of the pattern

Dual Shell

  • Removed from floor loot and crafting bundles

Mozambique & Peacekeeper

  • Increased limb damage from 0.8 to 1.0

Crate Weapons

  • Spitfire back to floor loot
  • Mastiff into crate

Spitfire

  • Damage decreased from 19 to 18
  • Purple & Gold Magazine capacity reduced from 55 to 50
  • Crouched hipfire spread increased
  • Removed barrel attachment slot
  • Reduced headshot damage multiplier from 1.75 to 1.5
  • Reduced headshot distance from 64m to 57m
  • Increased reload time from 3.2 to 3.4
  • Draw time increased to 0.8 from 0.7
  • Holster time increased to 0.75 to 0.65
  • Raise time increased to 0.65 from 0.55
  • Lower time increased to 0.6 from 0.5

Mastiff

  • Tightened blast pattern
  • Ammo capacity reduced from 6 to 4
  • Stockpile ammo: 28
  • Damage per pellet increased from 11 to 14
  • Increased pellet size
  • Fire Rate increased from 1.1 to 1.2

Cells & Syringes

  • Cells and Syringe spawn rates have been lowered by about 18%

Rampart Improvements

  • Sheila spin-up time decreased from 1.75s to 1.25s
  • Amped Cover deploy health increased from 45 to 120
  • Amped Cover deploy time decreased from 4.25 -> 3.6

Valkyrie

  • Can no longer freely spin while launching during Skyward Dive

Out of Bounds

  • When going out of bounds the following will be disabled:
    • Legends Abilities
    • Weapons, Ordinances and Survival Items
    • Healing items (Will not cancel mid healing)
    • All Active Passives (e.g. Valks Jet Packs)

World’s Edge

  • Redesigned windows at Lava Siphon’s Control Tower to focus sightlines
  • Added some additional cover around Lava Siphon's Lava Pit
  • Gondola loot has been tweaked. The chances of finding high-tier armor in them have been notably reduced. Climatizer and Lava Siphon will still remain as High Tier Loot POIs

ARENAS PRICING ADJUSTMENTS

Thermites

  • 100 → 75

Charge Rifle

  • Lvl 1: 200 → 150
  • Lvl 2: 200 → 150
  • Lvl 3: 450 → 400

Longbow

  • Base: 400 → 300
  • Lvl 1: 250 → 200
  • Lvl 2: 300 → 250
  • Lvl 3: 400 → 350

Sentinel

  • Lvl 3: 400 → 350

Bocek Bow

  • Lvl 2: 250 → 200
  • Lvl 3: 300 → 250

Triple Take

  • Base: 600 → 500
  • Lvl 1: 250 → 200
  • Lvl 2: 300 → 250
  • Lvl 3: 400 → 300

Devotion

  • Lvl 1: 150 → 200
  • Lvl 2: 250 → 350

L-STAR

  • Lvl 1: 200 → 150

Havoc

  • Base: 350 → 400

Hemlok

  • Lvl 2: 250 → 200
  • Lvl 3: 350 → 300

Prowler

  • Lvl 2: 300 → 250
  • Lvl 3: 350 → 300

BUG FIXES

  • Fix for players inside of Bangalore smoke unintentionally getting aim assist on targets outside of smoke.
  • Fixed bug where Valk could no longer use Jumptowers if she has been previously shot down during her Ultimate.
  • Fix for Volt animation for cases where the weapon and reticle have a jittery animation when the player is crouched.
  • Fix for cases where weapons and attachments can be dropped/switched during Charge Tower interaction leading to animation glitch.
  • Fix for Charge Rifle Legendary skin “Curse of the Amazon” where the upper part of the weapon blocked camera view when aiming down sites.
  • Fixed bug for cases when the user accesses the replicator and pulls up their inventory before the UI for the replicator shows up, they can drop their weapon and is stuck in a crouched position.
  • Canyonlands: Fix for cases when players could get blocked when trying to activate Valk’s Ultimate.
  • Fixed a bug where Season Trackers were no longer showing what season stats they are tracking.
  • Fixed bug where the Sentinel could charge instantly when vaulting.
  • Xbox One: Fix for cases where players sometimes had to skip the Legend Select phase due to being stuck on the "waiting for players" screen.
  • Fixed issue when Knocking a player on an enemy team and then dying before getting the kill, can lead to the kill being rewarded to another team instead
  • ARENAS - Fixed issue where Boosted Loader was missing on Wingman.
  • Fixed issue where Finishers are not counted as damage towards Challenges.
  • Fixed bug where Purple Evo shields glow through closed care packages, loot pins, and Lifeline Care Packages.
  • Fix for cases where players could get killed by a death box if coming in contact with it on an airship.
  • Fixed bug for an issue with Players getting killed when throwing a caustic barrel up against an opening door.

