1 : Anonymous2021/10/28 17:10 ID: qhrobr


A new Legend with a familiar face, Ash has overseen the Arenas from the shadows and held a tight grip on Pathfinder’s heart. A simulacrum made from the woman who once was Dr. Ashleigh Reid, Ash is determined to eliminate every trace of weakness that held her back as a human.. Detecting death wherever she goes, spearing enemies with electric snares that lock them in place, tearing through space to take more lives-- it would be easy to think that there was nothing human left within that cold steel.

But a trace of the human doctor remains, and she poses a greater threat to Ash than any Legend in the ring.

Passive: Marked for Death
Ash's map shows the location of recent deathboxes. She gets a special prompt on a deathbox, use it to mark surviving attackers (once per box).

Tactical: Arc Snare
Throw a spinning snare that damages and tethers the first enemy that gets too close.

Ultimate: Phase Breach
Tear open a one-way portal to a targeted location. This portal stays open for a short time, during which anyone can use it.

See Ash’s abilities in action here.


This beautiful oasis was once an energy colony for the IMC, and the ruins remain. Many have tried to make a home here: all have failed. A survey of the area revealed the remains of three unique settlements built across the centuries, but no survivors.The colony lay abandoned, only visited by the occasional pirate or castaway. Now the Mercenary Syndicate has plans of their own for Storm Point.

It looks so enticing, but the pristine beaches and crystal waters are just the eye of the hurricane. All around, dangers swirl: wild prowlers, venomous spiders, and the gathering storms only add to the tension in the air. Now the Legends are here to make this place their own.

So it looks like Storm Point is only going to get more dangerous. Check out our blog with all the details here.


For the Escape update the map rotation will be back down to 2 maps; Storm Point and World’s Edge. With Storm Point being a whole new map, we want to make sure players have plenty of time to master the new arena.


With the introduction of Encore, the Arenas map rotation will now include only the custom made Arenas maps. We will not be using BR locations for Arenas in the Escape update.


When you’re in a precarious place, you need a dangerous, flexible weapon: meet the C.A.R. SMG. The Combat Advanced Round submachine gun is a fully automatic weapon that takes adaptability to the next level by accepting either Light or Heavy mags. The C.A.R. hits hard but handles light, this hybrid weapon’s the best of both words for when you’re ready to take a stand and become the most dangerous thing on the island.


Hello, Legends! Let’s take a quick look at how Ranked in Emergence shaped up and review the changes coming in Escape. Ranked continues to attract a large portion of players (around 40% of all playtime!), but this doesn’t mean we can’t look to make improvements.

Note: We fixed an issue where expired skydrive trails remained accessible for longer than they should have. These trails will now expire on the intended seasonal cadence, as mentioned originally in the Ranked Series 3 post (trails from Series 1 & 2 are still grandfathered in).


“Skill” in Apex can be evaluated in all sorts of ways. It’s the amalgamation of gun skill, movement, positioning, awareness, legend mastery, and prevailing over everyone else as Champion that separates the lowly Bronze from Apex Predators.

With that in mind, we want to provide more flexibility and nuance to how players can express skill when RP gains are at stake. Before Escape, measurements have been simple and straightforward. We grant RP based on kill points and a placement multiplier. Now, we’re easing back on some RP restrictions to offer other routes to max out kill-related RP in a match.

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

Kill RP values now take differences between kille 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.

To expand on the first point, tier differences between the killer and victim will be taken into account when calculating baseline kill point value. For example, if a Plat player kills a Diamond player, that kill counts as 12 instead of 10 RP

Tier Difference Kill Points -3 3 -2 5 -1 8 0 10 1 12 2 15 3 20

Some points of clarification;

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.

After tier differences are taken into account for kill points, a flat per kill bonus is added based on placement.

Final Placement Per Kill Bonus 1 15 2-3 10 4-5 5 6-10 2 11-14+ 0

The maximum kill point RP is 175. Any kill-related RP that exceeds that after placement and tier modifiers are added doesn’t affect total RP. The final step is to add a flat placement bonus. Enough with the math, let’s explain these changes with an example:

As a Platinum player, you party up with your Diamond friend and matchmake into a lobby with similarly skilled players. You snag second place, with 6 kills (and/or assists) against Diamond players, and 3 on Plat players.

Each kill on those Diamond players is worth 12 points instead of the typical 10, because they are one rank tier higher than you. That leaves us with (12 × 6) + (10 × 3) = 102 RP.

Now let’s take placement into account. In second, the per kill bonus is 10, so our 9 kills (including assists) × 10 = 90 RP.

We’re curious to see how these changes affect the ranked grind. Jump into Storm Point this first split and let us know how they feel. Stay tuned; this is only the start of what we have in store for Ranked improvements.


We learned a lot from the first season of Ranked arenas and are eager to bring you some improvements:

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.

DEV NOTE:The final calculated AP amount for a match is a factor of your current AP and MMR. It’s also influenced by the MMR differences between teams. In practice, this difference was factoring in more than we wanted. I.e. Losing a match you were slightly favored to win was giving a bigger AP loss than desired.


