Patchnoter

Apex Legends Season 11 Escape patch notes

Released

  • 15documented changes
  • 4buffs
  • 3nerfs
  • 8other

What changed

  • ROTATION

    Fully Kitted Rotation

    The Fully Kitted rotation now has the Mastiff, 30-30 Repeater, R-301, CAR and Longbow, replacing the Peacekeeper, Rampage, RE-45, Flatline and Charge Rifle.

    • Added: Mastiff 30-30 Repeater, R-301, CAR, Longbow
    • Removed: Peacekeeper, Rampage, RE-45, Flatline, and Charge Rifle

    TipThe guns that entered the drop arrive fully kitted and cannot be modified, so mags and optics you pick up for them have nowhere to go. Take a drop weapon for the kit it already has, not as something to build on.

    Official source
  • CHANGE

    Supply Drop Rotation

    The Triple Take returns to floor loot as an energy marksman with a longer charge time, bigger magazines and more ammo used per shot, while the G7 Scout moves into the supply drop with Double Tap Trigger.

    • This season the Triple-Take returns to floor loot and taking its place is the G7 Scout. The Scout enters the Supply Drop with its old friend the Double-Tap Trigger equipped.
    • Triple Take - now an energy-consuming marksman * Charge time from 0.8 -> 1.1 (pre-crate value)
    • Mag increase at all tiers (Base: 18, White: 21, Blue: 24, Purple: 27)
    • Ammo consumed per shot increased to 3
    • Ammo required per shot increased to 3

    TipScout is now a rare crate weapon with faster charge time than the floor Triple Take, shifting long-range meta.

    Official source
  • CHANGE

    Crafting

    Crafted ammo gives three times as much per purchase but costs more, Evo Armor points from crafting give more for a slightly higher price, and a sniper bundle is swapped for a shotgun bundle with the Dual Shell.

    Increased ammo from crafting: Light Ammo 20 → 60

    • Increased ammo from crafting
    • Light Ammo 20 → 60
    • Heavy Ammo 20 → 60
    • Energy Ammo 20 → 60
    • Shotgun Ammo 8 → 24
    • Arrows 16 → 48
    • Sniper 12 → 36
    • Crafting Ammo price increased from 5 to 10 per weapon
    • Evo Armor Points from crafting 100 → 150
    • Evo Armor Points cost 45 → 50
    • Replaced a sniper bundle with a shotgun bundle featuring the Dual Shell

    TipCrafting becomes a serious mid-match resource strategy - stock up early since ammo costs more but yields much more.

    Official source
  • BUFF

    Hop Ups

    The Dual Shell hop-up makes the Mastiff and 30-30 Repeater load two rounds at a time.

    Dual Shell - Each round loaded into the Mastiff or the 30-30 Repeater is doubled.

    Official source
  • CHANGEArenas

    Supply Drop

    The Arenas supply drop lands earlier and outside the first ring when it can, carries more purple weapons in early rounds, and no longer has a blue Havoc, blue Devotion or gold RE-45.

    • Supply drop will now land outside the first ring, if possible, and land 10 seconds earlier.
    • Purple weapons now spawn more in earlier rounds
    • Round 1 - 3x blue -> 1x purple + 2x blue
    • Round 2 - 1x purple + 2x blue -> 2x purple 1x blue
    • Round 3 - 2x purple 1x blue -> 3x purple
    • Supply drop no longer spawns blue Havoc or Devotion or gold RE-45
    Official source
  • BUFF

    Supply Drop Weapon Rates

    Supply drop crates are more likely to hold a weapon at every stage of the match, and late-game crates always have one.

    • Early game crate weapon rate 25% → 50%
    • Mid game crate weapon rate 50% → 75%
    • Late game crate weapon rate 75% → 100%

    TipYou'll find consistent weaponry from crates throughout the match instead of needing floor loot as backup.