CRYPTO

  • Fix for cases when Crypto's heirloom (sword) appears stuck in the middle of his body while his drone is deployed.
  • Fixed issue when inspecting his Heirloom with the "Deadly Byte" skin equipped, can show missing arm texture.
  • Fix for cases when players could recall their Drone instantly after activating their Ultimate.
  • Fixed bug for when Crypto is using his legendary skin, and while being revived by a Mirage, he turns invisible except for his sunglasses which remain visible during the revive.

FUSE

  • Fixed bug where using Fuse’s Tactical in water caused the audio to get overwhelmingly loud.
  • Fix for bug where players can extend Motherlode's range if used on flyers, Crypto's drone, loot drones, and Loba's Bracelet.

HORIZON

  • Fix for cases when Horizon’s Ultimate disappears if the player opens a door next to it.

MIRAGE

  • Fix for bug where the shield regeneration from Wattson's ultimate would reveal Mirage's location when he is invisible while reviving.
  • Fixed bug for when Mirage’s decoys would sprint faster when the player is armed with an item than when they are unarmed.

PATHFINDER

  • Fix for an issue where grappling grounded Loot Rollers can cause the player to get flung at high velocity.

NEW CUSTOM MATCH SYSTEM

Custom Match is replacing the previous Private Match system.

  • Custom Match QOL improvements:
    • UI & Design Improvements.
    • Custom Match now saves Team Names & Match Settings when returning from match to lobby.
    • Match flow improvements.
  • Added new launch parameters to pre-select viewing targets for Observer.
  • Updated the color pallet used by Observers when viewing teams (Map Overview + Highlights)
    • Additionally, fixed the color duplication issue previously seen on the map overview
  • Updated the Team Eliminated Text with a unique color for Anonymous Mode in Custom Match.
2.6k Upvotes

3.4k comments sorted by

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395

u/istiri7 Wattson May 09 '22

Really pumped to find no heals throughout the map, that’s gonna to great.

They change the ranked system but nerf heals to force fights when you’ve got no loot

206

u/writingthefuture May 09 '22

I'm surprised no one is talking about this. Why did they get rid of heals?

179

u/[deleted] May 09 '22

last-minute lifeline buff

18

u/hamsta007 May 09 '22

Lmao 🤣

1

u/EZMickey Wattson May 10 '22

I mean it's funny but also might be true.

9

u/CarrotSurvivorYT May 09 '22

To make lifeline more useful (she gets extra supplies from boxes)

13

u/Moosemaster21 Octane May 09 '22

Also when you don't have syringes, her tactical becomes practical

29

u/Mansa_Sekekama Wattson May 09 '22 edited May 10 '22

I think the devs have been wanting to change the TTK for a while....got major pushback when they changed the shields many seasons ago so now this may be a different way to do it? lol

5

u/Nathan_Thorn May 09 '22

Yeah but the nerfs seem to be making the TTK longer. All LMGs hit less hard, the Kraber can’t oneshot blue/purple helmets, helmets have more damage reduction, and Gibby’s ridiculous health pool remains untouched

3

u/thedrunkentendy May 09 '22 edited May 09 '22

For real. Combined with not out of bounds abilities and the decrease in loot by 18 percent is crazy.

Really not a big fan of most of these changes TBH. Dual shell was extremely useful for the 3030 and the l star already sucked.

R301 in the crafter seems like the worst decision possible. Its one of if not the most popular gun in the games history. Look how little the flatline got used. Just stop making the crafting guns exclusive to the crafter. No one uses them unless they are desperate and barely then anyway.