Dev Note

Move aside Ash, this is Wattson’s season. We’re ecstatic to finally share some long-anticipated Wattson improvements! Her win rate and encounter win rate have always been above average. This could be for a multitude of reasons; her defensive playstyle correlates to higher average placements, Wattson mains are diehard loyalists, and her hitbox has been the smallest in the game ever since Lifeline’s adjustment.

Regardless, much of the high-level data that we’ve shared doesn’t match perception. Play a few games as Wattson and you’ll often find yourself wanting more out of her kit. The goal of these changes is to redistribute her invisible power into the parts of her kit that shape the battlefield in a unique way. We wanted to see what changes could spark more consistency and efficacy in her kit, and ideally ground some of the difficulties surrounding the way her abilities work.

We want to enable more active gameplay from Wattson players by smoothing out the rough edges in placing fences. Responsiveness tweaks, longer range, and faster cooldowns means that Wattson can much more quickly and reliably set up a defensive position, or even use her fences and pylon in the midst of open combat in a pinch.


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. 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.

BALANCE CHANGES: WEAPONS / GEAR 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. HOP UPS Dual Shell - Each round loaded into the Mastiff or the 30-30 Repeater is doubled. FULLY KITTED ROTATION Added: Mastiff 30-30 Repeater, R-301, CAR, Longbow Removed: Peacekeeper, Rampage, RE-45, Flatline, and Charge Rifle EVA-8 Fire rate reduced from 2.1 to 2.0

Dev Note

With the reduced bolt scaling we’ve done in previous passes the EVA-8 is still performing ahead of the shotgun pack. Hitting the base fire rate should help balance out our shotgun roster.

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

Dev Note

When the PK came out of the crate we gave it a big sweep of nerfs to make sure the floor PK wasn’t the crate monster we had all grown to know. In this pass, we swung a little hard so we’re giving it a QOL and usability pass this season.

LONGBOW Damage reduced from 60 to 55

Dev Note

We’re walking back a recent buff to the Longbow that proved unnecessary. We wanted to give it some love due to all the recent Marksman updates but it seems the Longbow was just fine.

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

Dev Note

The L-STAR has been a force to be reckoned with this season so we’re taking a big swing and hitting its projectile size and damage in an effort to bring it down a notch.

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

Dev Note

With the G7 Scout entering the supply drop we’re giving it a bump to damage and adding back on the retired Double Tap to give it some extra spice.

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%

Dev Note

Pushing a supply drop in the end game and whiffing on a weapon feels pretty rough. We want to improve the reliability of getting crate weapons out of supply drops throughout all phases of the game. Don’t worry, we’re adjusting Kraber spawn rates accordingly to keep them in line.

HOT ZONE GOLD LOOT RATES Increased amount of gold loot that spawns in hot zones

Dev Note

Hot Zones can sometimes feel a bit lackluster so we’re injecting more high-tier loot into these dynamic zones to make them more enticing drop spots.

CRAFTING 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 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


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 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

Weapon Price Updates

Moz Blue 125 → 150 Purple 200 → 250 P2020 Blue 75 → 50 Purple 150 → 25 RE45 Base 200 → 150 White 150 → 100 Blue 250 → 200 Prowler Base 500 → 400 Blue 300 → 350 Purple 400 → 350 R99 Base 500 → 450 Blue 250 → 300 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. R5DEV-280424 - Legends- Retail - 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.


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.


2 : Anonymous2021/10/28 17:57 ID: hieqixc

The new map "Storm Point" is mentioned in the patch notes, but since our stickies are limited to 2, here's a link to details about the new map and its PoIs (points of interest): Welcome to Storm Point.

Dev replies HERE.

3 : Anonymous2021/10/28 17:16 ID: hiek43r

I love how they're doing everything in their power to make you not have to spend 3 years reloading the 30-30.

ID: hiexstm

Can it still take shatter caps?

ID: hifhx7q

Man...I like shatter caps but I ALWAYS forget to use it.

ID: hig0yln

Hopefully, I can see the 30-30 as a viable partner to the C.A.R.

4 : Anonymous2021/10/28 17:17 ID: hiekav7

Nice to have better loot for the hot zones. Sometimes I felt scammed when there was barely any purple there.

They should do this to the vaults too.

ID: hiet8qa

literally. sometimes the algorithm be like a hot zone= a gold optics and gold hop-up

ID: hif5ym2

Seriously, sometimes you land, scramble fight your face off, and find like double digital threat and a gold sniper mag with no snipers

5 : Anonymous2021/10/28 17:12 ID: hiejjai

Is this the first time only one legend received changes in the patch notes? (Excluding bug fixes)

ID: hiemste

It is,is literally the only legend receiving changes

ID: hif0vp2

Respawn used all their energy to make Wattson better

ID: hienupf

Hopefully that's an indicator that the overall legend balance is reaching the point where they don't have to constantly change things. We'll see though with the inclusion of Ash and how much Wattsons changes improve her.

6 : Anonymous2021/10/28 17:20 ID: hiekt9w

Fixed issue where players do not see Legend Select when starting a game in Trios and immediately advance to drop ship phase.

fucking FINALLY

I thought it was part of the larger server-side issues and lag (they still really need to work on the server issues though)

ID: hiesm60

YES. Definitely one of the most annoying of all bugs this past season

ID: hiev5rv

That and the blaring music in the last few minutes Holy shit was that bad.