    Official source
  • REWORK

    Wattson

    Wattson's fences hit harder, debuff for longer, recharge much faster and place farther away, while her Pylon is limited to one that lasts forever but holds a limited pool of shields that recharges faster.

    Ultimate - Interception Pylon: The Pylon output has been significantly reworked.: Reduced the number of active Pylons Wattson can place from 3 to 1.

    • General
    • Improved the reliability and responsiveness of placing Wattson's Tactical and Ultimate in-world objects.
    • Wattson can place her Tactical and Ultimate objects on valid surfaces above Wattson's eye level (to a reasonable extent).
    • General hitbox size increase, to compensate for the removal of low profile in the Legacy update.
    • Tactical - Perimeter Defense
    • Increased damage on crossing a Fence by 33%. (15 to 20)
    • Increased debuff duration on crossing a Fence by 100%. (1.5 to 3 seconds)
    • Increased the time allowance to be hit again by a subsequent Fence effect by 100%. (0.5 to 1 second).
    • Decreased recharge time by 50% (30 to 15 seconds).
    • Increased placement range by 50%.
    • Decreased the delay between Fences shutting off and reactivating after an ally passes through them by 60%. (1.0 -> 0.4 seconds)
    • Wattson now moves at Unarmed-speed while readying/placing Fence nodes.
    • Fence nodes can now be placed as soon as the weapon is readied, instead of waiting for the animation to finish.
    • Ultimate - Interception Pylon
    • The Pylon output has been significantly reworked.
    • Reduced the number of active Pylons Wattson can place from 3 to 1.
    • The Pylon now lasts forever (instead of timing out after 90 seconds).
    • The Pylon now has a pool of 250 Shields that can be distributed to nearby players, instead of effectively infinite Shields.
    • Increased the Pylon shield recharge rate by 150%, and smoothed regen rate. (2/second -> 5/second, or more accurately: 1/0.5 seconds -> 1/0.2 seconds)
    • When a Pylon is out of Shields, it no longer recharges players' Shields, but can still zap incoming ordnance.
    • Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
    • The UI on the ground and HUD elements now displays the amount of Shields that remain in the Pylon.
    • Pinging a friendly Pylon will now display the percentage of Shields remaining in the Pylon.
    • Pylon ordnance-zapping has been moderately reworked.: Ordnance is now zapped when the Pylon detects that it would hit any surface within range and line of sight of the Pylon, instead of being zapped as soon as it comes within range.
    Official source
  • CHANGECrafting

    Enemy NPC Updates

    Prowlers have more health on Storm Point and World's Edge, but any damage you do to AI, including World's Edge Prowlers and Kings Canyon Flyers, now counts toward upgrading your EVO armor.

    • Prowler health across the game has gone up from 90 to 114 (Storm Point and World’s Edge)
    • Prowlers on World’s Edge and Flyers on Kings Canyon now reward EVO points (25%) ... all damage done to AI now rewards progress to your EVO armor

    TipFarming AI for EVO armor is now viable - damage to prowlers and flyers contributes toward your progression.

    Official source
  • The G7 Scout does more damage per shot, and the supply drop version comes with Double Tap.

    • Damage 34 → 36
    • Double Tap added to Supply Drop G7 Scout

    TipThese are effectively two guns now: the floor version simply hits harder, while the drop one arrives with Double Tap fitted and no way to remove it. Learn its trigger before you count on it in a fight.

    Official source
  • BUFF

    Hot Zone Gold Loot Rates

    Hot zones now spawn more gold loot.

    Increased amount of gold loot that spawns in hot zones

    Official source
  • NERF

    L-STAR

    The L-STAR is weaker: barrels help less, its projectiles are much smaller and it does less damage, so hits are harder to land and hurt less.

    • Reduced barrel effectiveness at all rarity tiers
    • Significantly reduced projectile collision size
    • Damage 18 → 17
    Official source
  • The Longbow does less damage per shot.

    Damage 60 → 55

    TipA cut this size on a slow-firing rifle can add a whole extra shot to a knock, and each extra shot is another chance for them to break line of sight. Open at ranges where you can follow up quickly.