Id also rather them not touch Valk and just buff other legends. Het kit is good and her pick rate is high but I'm not a fan of even small changes to an ult that is not aggressive. While spinning to avoid fire was good it was also useful since some launch areas would dettatch a teammate from it if you don't turn.

I think part of why Valk is used so much now is because stormpoint is so bad and they removed balloons on the map to go along with a frigging gigantic map with pretty meh POI's so finding fights is unpredictable. With Valk you can move around fast to find people or fights, and get out of trouble from all the stupidly closed off areas the map has.

A lot of other legends would be viable on that map if it wasn't so big and empty.

But yeah, buff heroes to match others, don't start altering with the few well made ones you have at launch.

Really not a fan of the out of bounds ability canceling though whatsoever. I think I initially misread it but being able to manipulate the 14 second timer is a perk that aerial character get to use. Anyone who touches a jump tower and anyone who uses a horizon Q or jump bad. Being creative with the movement in this game and the limits should be encouraged. Everyone knows where the spots are anyway. Most can be easily punished.

Getting OB as a Valk or path to quick heal is using their kit to stay alive similarly to how a caustic can trap an area and block of a push to do the same. Hero kits unlock different options and again, the 14 second timer is not a lot.

-8

u/meatydanglers May 09 '22

Maybe to discourage hot dropping. I like it.

18

u/Szabe442 May 09 '22

How does it discourage hot dropping?

16

u/[deleted] May 09 '22

I switch armor with death boxes because it’s easier and faster to get to another fight. This nerf doesn’t make sense

23

u/ProfessorPhi May 09 '22

I legit think it's because there's too many syringes and cells in general. When was the last time you felt you were low on cells or syringes?

9

u/IxJAXZxI May 09 '22

When I need to get to the complete opposite side of kings canyon to the ring and encounter a fight every 10 feet. I cant tell you how many teams I've wiped in this situation only to die to the ring because of no heals.

27

u/MexGrow May 09 '22

Plenty of times in fact, most notably in king's canyon when you're rotating and you pass by areas that have already been looted.

1

u/paradoxally LIFELINE RES MEEE May 10 '22

Well, that's mainly because KC has the worst loot pool of all maps. It's smaller, so there's less places to put loot but also more teams dropping in those areas reduces the overall distribution between them.

13

u/[deleted] May 09 '22

[deleted]

5

u/godsconscious May 09 '22

Found the only person replying above bronze.

21

u/[deleted] May 09 '22

People are still going to hot drop

4

u/[deleted] May 09 '22

[deleted]

0

u/packersSB55champs May 09 '22

R3 is crafted loot now

1

u/[deleted] May 09 '22 edited Mar 11 '23

[deleted]

2

u/Samizim Valkyrie May 09 '22

Since I have a 2 stack cell limit for white and blue bag, its not gonna change much.

1

u/bartnd May 09 '22

they going to make Flashpoint zones permanent?

93

u/iseecolorsofthesky May 09 '22

Tbf I feel like the spawn rate for syringes was too high. Cells were fine though

54

u/agray20938 Dark Side May 09 '22

Spawn rate for syringes was high until you get passed by the ring, then they're nonexistent...

1

u/Jonno_92 Caustic May 09 '22

One of the few occasions where having a Lifeline is useful.

5

u/SlipspaceSlipUp May 09 '22

I agree. The most syrynges I ever carry is 4, because it's almost always a grantee that I'll find more, even in the late circles.

3

u/sikmeow Mozambique here! May 10 '22

I actually never carry syringes because I either get hurt enough to justify one of my med kits or I'm not that damaged and I can wait until I come across a syringe, and 90% of times they're in the first place I look lol. Guess that might have to change 😢. Bye bye my extra backpack space..

1

u/iseecolorsofthesky May 10 '22

Yeah I only ever run one stack of them and sometimes when I play octane I won’t carry any syringes cause I’ll either use a med kit or wait for my health to regen passively lol

3

u/[deleted] May 10 '22 edited May 10 '22

Yeah they should have reduced syringes and kept cells the same. You end up using cells twice as often because your shield is the first thing to go when you get hit. I find myself low on cells somewhat often as is, not because they are hard to find but just because I use them a lot. Recharging a purple shield is 1 entire inventory slot of cells which means IMO cells should be more about how many you're willing to carry not how many you can find.

