Apex Legends Season 7 Ascension patch notes

Apex Legends Season 7 Ascension patch notes

Apex Legends Season 7 Ascension patch notes

Season 7's Ascension update for Apex Legends will bring with it the new Horizon character, which you can read more about here. There's a lot more to this new update besides the addition of Horizon, which you can read below directly from their patch notes on the Apex Legends website while waiting for the new update. update be published on Wednesday.



New Map: Olympus

  • The legends have entered a new arena: the celestial city of Olympus. Utopia floating in the clouds above Psamathe, it was once a place where the brightest minds of the Outlands could congregate and exchange ideas. However, an accident at an experimental research facility led to the creation of the Phase Rift (a huge Phase energy bubble), and the city was abandoned. Players can now use the luxurious equipment of Olympus to their advantage. Rotating farm towers, beautiful gardens and chic restaurants serve as new stages for intense skirmishes. New vehicles called Tridents give your team a way to jump into battle and surprise your enemies. The Phase Runner - a Phase energy tunnel that runs through the center of Olympus - lets you cross the map in seconds. And the Rift dominates everything, mysterious and alluring. . .

New vehicle: the trident

  • Exclusive to Olympus, the Trident is a hover car designed for your entire team. Navigate freeways to avoid choke points or use the boost to hover over jumps, this thing is made to speed up those early game rotations. Drive in third person or as a passenger in first person with full shooting capabilities. The Trident is durable, so it will never explode, but damage from enemy fire will be scattered among players in the car. Don't worry, you can still deal full damage to players by hitting them directly, so we would expect to see some incredible shots from Kraber. Disembark to park it anywhere and use it as a makeshift cover at the end of the game. The Trident interacts with the legend's abilities in different ways, experiment and have fun!

LTM: Olympus Preview



  • To help you understand and explore the map without fear of being photographed, we're launching a new playlist called Olympus Preview. This mode teams you up with 30 legends on Olympus and lets you roam the map to learn map drops, loot areas and practice your routes until the end of the game. The circles are always on and once circle 4 completed, players are returned to the plane to begin the second parachute jump race. There are a total of 3 races before the end of the match. This mode is only available for one week.

Clubs

  • With this season we are introducing clubs. Join a club with like-minded legends and make it easier to find your team of champions. Don't see a particular club that you like, so start one and let your friends know to join!

Steam

  • Start Steam, download and play Apex Legends! If you're from Origin, all of your progress and unlocks will be kept. And for a limited time, log into Steam and receive these weapon charms inspired by Half-Life and Portal.

Combat pass

  • The Season 7 Battle Pass is all about this haute couture. Upgrade your Pass to unlock skins like Octane's “High Class” Wraith and “Fast Fashion”.
  • Challenges are no longer point-based and now receive between 1 and 5 stars, depending on their difficulty. Collecting 10 stars will take you to the next Battle Pass level. We've also added tabs to the challenges menu in the lobby that let you switch between Daily, Weekly, and Event challenges. During a match, players can open the map and see this same in-game widget.

Quality of Life Updates



  • Attachment exchange enhancements
    • When replacing an attachment with an attachment from the ground, if the old attachment is an upgrade for your other weapon, the old attachment will automatically transfer.
  • Replicator Updates
    • For Season 7, we've removed weapons from the crafting pool and replaced them with Shield batteries. High level attachments will always be suitable for a weapon category.
    • We're now preventing other players from picking up items you've crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.
  • Airdrop clarity
    • Beam colors have been changed to differentiate normal drops, Lifeline drops, and Replicator drops. Normal drops are a light tan, Lifeline drops are blue and Replicator drops and teal.
    • All the effects of the landing zone of descending airdrops correspond to their colors.
    • The drop beams stay visible near the drop, instead of disappearing when you get close. The beam always disappears when the pod is opened.
    • The Arc Star now shows an Arc Star figure when thrown near you, instead of a grenade.
    • Added a new VO line when using a Phoenix kit
    • Adding a new VO line when you drop a Holo Spray
    • You can now ping ammo in your inventory to request more from your team
    • Changes to The Ring to reduce the amount of unplayable space in circles.