    Official source
  • The Peacekeeper has slightly bigger pellets and chokes up faster, and choked shots stay tight a little longer after you stop aiming.

    • Slightly increased pellet size
    • Choke up time 1.5s → 1.25s
    • Choked up shots remain tight for slightly longer when exiting ADS

    TipPeacekeeper shotgun spreads matter less now - closer pellet grouping and faster choke means more consistent damage.

    Official source
  • CHANGERanked Battle Royale - Escape

    TL;DR: Just give me the summary...

    Ranked kill RP now depends on the tier gap between killer and victim, the kill RP cap is effectively higher and victims lose nothing extra, though placement still matters most.

    • Kill RP values now take differences between killer/victim Ranked tiers into account.
    • The kill RP cap (as we have traditionally thought about it up to this point) is effectively being raised from six to seven. However, this kill-related RP cap can be reached in different ways, depending on tier differences and placement. Placement is still paramount, and you still must place first to have a chance at max total RP.
    • Victims do not lose more or less points when killed (in terms of entry cost). Only the killer receives the modifier.
    • Apex Predator and Master are treated as the same tier.
    • An encounter rate with someone of a 3+ tier difference is ultra-rare (less than 0.1%). Ranked matchmaking is staying the same, so in general, you’ll come across identical tiers.
    • In cases where you squad up with a different rank friend or merge into a different tier lobby, your KP will be adjusted appropriately.
    Official source
  • NERF

    EVA-8

    The EVA-8 fires slightly slower.

    Fire rate 2.1 → 2.0

    TipThe gap between shells is now a touch longer, so the window a target has to break line of sight between your shots grows with it. Keep the pressure in one continuous push instead of peeking out for each shell.

    Official source

Full patch notes from EA

Read it on the official page

RANKED BATTLE ROYALE - ESCAPE › TL;DR: Just give me the summary...

  • Kill RP values now take differences between killer/victim Ranked tiers into account.
  • The kill RP cap (as we have traditionally thought about it up to this point) is effectively being raised from six to seven. However, this kill-related RP cap can be reached in different ways, depending on tier differences and placement. Placement is still paramount, and you still must place first to have a chance at max total RP.
  • Victims do not lose more or less points when killed (in terms of entry cost). Only the killer receives the modifier.
  • Apex Predator and Master are treated as the same tier.
  • An encounter rate with someone of a 3+ tier difference is ultra-rare (less than 0.1%). Ranked matchmaking is staying the same, so in general, you’ll come across identical tiers. In cases where you squad up with a different rank friend or merge into a different tier lobby, your KP will be adjusted appropriately.

RANKED ARENAS - ESCAPE

  • Arenas Ranked now has 2 splits, similar to Ranked Battle Royale
  • Along with each new season and split, there is a soft MMR reset and new placement matches. New seasons require the usual 10 placement matches while a new split only requires 5 placement matches.
  • Improvements have been made to matchmaking for finding similarly skilled teammates.
  • Reduced the AP amount gained or lost from MMR differences between teams.

WATTSON › General

  • Improved the reliability and responsiveness of placing Wattson's Tactical and Ultimate in-world objects.
  • Wattson can place her Tactical and Ultimate objects on valid surfaces above Wattson's eye level (to a reasonable extent).
  • General hitbox size increase, to compensate for the removal of low profile in the Legacy update.

WATTSON › Tactical - Perimeter Defense

  • Increased damage on crossing a Fence by 33%. (15 to 20)
  • Increased debuff duration on crossing a Fence by 100%. (1.5 to 3 seconds)
  • Increased the time allowance to be hit again by a subsequent Fence effect by 100%. (0.5 to 1 second).
  • Decreased recharge time by 50% (30 to 15 seconds).
  • Increased placement range by 50%.
  • Decreased the delay between Fences shutting off and reactivating after an ally passes through them by 60%. (1.0 -> 0.4 seconds)
  • Wattson now moves at Unarmed-speed while readying/placing Fence nodes.
  • Fence nodes can now be placed as soon as the weapon is readied, instead of waiting for the animation to finish.