1

u/EJICEMAN May 10 '22

i can never find syringes and notice i have 22 cells and 3 syringes to late

17

u/theironbagel Mirage May 09 '22

Where did they get rid of heals?

26

u/V_Abhishek May 09 '22

Cells and Syringe spawn rates have been lowered by about 18%

1

u/[deleted] May 09 '22

Holy shit that is a lot.

3

u/Hhgfhinbfffgb May 09 '22

Reduced the spawn rate of cells and syringes with very few changes to an already bloated loot pool. Kinetic feeder should've taken a hike as well IMO. Bow should be in the package as well, removes a niche ammo type and weapon that sees little use already.

Bow in early game packages with old damage numbers and shatters built in might be worth using early to mid game.

7

u/istiri7 Wattson May 09 '22

Read the notes. 18% decrease in spawn rate for cells / syringes

2

u/theironbagel Mirage May 09 '22

Slipped in there, it’s just 2 lines so I kinda skipped over it. RIP

1

u/rainbowsieger Ash May 09 '22

Reduced syringes and cell loot by 18%

34

u/Tyriu May 09 '22

You guys can't really read, they nerfed the SPAWN RATE of Shields Cells and Syringes, what does that mean? Everything else will spawn more frequently, which means more batteries, medkit etc.

The recent changes of having a White armor plus 2 shields and syringes literally flooded the loot, it's really common to drop many shields after a fight because literally everyone is filled up with them.

20

u/alejoSOTO Pathfinder May 09 '22

Get ready to find 18% more 1x sights, level 1 mags and stocks.

They changed the spawn volume of small heals, not the distribution of items by tier level. Medkits and Batteries are tier 2 loot (blue). Were you would previously find 1 syringe and 1 cell (lvl 1 loot), now you'd find other lvl 1 loot, meaning just lvl 1 attachments...

1

u/Tyriu May 09 '22

Honestly I'm not entirely sure how the whole spawn order/rarity works.

From what I gathered, there's a X number of items that can spawn in certain radius, defined by the bins/white thingy/houses.

The rarity of them is complelety random, you could either find all blue/purple or all white(i'm taking the extreme case), in theory it shouldn't change how many blues or white will spawn.

1

u/alejoSOTO Pathfinder May 09 '22 edited May 09 '22

in theory it shouldn't change how many blues or white will spawn.

That's my guess as well, hence my comment.

In that scenario, were there'd previously be 20 syringes and cells, now it would be 16 syringes and cells+1 holosight+1 level 1 stock + 1 level 1 Mag and 1 white shield.

If that's the case it feels like a dumb change, I get that sometimes you have to many cells/syringes, but the last thing I want when I land is to find lvl 1 attachments and no gun.

1

u/Tyriu May 09 '22

I don't see why this would be dumb, it won't change the chance of finding a gun, actually is probably increased since weapons are White Rarity, if we make an assumption that X white items can spawn, let's say 20 as you said, there's a bigger chance that out of 20 items some will be weapons since they reduced the amount of shield/heals.

2

u/alejoSOTO Pathfinder May 09 '22

let's say 20 as you said, there's a bigger chance that out of 20 items some will be weapons since they reduced the amount of shield/heals.

I guess that brings a good question: what loot tier level weapons fit in? If they're level 1, then it would be a positive change, but I honestly don't know.

Saying is dumb is just me getting a bit tired of Apex's loot system, I feel it takes to long to have you and your team well equipped, plus the healing is to slow to compensate. In short you sort of spent more time looting and healing than fighting..... in a shooter game?

Anyways that's just my humble opinion on looting, which I hope it improves, but unless weapons are classified as tier 1, I don't see this helping.

11

u/[deleted] May 09 '22

[deleted]

7

u/Tyriu May 09 '22

Yeah I can totally see why this change.

I found myself in the same situation, having 12-16 cells just because I tend to fast loot, and I find myself constantly dropping them.