Map rotations

  • Regular rotation of the map
    • For 2 weeks, Olympus will be the only map you can play on. After this week, we enter a normal rotation between Olympus and World's Edge. We're going to skip Kings Canyon for now.
  • Season 7 ranked rotation
    • The first half of the Ranked Split will be played on Olympus. The second half of the leaderboard will be played on World's Edge.

Meta legend



  • Bangalore
    • Rolling Thunder: Reduced the time taken to explode from 8 seconds to 6 seconds.
    • Developer Note: Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a slightly shorter fuse, it will encourage enemies to leave the area a bit faster.
  • Caustic
    • Nox Gas Trap / Nox Gas Grenade: Legends no longer get a blurry vision effect while in gas. Damage increased from 4-10 damage ticks to 6-12 damage ticks.
    • Developer Note: Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the Gas to be a significant threat or enemies will simply ignore it. With this change, we're attacking what we think is the biggest contributor to that frustration: your blurry vision when you're on gas. This made the response extremely difficult. To compensate for the loss of power, we are increasing the damage caused by the gas a bit.
  • The Mirage,
    • Psyche Out / Life of the Party: Lures now have 45 health points
    • Developer Note: Our chief bamboozler is a difficult legend to keep relevant. Every time we tweak the decoys there is a marked increase in usage and power as the mirages learn to use their new tools and then as the rest of the world gets bigger and starts to be. able to distinguish the real Mirage from sound as well. beautiful holographs, this rise disappears. This time around, we want to try to make it a bit more difficult to remove the decoys. We're giving them health, but to clarify that up front: they won't function as a shield. Although they take damage from bullets, the bullet also passes through them and hits anything behind them. This is what we call the hallway test: you shouldn't be able to gain an engagement against an enemy in a straight hallway without a cover by throwing a decoy and having said the decoy eats an entire shot of Wingman. Decoys will also play unique strike effects and will briefly disappear when taking damage to help you differentiate them from the real Mirage.
  • Octane
    • Fast repair: doubled healing rate (from 0,5 hp / s to 1,0 hp / s)
    • Developer Note: Octane is a legend for players who like to go fast, run in the face of the enemy, and get slaughtered. We think it's absolutely perfect; the fact that his Trios win rate isn't great doesn't really bother us as his meet win rate (think of that as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little more help out of combat. Her passive's healing rate was very slow, requiring up to 200 seconds to fully heal your health bar.
  • Wattson
    • Perimeter Security: increased damage per contact from 10 to 15.
    • Developer Note: Wattson is the Anti-Octane: not super potent individually, not very often chosen below Plat, but an absolute must for competitive teams. We're happy with this niche as well, but thought it would be prudent to give it a little extra power in its best case: people bumping into its fences. We aim for this to increase his power and attractiveness at lower levels of play in particular as we don't see a lot of players encountering Wattson barriers in high level matches.
  • Loba
    • Black Market: Ammunition taken no longer counts towards the Black Market maximum. You can pick up all ammo within range.