WATTSON › Ultimate - Interception Pylon

  • The Pylon output has been significantly reworked.: Reduced the number of active Pylons Wattson can place from 3 to 1.
  • The Pylon output has been significantly reworked.: The Pylon now lasts forever (instead of timing out after 90 seconds).
  • The Pylon output has been significantly reworked.: The Pylon now has a pool of 250 Shields that can be distributed to nearby players, instead of effectively infinite Shields.
  • The Pylon output has been significantly reworked.: Increased the Pylon shield recharge rate by 150%, and smoothed regen rate. (2/second -> 5/second, or more accurately: 1/0.5 seconds -> 1/0.2 seconds)
  • The Pylon output has been significantly reworked.: When a Pylon is out of Shields, it no longer recharges players' Shields, but can still zap incoming ordnance.
  • The Pylon output has been significantly reworked.: Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
  • The UI on the ground and HUD elements now displays the amount of Shields that remain in the Pylon.
  • Pinging a friendly Pylon will now display the percentage of Shields remaining in the Pylon.
  • Pylon ordnance-zapping has been moderately reworked.: Ordnance is now zapped when the Pylon detects that it would hit any surface within range and line of sight of the Pylon, instead of being zapped as soon as it comes within range.
  • Pylon ordnance-zapping has been moderately reworked.: As a part of the changes, current issues where the Pylon doesn't reliably zap ordnance (particularly concerning airstrike abilities, and ordnance that bounced off surfaces near the Pylon) should now be addressed.

SUPPLY DROP ROTATION

  • This season the Triple-Take returns to floor loot and taking its place is the G7 Scout. The Scout enters the Supply Drop with its old friend the Double-Tap Trigger equipped.
  • Triple Take - now an energy-consuming marksman * Charge time from 0.8 -> 1.1 (pre-crate value): Mag increase at all tiers (Base: 18, White: 21, Blue: 24, Purple: 27)
  • Triple Take - now an energy-consuming marksman * Charge time from 0.8 -> 1.1 (pre-crate value): Ammo consumed per shot increased to 3
  • Triple Take - now an energy-consuming marksman * Charge time from 0.8 -> 1.1 (pre-crate value): Ammo required per shot increased to 3

HOP UPS

FULLY KITTED ROTATION

EVA-8

  • Fire rate reduced from 2.1 to 2.0

PEACEKEEPER

  • Slightly increased pellet size
  • Choke up time reduced from 1.5s to 1.25s
  • Choked up shots remain tight for slightly longer when exiting ADS

LONGBOW

  • Damage reduced from 60 to 55

L-STAR

  • Reduced barrel effectiveness at all rarity tiers
  • Significantly reduced projectile collision size
  • Damage reduced from 18 to 17

G7 SCOUT

  • Damage increased from 34 to 36
  • Double Tap added to Supply Drop G7 Scout

SUPPLY DROP WEAPON RATES

  • Early game crate weapon rate increased from 25% to 50%
  • Mid game crate weapon rate increased from 50% to 75%
  • Late game crate weapon rate increased from 75% to 100%

HOT ZONE GOLD LOOT RATES

  • Increased amount of gold loot that spawns in hot zones

CRAFTING

  • Increased ammo from crafting: Light Ammo 20 → 60
  • Increased ammo from crafting: Heavy Ammo 20 → 60
  • Increased ammo from crafting: Energy Ammo 20 → 60
  • Increased ammo from crafting: Shotgun Ammo 8 → 24
  • Increased ammo from crafting: Arrows 16 → 48
  • Increased ammo from crafting: Sniper 12 → 36
  • Crafting Ammo price increased from 5 to 10 per weapon
  • Evo Armor Points from crafting increased from 100 to 150
  • Evo Armor Points cost increased from 45 to 50
  • Replaced a sniper bundle with a shotgun bundle featuring the Dual Shell