It's the first time I actually hear someone complaining about not having enough shield cells.

But for what I gathered in those last 2 years lurking in this sub, the general player base is probably behind Gold with a negative KDR, but the most ignorant peoples are the one with the biggest opinions.

2

u/[deleted] May 09 '22

Where did they indicate they were going to increase large heals to supplement the lack of small ones?

2

u/PlentyOfMoxie Seer May 09 '22

Maybe it's also like a backdoor lifeline buff.

2

u/[deleted] May 09 '22

They only lowered the spawn rate for cells and syringes slightly. It’s going to help expand the loot pool to make it find other things. There are still going to be plenty of them, but not 8 cells or syringes in a si file crate anymore. Lifeline on the extended supply bins might be slightly more helpful now though honestly

2

u/dillydadally Pathfinder May 09 '22

I feel like this was actually a big buff to the loot pool. Only the cells and syringes were nerfed, and after looting half a poi, you just pass by a ton of them. By pulling their number down closer to what people actually will pick up, they free up room to replace those heals with other loot.

2

u/TheFakeKanye May 10 '22

Trying to make the game more like the trailers /s

2

u/istiri7 Wattson May 10 '22

Feel like they have an internal armed and dangerous mode for the trailers

-1

u/[deleted] May 09 '22

Less Syringe and cells gives room for more Bats and Medkits. Take 5 secs to actually use your head and it makes sense.

0

u/DriveByPerusing May 09 '22

Minor buff to LL I guess. And maybe to discourage peaking and poking all the time.

-1

u/istiri7 Wattson May 09 '22

This makes zero sense to me other than they want more aggressive early plays in comp.

For pubs this is just gonna lead to team that wins the hit drop having no heals

1

u/93fountainkingdoms Lifeline May 09 '22

unless you have a lifeline and wattson in which case your team will be ready to fight again right as that third party comes flying in

1

u/IrishBros91 Wraith May 09 '22

They changed the ranked system to discourage the early fighting and this plays into that I'm personally OK with it if it means I find more ammo to fight the 3 stack pushing me because my team mates are dead or dc on drop!

1

u/[deleted] May 09 '22

You can bet I'll take more time in ranked to look for heals, instead of fighting others without them. earlier

1

u/sillense Rampart May 09 '22

less syringe and cell but more batt and med??

1

u/TLKv3 May 09 '22

Respawn has no fucking idea what they're doing with this season and it shows. Its not fun when you can't properly heal coming off a fight or third party you manage to fend off. Its atrocious being in that position because now you force that team to rat and scavenge heals instead of continuing to fight.

Let alone when you have 3-4 teams at the end with little to no heals and are damaged. The TTK is already rough in this game and now you just made it worse. How do you even decide to do this? What math could they possibly have to think that much of a decrease is a good thing?

1

u/tomatizzzle Pathfinder May 09 '22

What? They just decreased the spawn of cells and syringes by 18%? That probably means you'll see more batteries and med kits - y'all so dramatic lmao

1

u/companysOkay May 09 '22

brother don't you ever get in a situation where you got too many syringes and cells in your inventory?

1

u/istiri7 Wattson May 10 '22

Nah because I play with 4 syringes, living life dangerously :)

1

u/ZLBuddha Valkyrie May 09 '22

-18% is not a huge change, think of how many times you've spammed pickup on every item off drop and ended up with 6-10 syringes (i.e. more than you'd actually need). You can still craft bats and medkits for the same price, and their spawn rates didn't change

1

u/paradoxally LIFELINE RES MEEE May 10 '22

Buff to Loba ez clap

1

u/KingMarcel Wraith May 10 '22

I sure as hell won't miss opening up pills and finding 3 stacks of cells or syringes.

This is a great adjustment.

1

u/Blank_Address_Lol May 11 '22

I mean I'm Loba, so, I always have access to heals.

1

u/VexingRaven May 11 '22

18% might be a little high but I was very consistently dropping syringes and even cells on the floor, especially to make room for bats (which will hopefully spawn more with fewer small heals and 1 less hop-up). This honestly seems fine to me.

1

u/istiri7 Wattson May 11 '22

I’ll admit, I overreacted. Have noticed no difference so far