    • Developer Note: We're trying to make Loba the ultimate contributing legend to solve all of your team's loot needs. We've heard your comments that you want improvements to her tactics as well, and while that's certainly not irrelevant, our data suggests that her encounter win rate (how many knockdowns she gets versus how many times where it gets knocked down, in every game) is pretty healthy. It is his trios victory rate that is extremely low. Make no mistake: this is a major turning point in making the black market powerful.
  • Rampart
    • Sheila: now takes 1,25 seconds to fully spin, down from 2 seconds.
    • Amplified Wall: Now takes 3 seconds to fully build, down from 4 seconds.
    • Developer Note: In patch 6.1, we made a small change to the time it takes Sheila to tighten her ball spread. It didn't significantly increase his win rate. The other half of that change is in this patch. We don't want to change Rampart to no longer be a legend that requires configuration, but we want to make it faster to configure. Amped Wall should remain a primarily non-combat configuration ability rather than a reactive ability, and Sheila should remain an area denial tool rather than a murderous machine, but like all things, these balancing points exist on a spectrum, and with this patch we're bringing them slightly closer to Reactive / Killer Machine territory.
  • Scout
    • Developer Note: Pathfinder continues to outperform when it comes to win rates. The good news is that his grapple change in 6.1 didn't shift his win rate much (it increased by 1% overall). We're doing two things in this patch: we're adjusting its hitboxes, and we're setting up a tweak for Grappling Hook that will move it firmly into buff territory. More background below!
    • Hitbox: Pathfinder has a tall but extremely lean hitbox. Much of his model isn't actually shootable and in particular his arms and legs don't represent a lot of shooting area either. We hope that by making Pathfinder's hitting a little easier, we can get his win rate under control to the point that we can put some significant power into his kit. Because the question is sure to arise: we are not yet removing Low Profile from Pathfinder with this change. Even with these augmented hitboxes, Pathfinder will still be much harder to hit than most other characters in the game. If this change makes a significant difference in terms of win rates, we'll drop Low Profile; but we really didn't want to take that fix away from him and have to postpone it to the next patch when it turns out his win rate has increased.
    • Grappling Hook: We're making a number of changes to the Grappling Hook. In 6.1, we released a very conservative version of this change; Now that we know it hasn't significantly affected his win rate or, anecdotally, how frustrating he is to fight him, we're shipping the much more aggressive version of the mod list. We also want to clarify that players should not be punished for perfectly chaining the grapple into other movement mechanics.
      • Pathfinder no longer needs to be in the field for Grappling Hook to be considered complete.
      • The rate at which Pathfinder must drop for us to consider Grappling Hook to be complete has been increased from 300 U / sec to 500 U / sec
      • The maximum cooldown grapple that can be set to has been reduced to 30 seconds, down from 35 seconds; the maximum travel time before a new cooldown is set is now 5 seconds, instead of uncapped. This means that in fact, you can never take more than 35 seconds of cooldown.
      • The distance you can travel before reaching maximum cooldown has been roughly doubled.