CRAFTING › ENEMY NPC UPDATES

  • Prowler health across the game has gone up from 90 to 114 (Storm Point and World’s Edge)
  • Prowlers on World’s Edge and Flyers on Kings Canyon now reward EVO points (25%) ... all damage done to AI now rewards progress to your EVO armor

ARENAS › Supply Drop

  • Supply drop will now land outside the first ring, if possible, and land 10 seconds earlier.
  • Purple weapons now spawn more in earlier rounds: Round 1 - 3x blue -> 1x purple + 2x blue
  • Purple weapons now spawn more in earlier rounds: Round 2 - 1x purple + 2x blue -> 2x purple 1x blue
  • Purple weapons now spawn more in earlier rounds: Round 3 - 2x purple 1x blue -> 3x purple
  • Supply drop no longer spawns blue Havoc or Devotion or gold RE-45

ARENAS › Weapon Price Updates

  • Moz: Blue 125 → 150
  • Moz: Purple 200 → 250
  • P2020: Blue 75 → 50
  • P2020: Purple 150 → 25
  • RE45: Base 200 → 150
  • RE45: White 150 → 100
  • RE45: Blue 250 → 200
  • Prowler: Base 500 → 400
  • Prowler: Blue 300 → 350
  • Prowler: Purple 400 → 350
  • R99: Base 500 → 450
  • R99: Blue 250 → 300
  • R99: Purple 300 → 350
  • Hemlok: Base 500 → 450

QUALITY OF LIFE

  • UI - teammates will now show that they are self-reviving on their in-world game tags.
  • Added VO for players to communicate they are out of ammo.
  • Updated the Arena Map Rotation Images to show up to five maps.
  • Updated Social Awareness Badges to unlock as default for all accounts.

BUG FIXES

  • UI/UX / Steam Only: Fixed issue where your online friends playing Apex didn’t count towards total online friends while in matches.
  • Fixed bug for Placing a Caustic trap over a Seer Ultimate, that could result in the Ultimate being protected from taking damage.
  • Updated Volt skin's charm placement to be moved up so that charms become more visible.
  • Fixed bug with players losing extra Boosted Loader extra ammo if the player reloads before getting to base ammo amount.
  • Steam: Fixed issue where if a player has a forward slash in their name, a backslash will be added right before it automatically.
  • Hitting an enemy with Valk tactical missiles, can result in health damage even with shields equipped
  • Fixed issue where players do not see Legend Select when starting a game in Trios and immediately advance to drop ship phase.
  • Audio fix for cases where music starts playing in the middle of a BR match.
  • Fixed UI error that showed that the Legendary Prowler had the "Shotgun" tag in the in-game info screen.
  • Audio fix for cases where VO for map changes doubles up (plays both variants at the same time).
  • Audio fix for Rampart Town Takeover where vending machines had no soundFX.
  • Fixed bug where Non-Crossplay Steam friends playing Apex would show up with debug text.
  • Removed the random rock floating in midair in World's Edge.
  • Bug fix for cases where a player could stand up and jump in a knocked-down state after an enemy starts finisher and cancels it.
  • Fixed bug where player names would be missing from Legend select.
  • Reduced hitbox size for Crafting Material Canisters to better fit its shape.

BUG FIXES › Legends

  • Rampart:
  • Fix for cases where Rampart's "No Mercy" finisher causes her to clip through geometry.
  • Wattson:
  • Fixed issue where her Ultimate doesn't always destroy frag grenades when thrown inside the Pylon radius.
  • Pathfinder:
  • Fixed issue with players being able to create ziplines much farther than intended.
  • Fuse:
  • Fixed bug with his Ultimate cooldown being the same with or without a gold helmet.
  • Seer: Removed ability for players to be able to bunny hop at full speed while using Passive.
  • Octane: Improvements to Jump Pad soundFX