7 : Anonymous2021/10/28 17:11 ID: hiejfro

Now crafting ammo will actually be somewhat useful.

Also Wattson mains rejoice!

ID: hiekdjh

It was so annoying to craft them before!

ID: hiem886

I used ammo crafting whenever I used the Bocek since finding Bocek ammo is just too unreliable, and I'd also use it situationally other times, but I definitely appreciate the buff.

ID: hieoo93

I find it odd that shotgun ammo now gives a slot and a half of ammo. I think 16 would've been fine.

8 : Anonymous2021/10/28 17:18 ID: hiekekw

Those crafting changes pleases me, hate only being able to get 20 bullets. Tf am I gonna do with that

ID: hiexm4e

The crafting changes are amazing.

You can also upgrade from blue to purple Evo with 2 crafts instead of 3 and only 100 energon instead of 135. Huge buffs to crafting

ID: hif5tb1

I fucking love that you just called materials energon. We should officially change that

9 : Anonymous2021/10/28 17:26 ID: hielo10

Evo Armor Points from crafting increased from 100 to 150

So this means you can create a blue evo armor if your team got SOL in a POI and couldnt find any. This is a really solid change IMHO.

10 : Anonymous2021/10/28 17:14 ID: hiejun2

Ahhh I want the stats on the C.A.R. !!!
Where does it sit in terms of damage / fire rate?

ID: hif1cgk

Best estimate from frame counting footage we have is around 920 rpm and 13 damage and 199 dps. Prolly just a better r99

11 : Anonymous2021/10/28 17:27 ID: hielwc6

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

Mastiff is gonna slap be able to be reloaded faster this season.

Thought we were gonna have doubleshot mastiff there

ID: hiepc2u

I hope the Dual shell can work with Shattercaps too, otherwise I'll never pick it up on the 30-30 if I've already found Shattercaps

ID: hif1o3r

Shatters worked with Tempo on the bow, right? That's a very similar interaction.

12 : Anonymous2021/10/28 17:47 ID: hieoy69
Removed the random rock floating in midair in World's Edge.


ID: higu420


(no seriously idk where it is lol)

ID: hihcc81

It's floating about 20 meters in the air somewhere between climatizer's east jump tower and the mountain where Bloodhound found the wounded prowler.

ID: hiep4qx

My pet rock 🙁

ID: hif5a7s

S10 goodbye party for the rock???

13 : Anonymous2021/10/28 17:15 ID: hiejz9a

Note: We fixed an issue where expired skydive trails remained accessible for longer than they should have.

ID: hienc7p


14 : Anonymous2021/10/28 17:11 ID: hiejdm7

Happy to see the Triple Take returning. Sad to see the G7 going away. Tis the circle of life.

ID: hiekj8e

Yeah but I'm looking forward to the G7 being better again, will remind me of how OP it was in like Season 3 and should be pretty fun when you get your hands on it

15 : Anonymous2021/10/28 17:12 ID: hiejk3w

Added VO for players to communicate they are out of ammo.

Updated the Arena Map Rotation Images to show up to five maps.

I like those

ID: hifucas

Say what you will about Respawn, but they really set the standard for ping communication.

16 : Anonymous2021/10/28 17:11 ID: hiejeyf

I'm happy for all you Wattson players! Defensive Legend mains support each other.

ID: hieliju

from one defensive main to another. we got each other's backs

17 : Anonymous2021/10/28 17:24 ID: hielce5

Dual Shell Hop Up sounds great! I can't wait to run a dual shell Mastiff.

18 : Anonymous2021/10/28 17:12 ID: hiejlcf

“Lowly bronze” Shots fired.

ID: hiezv3b

Shots fired.

and theyre hittin me

19 : Anonymous2021/10/28 20:49 ID: hifggq1

I don’t understand why they’re making the sky trail rewards only last 1 season. This past season was the first time I’ve actually been able to put the time into getting to Masters and I told myself I’d never do it again (I won’t have time). I sure as hell wouldn’t of put in the hours this season if I knew it was only going to last 90 days… I hope they make it last 2-3 seasons. 3 seasons at minimum is at least relatively reasonable. 90 days is just a slap in the face to those of us that are just to busy to put in the time every season

20 : Anonymous2021/10/28 17:21 ID: hiekz4u

Full stack ammo crafting let's goooooo!

21 : Anonymous2021/10/28 18:53 ID: hiez296

Really happy about peacekeeper buffs. It's a solid gun but way too inconsistent.

ID: hif5is8

I'm happy/sad about it. Happy I'll be able to slap in Fragments that much quicker, sad I'll get slapped in Fragments that much quicker.

22 : Anonymous2021/10/29 09:53 ID: hihsb8s

Respawn really needs to get rid of demotion protection in Ranked its so aggravating having a hard stuck random pushing everything without any penalties.

23 : Anonymous2021/10/28 17:23 ID: hielab8

Lol the triple take about to be meta af


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