Weapon meta

  • Decrease in supply
    • R99 Out of Supply Drop: The R99 will return to the normal loot pool this season, with the same stats it had before entering the Supply Drop at the start of Season 6.
      • Damage: 12 -> 11 (from Care Package version to normal preseason 6)
      • 20/22/24/27 ammunition
    • Prowler Into Supply Drop: Ranger replaces R99 in Supply Drop. Although the Selectfire hop-up has been removed from the loot pool this season, the Prowler will still have the option to change between 5 bursts and fully automatic mode.
      • Magazine size: 35; ammunition reserve: 175
  • Fully equipped weapons
    • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
    • New: Wingman, Sentinel, Havoc, G7, Alternator
  • Hemlok
    • Increased horizontal recoil of the first 3 shots slightly to the right (first burst in burst mode)
    • Increase in recoil amplitude in the later stages of the pattern
    • Reduced recoil multiplier in single fire mode to help compensate for additional recoil from the pattern. Recoil should primarily be increased in burst mode rather than single shot mode
    • Reduced headshot multiplier 2.0 -> 1.75 (44 -> 39 headshot damage vs. no helmet base character)
    • Developer Notes: While we're happy to see the Hemlok garnering more attention with recent buffs, we think he's a bit too strong in Season 6. Burst Mode's effective range seemed a bit too far, and peak damage abilities a full burst of headshot was too strong in the high level game.
  • Ravage
    • Updated recoil model. Kick, then right, then left, then again.
    • Developer Notes: With version 6.0, the Havoc has a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes of direction. We adjusted the recoil pattern to have the same general motion while simplifying the motions needed to control the pattern.
  • L-Star
    • LSTAR has a new recoil pattern that starts horizontally at first, then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep LSTAR in the correct part of the recoil pattern.
    • LSTAR purge time after releasing the trigger has been reduced from 0,4s -> 0,15s.
    • LSTAR will now reduce heat faster when not overheated - 1,15s from 99,9% at 0% load if not overheated, still 2,45s from overheating.
    • Developer Note: LSTAR had some limitations that made it worse than we would like. The recoil pattern snaked back and forth, which was difficult to reliably control. Also, pulling in short bursts and then releasing the trigger a few times, or "feathering the trigger", felt somewhat awkward due to the long ventilation time after firing and the slow reduction in heat. So we're reducing those pain points to improve viability and trigger feathering feel, and adjusting the recoil pattern to reward players who can effectively control the heat of LSTAR.
  • Sentinelle
    • Energized Sentinel now has pure damage increase, instead of bonus damage only against shields
    • Energized Sentry Base Damage 70 -> 88
    • Developer Note: The Sentinel was still a bit weak. We think a good place to improve it is the ability to energize. Seems a bit too situational, only being an advantage if the opponent has> 70 shields. So, we're changing the energy from a “disruptive” anti-shield effect to an “amp” damage increase effect.
  • Triple take
    • Fire rate 1,3 -> 1,2
    • Developer Note: The Triple Take is still performing a bit too well after the last nerf, so we're reducing the rate of fire to what it was before patch 6.0. We'll be looking in the future to see how the built-in choke, increased sniper ammo, and new popularity affect weapon performance.
  • Hop-Ups
      • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and the Wingman. When equipped, the weapon lifts and lowers faster, takes less ADS time, and reduces the spread of hip fire (especially when not actively moving). This should open up new opportunities for using both weapons, especially in close quarters combat.
      • The Selectfire receiver hop-up will be removed from the loot pool to make room.

Game meta changes

  • Evo armor requirements increased
    • We have increased the requirements to evolve Evo Armor to reduce the number of players with Red Evo Armor during late game.
      • Level 0 -> 1: 100 damage (from 50)
      • Level 1 -> 2: 150 damage (from 125)
      • Level 2 -> 3: 300 damage (from 250)
      • Level 3 -> 4: 750 damage (instead of 500)
  • Ring damage reduced
    • Ring 1: 2% per tick (same)
    • Ring 2: 3% per tick (from 5%)
      • In particular, this change should give players enough time to open a syringe if they are picked up in Ring 2.
    • Ring 3: 5% per tick (from 10%)
    • Ring 4: 10% per tick (from 20%)
    • Ring 5: 10% per tick (from 20%)
    • Ring 6: 15% per tick (from 25%)
    • Ring 7: 15% per tick (from 25%)

Bug fixes

  • the audio
    • We have improved the reliability of audio playback of steps. We still have work to do which we will continue to deploy as they are completed.
  • Scout
    • Fixed an issue with ziplines going through platforms when deployed from below.
  • Spectre
    • Fixed an issue with priming a grenade canceling Wraith's ultimate.
  • Octane
    • Fixed an issue with double jump getting stuck after using a jump mat.
    • Fixed an issue with Octane being able to use healing items on a zipline.
  • Crypto
    • Fixed an issue with his drone being able to drop items from Crypto's inventory.
    • Fixed an issue with his drone not being able to pass through certain windows.
    • Fixed an issue with his drone marking friendly Mirage decoys as enemies.
  • Revenant
    • Fixed an issue with Revenant being pushed into geo when his totem pole was deployed in tight spaces.
  • Rampart
    • Fixed an issue with Rampart not being able to place an amp wall when jumping.
    • Fixed an issue with Sheila teleporting when placed on a hatch in World's Edge Staging.




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